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>
63 lines
2.4 KiB
C
63 lines
2.4 KiB
C
#include "global.h"
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#include "test/battle.h"
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SINGLE_BATTLE_TEST("Sheer Force boosts power, but removes secondary effects of moves", s16 damage)
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{
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s32 j;
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u32 ability = 0, move = 0;
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for (j = 1; j < MOVES_COUNT; j++)
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{
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if (gMovesInfo[j].sheerForceBoost
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//&& gMovesInfo[j].effect != EFFECT_ORDER_UP
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&& gMovesInfo[j].effect != EFFECT_AURA_WHEEL
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&& gMovesInfo[j].effect != EFFECT_PLACEHOLDER)
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{
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PARAMETRIZE { ability = ABILITY_ANGER_POINT; move = j; }
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PARAMETRIZE { ability = ABILITY_SHEER_FORCE; move = j; }
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}
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}
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GIVEN {
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PLAYER(SPECIES_TAUROS) { Ability(ability); Status1(move == MOVE_SNORE ? STATUS1_SLEEP : STATUS1_NONE); }
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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if (move == MOVE_ALLURING_VOICE || move == MOVE_BURNING_JEALOUSY) // Alluring Voice requires the target to boost stats to have an effect
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TURN { MOVE(opponent, MOVE_AGILITY); MOVE(player, move); }
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else
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TURN { MOVE(player, move); }
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if (gMovesInfo[move].effect == EFFECT_TWO_TURNS_ATTACK || gMovesInfo[move].effect == EFFECT_SEMI_INVULNERABLE
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|| gMovesInfo[move].effect == EFFECT_METEOR_BEAM) {
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TURN { SKIP_TURN(player); }
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TURN { ; }
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}
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, move, player);
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HP_BAR(opponent, captureDamage: &results[i].damage);
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if (ability == ABILITY_SHEER_FORCE) {
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NONE_OF {
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ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, player);
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ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, opponent);
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STATUS_ICON(opponent, STATUS1_FREEZE);
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STATUS_ICON(opponent, STATUS1_POISON);
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STATUS_ICON(opponent, STATUS1_BURN);
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STATUS_ICON(opponent, STATUS1_TOXIC_POISON);
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STATUS_ICON(opponent, STATUS1_PARALYSIS);
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MESSAGE("Wobbuffet is confused!");
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MESSAGE("Wobbuffet flinched!");
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}
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// Volt Tackle/Flare Blitz edge case: recoil happens, but target isn't statused
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if (gMovesInfo[move].recoil > 0)
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{
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HP_BAR(player);
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MESSAGE("Tauros is hit with recoil!");
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}
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}
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} FINALLY {
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s32 j;
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for (j = 0; j < gBattleTestRunnerState->parametersCount; j+=2)
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{
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EXPECT_GT(results[j+1].damage, results[j].damage);
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}
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}
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}
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