Changed Ivy Gudgel effect (#3721)

* Change Ivy Gudgel effect

* test assumptions

---------

Co-authored-by: Bassoonian <iasperbassoonian@gmail.com>
This commit is contained in:
Alex 2023-12-14 18:09:06 +01:00 committed by GitHub
parent 02ca83cc81
commit 38c61854e6
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GPG Key ID: 4AEE18F83AFDEB23
6 changed files with 46 additions and 15 deletions

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@ -439,7 +439,6 @@ gBattleScriptsForMoveEffects::
.4byte BattleScript_EffectChillyReception @ EFFECT_CHILLY_RECEPTION .4byte BattleScript_EffectChillyReception @ EFFECT_CHILLY_RECEPTION
.4byte BattleScript_EffectMatchaGotcha @ EFFECT_MATCHA_GOTCHA .4byte BattleScript_EffectMatchaGotcha @ EFFECT_MATCHA_GOTCHA
.4byte BattleScript_EffectSyrupBomb @ EFFECT_SYRUP_BOMB .4byte BattleScript_EffectSyrupBomb @ EFFECT_SYRUP_BOMB
.4byte BattleScript_EffectHit @ EFFECT_IVY_CUDGEL
.4byte BattleScript_EffectMaxMove @ EFFECT_MAX_MOVE .4byte BattleScript_EffectMaxMove @ EFFECT_MAX_MOVE
.4byte BattleScript_EffectGlaiveRush @ EFFECT_GLAIVE_RUSH .4byte BattleScript_EffectGlaiveRush @ EFFECT_GLAIVE_RUSH
.4byte BattleScript_EffectBrickBreak @ EFFECT_RAGING_BULL .4byte BattleScript_EffectBrickBreak @ EFFECT_RAGING_BULL
@ -10813,7 +10812,7 @@ BattleScript_BerserkGeneRet_End:
BattleScript_EffectSnow:: BattleScript_EffectSnow::
attackcanceler attackcanceler
attackstring attackstring
ppreduce ppreduce
call BattleScript_CheckPrimalWeather call BattleScript_CheckPrimalWeather
setsnow setsnow
goto BattleScript_MoveWeatherChange goto BattleScript_MoveWeatherChange

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@ -416,12 +416,11 @@
#define EFFECT_CHILLY_RECEPTION 410 #define EFFECT_CHILLY_RECEPTION 410
#define EFFECT_MATCHA_GOTCHA 411 #define EFFECT_MATCHA_GOTCHA 411
#define EFFECT_SYRUP_BOMB 412 #define EFFECT_SYRUP_BOMB 412
#define EFFECT_IVY_CUDGEL 413 #define EFFECT_MAX_MOVE 413
#define EFFECT_MAX_MOVE 414 #define EFFECT_GLAIVE_RUSH 414
#define EFFECT_GLAIVE_RUSH 415 #define EFFECT_RAGING_BULL 415
#define EFFECT_RAGING_BULL 416 #define EFFECT_RAGE_FIST 416
#define EFFECT_RAGE_FIST 417
#define NUM_BATTLE_MOVE_EFFECTS 418 #define NUM_BATTLE_MOVE_EFFECTS 417
#endif // GUARD_CONSTANTS_BATTLE_MOVE_EFFECTS_H #endif // GUARD_CONSTANTS_BATTLE_MOVE_EFFECTS_H

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@ -5606,12 +5606,7 @@ void SetTypeBeforeUsingMove(u32 move, u32 battlerAtk)
gBattleStruct->dynamicMoveType++; gBattleStruct->dynamicMoveType++;
gBattleStruct->dynamicMoveType |= F_DYNAMIC_TYPE_IGNORE_PHYSICALITY | F_DYNAMIC_TYPE_SET; gBattleStruct->dynamicMoveType |= F_DYNAMIC_TYPE_IGNORE_PHYSICALITY | F_DYNAMIC_TYPE_SET;
} }
else if (gBattleMoves[move].effect == EFFECT_CHANGE_TYPE_ON_ITEM) else if (gBattleMoves[move].effect == EFFECT_CHANGE_TYPE_ON_ITEM && holdEffect == gBattleMoves[move].argument)
{
if (holdEffect == gBattleMoves[move].argument)
gBattleStruct->dynamicMoveType = ItemId_GetSecondaryId(gBattleMons[battlerAtk].item) | F_DYNAMIC_TYPE_SET;
}
else if (gBattleMoves[move].effect == EFFECT_IVY_CUDGEL && holdEffect == HOLD_EFFECT_MASK)
{ {
gBattleStruct->dynamicMoveType = ItemId_GetSecondaryId(gBattleMons[battlerAtk].item) | F_DYNAMIC_TYPE_SET; gBattleStruct->dynamicMoveType = ItemId_GetSecondaryId(gBattleMons[battlerAtk].item) | F_DYNAMIC_TYPE_SET;
} }

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@ -14447,7 +14447,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_DYNAMAX] =
[MOVE_IVY_CUDGEL] = [MOVE_IVY_CUDGEL] =
{ {
.effect = EFFECT_IVY_CUDGEL, .effect = EFFECT_CHANGE_TYPE_ON_ITEM,
.power = 100, .power = 100,
.type = TYPE_GRASS, .type = TYPE_GRASS,
.accuracy = 100, .accuracy = 100,
@ -14456,6 +14456,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_DYNAMAX] =
.target = MOVE_TARGET_SELECTED, .target = MOVE_TARGET_SELECTED,
.priority = 0, .priority = 0,
.split = SPLIT_PHYSICAL, .split = SPLIT_PHYSICAL,
.argument = HOLD_EFFECT_MASK,
.zMoveEffect = Z_EFFECT_NONE, .zMoveEffect = Z_EFFECT_NONE,
.highCritRatio = TRUE, .highCritRatio = TRUE,
.metronomeBanned = TRUE, .metronomeBanned = TRUE,

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@ -1,6 +1,12 @@
#include "global.h" #include "global.h"
#include "test/battle.h" #include "test/battle.h"
ASSUMPTIONS
{
ASSUME(gBattleMoves[MOVE_IVY_CUDGEL].effect == EFFECT_CHANGE_TYPE_ON_ITEM);
ASSUME(gBattleMoves[MOVE_IVY_CUDGEL].argument == HOLD_EFFECT_MASK);
}
SINGLE_BATTLE_TEST("Ivy Gudgel changes the move type depending on the mask the user holds") SINGLE_BATTLE_TEST("Ivy Gudgel changes the move type depending on the mask the user holds")
{ {
u16 species; u16 species;

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@ -0,0 +1,31 @@
#include "global.h"
#include "test/battle.h"
ASSUMPTIONS
{
ASSUME(gBattleMoves[MOVE_TECHNO_BLAST].effect == EFFECT_CHANGE_TYPE_ON_ITEM);
ASSUME(gBattleMoves[MOVE_TECHNO_BLAST].argument == HOLD_EFFECT_DRIVE);
}
SINGLE_BATTLE_TEST("Techno Blast changes the move type depending on the mask the user holds")
{
u16 species;
u16 item;
PARAMETRIZE { species = SPECIES_CHARIZARD; item = ITEM_DOUSE_DRIVE; }
PARAMETRIZE { species = SPECIES_BLASTOISE; item = ITEM_SHOCK_DRIVE; }
PARAMETRIZE { species = SPECIES_VENUSAUR; item = ITEM_BURN_DRIVE; }
PARAMETRIZE { species = SPECIES_DRATINI; item = ITEM_CHILL_DRIVE; }
GIVEN {
PLAYER(SPECIES_WOBBUFFET) { Item(item); }
OPPONENT(species);
} WHEN {
TURN { MOVE(player, MOVE_TECHNO_BLAST); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_TECHNO_BLAST, player);
HP_BAR(opponent);
MESSAGE("It's super effective!");
}
}