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>
113 lines
4.1 KiB
C
113 lines
4.1 KiB
C
#include "global.h"
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#include "test/battle.h"
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ASSUMPTIONS
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{
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ASSUME(gMovesInfo[MOVE_BEAK_BLAST].effect == EFFECT_BEAK_BLAST);
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}
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DOUBLE_BATTLE_TEST("Beak Blast's charging message is shown before other moves are used")
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{
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GIVEN {
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ASSUME(gMovesInfo[MOVE_BEAK_BLAST].priority < 0);
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PLAYER(SPECIES_WYNAUT) { Speed(10); }
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PLAYER(SPECIES_WOBBUFFET) { Speed(5); }
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OPPONENT(SPECIES_WOBBUFFET) { Speed(2); }
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OPPONENT(SPECIES_WOBBUFFET) { Speed(3); }
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} WHEN {
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TURN { MOVE(playerLeft, MOVE_BEAK_BLAST, target: opponentLeft); }
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} SCENE {
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ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_BEAK_BLAST_SETUP, playerLeft);
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MESSAGE("Wynaut started heating up its beak!");
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MESSAGE("Wobbuffet used Celebrate!");
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ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, playerRight);
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MESSAGE("Foe Wobbuffet used Celebrate!");
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ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, opponentRight);
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MESSAGE("Foe Wobbuffet used Celebrate!");
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ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, opponentLeft);
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MESSAGE("Wynaut used Beak Blast!");
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ANIMATION(ANIM_TYPE_MOVE, MOVE_BEAK_BLAST, playerLeft);
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HP_BAR(opponentLeft);
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}
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}
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DOUBLE_BATTLE_TEST("Beak Blast burns all who make contact with the pokemon")
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{
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GIVEN {
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ASSUME(gMovesInfo[MOVE_BEAK_BLAST].priority < 0);
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ASSUME(gMovesInfo[MOVE_TACKLE].makesContact);
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PLAYER(SPECIES_WYNAUT) { Speed(10); }
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PLAYER(SPECIES_WOBBUFFET) { Speed(5); }
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OPPONENT(SPECIES_WOBBUFFET) { Speed(3); }
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OPPONENT(SPECIES_WOBBUFFET) { Speed(2); }
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} WHEN {
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TURN { MOVE(opponentLeft, MOVE_TACKLE, target: playerLeft); MOVE(opponentRight, MOVE_TACKLE, target: playerLeft); MOVE(playerLeft, MOVE_BEAK_BLAST, target: opponentLeft); }
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} SCENE {
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ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_BEAK_BLAST_SETUP, playerLeft);
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MESSAGE("Wynaut started heating up its beak!");
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MESSAGE("Wobbuffet used Celebrate!");
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ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, playerRight);
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MESSAGE("Foe Wobbuffet used Tackle!");
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ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, opponentLeft);
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HP_BAR(playerLeft);
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ANIMATION(ANIM_TYPE_STATUS, B_ANIM_STATUS_BRN, opponentLeft);
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MESSAGE("Foe Wobbuffet was burned!");
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STATUS_ICON(opponentLeft, burn: TRUE);
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MESSAGE("Foe Wobbuffet used Tackle!");
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ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, opponentRight);
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HP_BAR(playerLeft);
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ANIMATION(ANIM_TYPE_STATUS, B_ANIM_STATUS_BRN, opponentRight);
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MESSAGE("Foe Wobbuffet was burned!");
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STATUS_ICON(opponentRight, burn: TRUE);
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MESSAGE("Wynaut used Beak Blast!");
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ANIMATION(ANIM_TYPE_MOVE, MOVE_BEAK_BLAST, playerLeft);
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HP_BAR(opponentLeft);
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}
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}
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SINGLE_BATTLE_TEST("Beak Blast burns only when contact moves are used")
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{
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u32 move;
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bool32 burn;
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PARAMETRIZE { move = MOVE_TACKLE; burn = TRUE; }
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PARAMETRIZE { move = MOVE_WATER_GUN; burn = FALSE; }
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PARAMETRIZE { move = MOVE_LEER; burn = FALSE; }
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GIVEN {
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ASSUME(gMovesInfo[MOVE_TACKLE].makesContact);
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ASSUME(!gMovesInfo[MOVE_WATER_GUN].makesContact);
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ASSUME(!gMovesInfo[MOVE_LEER].makesContact);
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(player, MOVE_BEAK_BLAST); MOVE(opponent, move); }
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TURN {}
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} SCENE {
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ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_BEAK_BLAST_SETUP, player);
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MESSAGE("Wobbuffet started heating up its beak!");
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ANIMATION(ANIM_TYPE_MOVE, move, opponent);
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if (burn) {
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ANIMATION(ANIM_TYPE_STATUS, B_ANIM_STATUS_BRN, opponent);
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MESSAGE("Foe Wobbuffet was burned!");
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STATUS_ICON(opponent, burn: TRUE);
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}
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else {
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NONE_OF {
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ANIMATION(ANIM_TYPE_STATUS, B_ANIM_STATUS_BRN, opponent);
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MESSAGE("Foe Wobbuffet was burned!");
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STATUS_ICON(opponent, burn: TRUE);
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}
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}
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MESSAGE("Wobbuffet used Beak Blast!");
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ANIMATION(ANIM_TYPE_MOVE, MOVE_BEAK_BLAST, player);
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HP_BAR(opponent);
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}
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}
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