a64e1c63c1
* Made gBattleMoves handle the InGame name and description of battle moves No more multiple arrays in separate, individual files. Note: -Keep an eye on Task_LearnedMove. * Reintroduced move names Misc: -Fixed Trick-or-Treat and Light of Ruin's expanded names. -Introduced a new field for Z-Move names, and a constant for their name length. -Added a few TODOs to GetBattleMoveName. -Updated GetMaxMoveName and GetZMoveName. There's no reason not to let GetBattleMoveName handle everything on its own. * Updated GetBattleMoveName to handle Z-Move Names Misc: -Removed pointless TODO about MOVE_NAME_LENGTH. -The compiler doesn't allow to have a move name with a value higher than MOVE_NAME_LENGTH, therefore it's pointless to worry about it. * Fixed a couple of expanded move names * Removed zMoveName variable of struct BattleMove and extended the name variable's size * Ditched no longer used MOVE_NAME_LENGTH constant * Corrected the names of the max moves I should have done this after updating the size of the name variable of the struct BattleMove, but I didn't think about it at all until Cancer Fairy indirectly gave me the idea. * Fixed U-turn's name * Brought back MOVE_NAME_LENGTH I think it doesn't make sense to have a Z_MOVE_NAME_LENGTH because the length in question is used for all battle moves, not just the Z-Moves. * Introduced a union for Move/Z-Move names in the struct BattleMove * Fixed the union for gBattleMoves move names Also updated GetBattleMoveName to properly handle Max Move names. Also also renamed the "zMoveName" variable to "bigMoveName" which better reflects its purpose. Z-Move names weren't the only thing it covered, since it also handles Max Move names. * Removed deprecated GetZMoveName and GetMaxMoveName * Reintroduced mention to gMoveNames in sGFRomHeader * Fixed move names and ported move descriptions * Fused the struct ContestMove into the struct BattleMove * Removed no longer used Z_MOVE_NAME_LENGTH constant * Renamed the struct BattleMove's bigMoveName variable and introduced macros to prettify move names * Reintroduced the contest parameters for Pokémon moves * Renamed gBattleMoves to gMovesInfo This is consistent with gSpeciesInfo, the array that contains most of the species data. * Renamed the BattleMove struct to MovesInfo This is consistent with the struct SpeciesInfo, which contains the variables used by the gSpeciesInfo array. * Removed empty lines separating battle params from contest params in gMovesInfo * Renamed MovesInfo to MoveInfo * Added Cancer Fairy's HANDLE_EXPANDED_MOVE_NAME macro Used to handle moves with expanded names in a more comfortable manner. Also fixed Trick-or-Treat's expanded name. * Renamed GetBattleMoveName to GetMoveName * Added a comment pointing out that the shared move descriptions are shared move descriptions * Re-aligned one of the escape characters of CHECK_MOVE_FLAG * Renamed the battle_moves.h file to moves_info.h instead for consistency's sake * Applied Eduardo's adjustments * Using compound string for regular move names as well, saving 1180 bytes and making their use consistent * Move description formatting * Updated Pursuit test after merge * Renamed the BATTLE_CATEGORY constants to DAMAGE_CATEGORY --------- Co-authored-by: Nephrite <thechurchofcage@gmail.com> Co-authored-by: Bassoonian <iasperbassoonian@gmail.com> Co-authored-by: Eduardo Quezada D'Ottone <eduardo602002@gmail.com>
71 lines
2.4 KiB
C
71 lines
2.4 KiB
C
#include "global.h"
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#include "test/battle.h"
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SINGLE_BATTLE_TEST("Mind's Eye allows to hit Ghost-type Pokémon with Normal- and Fighting-type moves")
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{
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u32 move;
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PARAMETRIZE { move = MOVE_TACKLE; }
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PARAMETRIZE { move = MOVE_KARATE_CHOP; }
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET) { Ability(ABILITY_MINDS_EYE); };
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OPPONENT(SPECIES_GASTLY);
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} WHEN {
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TURN { MOVE(player, move); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, move, player);
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HP_BAR(opponent);
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}
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}
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// No current official way to test this, effect based on Smogon's NatDex format.
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SINGLE_BATTLE_TEST("Mind's Eye doesn't bypass a Ghost-type's Wonder Guard")
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{
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u32 move;
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PARAMETRIZE { move = MOVE_TACKLE; }
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PARAMETRIZE { move = MOVE_KARATE_CHOP; }
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET) { Ability(ABILITY_SCRAPPY); };
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OPPONENT(SPECIES_SHEDINJA) { Ability(ABILITY_WONDER_GUARD); };
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} WHEN {
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TURN { MOVE(player, move); }
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} SCENE {
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NONE_OF {
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ANIMATION(ANIM_TYPE_MOVE, move, player);
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HP_BAR(opponent);
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}
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ABILITY_POPUP(opponent, ABILITY_WONDER_GUARD);
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MESSAGE("Foe Shedinja avoided damage with Wonder Guard!");
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}
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}
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//// AI TESTS ////
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AI_SINGLE_BATTLE_TEST("AI doesn't use accuracy-lowering moves if it knows that the foe has Mind's Eye")
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{
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u32 abilityAI = ABILITY_NONE, moveAI = MOVE_NONE, j = 0;
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for (j = MOVE_NONE + 1; j < MOVES_COUNT; j++)
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{
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if (gMovesInfo[j].effect == EFFECT_ACCURACY_DOWN || gMovesInfo[j].effect == EFFECT_ACCURACY_DOWN_2) {
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PARAMETRIZE{ moveAI = j; abilityAI = ABILITY_SWIFT_SWIM; }
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PARAMETRIZE{ moveAI = j; abilityAI = ABILITY_MOLD_BREAKER; }
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}
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}
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GIVEN {
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AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT);
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PLAYER(SPECIES_WOBBUFFET) { Ability(ABILITY_MINDS_EYE); }
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OPPONENT(SPECIES_BASCULEGION) { Moves(MOVE_CELEBRATE, moveAI); Ability(abilityAI); }
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} WHEN {
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TURN { MOVE(player, MOVE_TACKLE); }
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TURN { MOVE(player, MOVE_TACKLE);
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if (abilityAI == ABILITY_MOLD_BREAKER) { SCORE_GT(opponent, moveAI, MOVE_CELEBRATE); }
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else { SCORE_EQ(opponent, moveAI, MOVE_CELEBRATE); }
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}
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, player);
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if (abilityAI == ABILITY_MOLD_BREAKER) { ANIMATION(ANIM_TYPE_MOVE, moveAI, opponent); }
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}
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}
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