4a1a6c5625
* Unified EFFECT_RECOIL Combined EFFECT_RECOIL_25/33/50/33_STATUS into a single EFFECT; added an extra field to BattleMove 'secondaryData' that contains the franction of HP recoil; argument still holds status effect for Flare Blitz/Volt Tackle * BattleMove struct change Added critrate, recoil, multihit fields, made zMove into a union of effect/powerOverride for status/non-status moves respectively. Added new recoil field and zMove field to all moves. To-do: crit rate, multihit * Critrate field added Moves use a critRate field instead of a flag - obsoletes EFFECT_ALWAYS_CRIT * Just a little define Makes clear that critBoost = 3 means ALWAYS CRIT * Added a proper recoil field Just to make it unambiguous and flexible - can finally have a move with 69% recoil. * Fixed AI damage calculation for multi-strike moves * Fixes + removed unused effects * Tests fixes Two to fix: pass when run in isolation but not when the whole group is run, which is annoying... * Minor fixes * Minor tweaks * Fixed move effects * recoil tests --------- Co-authored-by: Alex <alexthenotes@gmail.com>
56 lines
2 KiB
C
56 lines
2 KiB
C
#include "global.h"
|
|
#include "test/battle.h"
|
|
|
|
SINGLE_BATTLE_TEST("Sheer Force boosts power, but removes secondary effects of moves", s16 damage)
|
|
{
|
|
s32 j;
|
|
u32 ability = 0, move = 0;
|
|
|
|
for (j = 1; j < MOVES_COUNT; j++)
|
|
{
|
|
if (gBattleMoves[j].sheerForceBoost && j != MOVE_ORDER_UP)
|
|
{
|
|
PARAMETRIZE { ability = ABILITY_ANGER_POINT; move = j; }
|
|
PARAMETRIZE { ability = ABILITY_SHEER_FORCE; move = j; }
|
|
}
|
|
}
|
|
|
|
GIVEN {
|
|
PLAYER(SPECIES_TAUROS) { Ability(ability); Status1(move == MOVE_SNORE ? STATUS1_SLEEP : STATUS1_NONE); }
|
|
OPPONENT(SPECIES_WOBBUFFET);
|
|
} WHEN {
|
|
TURN { MOVE(player, move); }
|
|
if (gBattleMoves[move].effect == EFFECT_TWO_TURNS_ATTACK || gBattleMoves[move].effect == EFFECT_SEMI_INVULNERABLE) {
|
|
TURN { SKIP_TURN(player); }
|
|
TURN { ; }
|
|
}
|
|
} SCENE {
|
|
ANIMATION(ANIM_TYPE_MOVE, move, player);
|
|
HP_BAR(opponent, captureDamage: &results[i].damage);
|
|
if (ability == ABILITY_SHEER_FORCE) {
|
|
NONE_OF {
|
|
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, player);
|
|
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, opponent);
|
|
STATUS_ICON(opponent, STATUS1_FREEZE);
|
|
STATUS_ICON(opponent, STATUS1_POISON);
|
|
STATUS_ICON(opponent, STATUS1_BURN);
|
|
STATUS_ICON(opponent, STATUS1_TOXIC_POISON);
|
|
STATUS_ICON(opponent, STATUS1_PARALYSIS);
|
|
MESSAGE("Wobbuffet is confused!");
|
|
MESSAGE("Wobbuffet flinched!");
|
|
}
|
|
// Volt Tackle/Flare Blitz edge case: recoil happens, but target isn't statused
|
|
if (gBattleMoves[move].effect == EFFECT_RECOIL)
|
|
{
|
|
HP_BAR(player);
|
|
MESSAGE("Tauros is hit with recoil!");
|
|
}
|
|
}
|
|
} FINALLY {
|
|
s32 j;
|
|
for (j = 0; j < gBattleTestRunnerState->parametersCount; j+=2)
|
|
{
|
|
EXPECT_GT(results[j+1].damage, results[j].damage);
|
|
}
|
|
}
|
|
}
|