diff --git a/include/battle.h b/include/battle.h index 95886b7e13..5b2ed5c6de 100644 --- a/include/battle.h +++ b/include/battle.h @@ -645,7 +645,7 @@ struct BattleStruct u8 lastMoveFailed; // as bits for each battler, for the sake of Stomping Tantrum u8 lastMoveTarget[MAX_BATTLERS_COUNT]; // The last target on which each mon used a move, for the sake of Instruct u16 tracedAbility[MAX_BATTLERS_COUNT]; - u16 hpBefore[MAX_BATTLERS_COUNT]; // Hp of battlers before using a move. For Berserk + u16 hpBefore[MAX_BATTLERS_COUNT]; // Hp of battlers before using a move. For Berserk and Anger Shell. bool8 spriteIgnore0Hp; struct Illusion illusion[MAX_BATTLERS_COUNT]; s32 aiFinalScore[MAX_BATTLERS_COUNT][MAX_BATTLERS_COUNT][MAX_MON_MOVES]; // AI, target, moves to make debugging easier diff --git a/src/battle_util.c b/src/battle_util.c index c9ef0b08bd..f37bd901cc 100644 --- a/src/battle_util.c +++ b/src/battle_util.c @@ -4161,6 +4161,13 @@ static uq4_12_t GetSupremeOverlordModifier(u32 battler) return modifier; } +static bool32 HadMoreThanHalfHpNowHasLess(u32 battler) +{ + // Had more than half of hp before, now has less + return (gBattleStruct->hpBefore[battler] >= gBattleMons[battler].maxHP / 2 + && gBattleMons[battler].hp < gBattleMons[battler].maxHP / 2); +} + u32 AbilityBattleEffects(u32 caseID, u32 battler, u32 ability, u32 special, u32 moveArg) { u32 effect = 0; @@ -5192,9 +5199,7 @@ u32 AbilityBattleEffects(u32 caseID, u32 battler, u32 ability, u32 special, u32 if (!(gMoveResultFlags & MOVE_RESULT_NO_EFFECT) && TARGET_TURN_DAMAGED && IsBattlerAlive(battler) - // Had more than half of hp before, now has less - && gBattleStruct->hpBefore[battler] >= gBattleMons[battler].maxHP / 2 - && gBattleMons[battler].hp < gBattleMons[battler].maxHP / 2 + && HadMoreThanHalfHpNowHasLess(battler) && (gMultiHitCounter == 0 || gMultiHitCounter == 1) && !(TestSheerForceFlag(gBattlerAttacker, gCurrentMove)) && CompareStat(battler, STAT_SPATK, MAX_STAT_STAGE, CMP_LESS_THAN)) @@ -5673,8 +5678,9 @@ u32 AbilityBattleEffects(u32 caseID, u32 battler, u32 ability, u32 special, u32 if (!(gMoveResultFlags & MOVE_RESULT_NO_EFFECT) && !gProtectStructs[gBattlerAttacker].confusionSelfDmg && TARGET_TURN_DAMAGED + && (gMultiHitCounter == 0 || gMultiHitCounter == 1) // Activates after all hits from a multi-hit move. && IsBattlerAlive(gBattlerTarget) - && (gBattleMons[gBattlerTarget].hp <= gBattleMons[gBattlerTarget].maxHP / 2) + && HadMoreThanHalfHpNowHasLess(gBattlerTarget) && !(TestSheerForceFlag(gBattlerAttacker, gCurrentMove))) { gBattlerAttacker = gBattlerTarget; diff --git a/test/battle/ability/anger_shell.c b/test/battle/ability/anger_shell.c new file mode 100644 index 0000000000..6b916e088f --- /dev/null +++ b/test/battle/ability/anger_shell.c @@ -0,0 +1,95 @@ +#include "global.h" +#include "test/battle.h" + +SINGLE_BATTLE_TEST("Anger Shell activates only if the target had more than 50% of its hp") +{ + bool32 activates = FALSE; + u16 maxHp = 500, hp = 0; + + PARAMETRIZE { hp = 249; activates = FALSE; } + PARAMETRIZE { hp = 100; activates = FALSE; } + PARAMETRIZE { hp = 50; activates = FALSE; } + PARAMETRIZE { hp = 251; activates = TRUE; } + PARAMETRIZE { hp = 255; activates = TRUE; } + + GIVEN { + ASSUME(gBattleMoves[MOVE_TACKLE].power != 0); + PLAYER(SPECIES_WOBBUFFET) { Ability(ABILITY_ANGER_SHELL); MaxHP(maxHp); HP(hp); } + OPPONENT(SPECIES_WOBBUFFET); + } WHEN { + TURN { MOVE(opponent, MOVE_TACKLE); } + } SCENE { + ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, opponent); + if (activates) { + ABILITY_POPUP(player, ABILITY_ANGER_SHELL); + } else { + NOT ABILITY_POPUP(player, ABILITY_ANGER_SHELL); + } + } THEN { + if (activates) { + EXPECT_EQ(player->statStages[STAT_DEF], DEFAULT_STAT_STAGE - 1); + EXPECT_EQ(player->statStages[STAT_SPDEF], DEFAULT_STAT_STAGE - 1); + EXPECT_EQ(player->statStages[STAT_ATK], DEFAULT_STAT_STAGE + 1); + EXPECT_EQ(player->statStages[STAT_SPATK], DEFAULT_STAT_STAGE + 1); + EXPECT_EQ(player->statStages[STAT_SPEED], DEFAULT_STAT_STAGE + 1); + } + } +} + +SINGLE_BATTLE_TEST("Anger Shell lowers Def/Sp.Def by 1 and raises Atk/Sp.Atk/Spd by 1") +{ + u16 maxHp = 500; + GIVEN { + ASSUME(gBattleMoves[MOVE_TACKLE].power != 0); + PLAYER(SPECIES_WOBBUFFET) { Ability(ABILITY_ANGER_SHELL); MaxHP(maxHp); HP(maxHp / 2 + 1); } + OPPONENT(SPECIES_WOBBUFFET); + } WHEN { + TURN { MOVE(opponent, MOVE_TACKLE); } + } SCENE { + ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, opponent); + ABILITY_POPUP(player, ABILITY_ANGER_SHELL); + ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, player); + MESSAGE("Wobbuffet's Defense fell!"); + ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, player); + MESSAGE("Wobbuffet's Sp. Def fell!"); + ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, player); + MESSAGE("Wobbuffet's Attack rose!"); + ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, player); + MESSAGE("Wobbuffet's Sp. Atk rose!"); + ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, player); + MESSAGE("Wobbuffet's Speed rose!"); + } THEN { + EXPECT_EQ(player->statStages[STAT_DEF], DEFAULT_STAT_STAGE - 1); + EXPECT_EQ(player->statStages[STAT_SPDEF], DEFAULT_STAT_STAGE - 1); + EXPECT_EQ(player->statStages[STAT_ATK], DEFAULT_STAT_STAGE + 1); + EXPECT_EQ(player->statStages[STAT_SPATK], DEFAULT_STAT_STAGE + 1); + EXPECT_EQ(player->statStages[STAT_SPEED], DEFAULT_STAT_STAGE + 1); + } +} + +SINGLE_BATTLE_TEST("Anger Shell activates after all hits from a multi-hit move") +{ + u32 j; + u16 maxHp = 500; + GIVEN { + ASSUME(gBattleMoves[MOVE_DOUBLE_SLAP].effect == EFFECT_MULTI_HIT); + PLAYER(SPECIES_WOBBUFFET) { Ability(ABILITY_ANGER_SHELL); MaxHP(maxHp); HP(maxHp / 2 + 1); } + OPPONENT(SPECIES_SHELLDER) { Ability(ABILITY_SKILL_LINK); } // Always hits 5 times. + } WHEN { + TURN { MOVE(opponent, MOVE_DOUBLE_SLAP); } + } SCENE { + for (j = 0; j < 4; j++) + { + ANIMATION(ANIM_TYPE_MOVE, MOVE_DOUBLE_SLAP, opponent); + NOT ABILITY_POPUP(player, ABILITY_ANGER_SHELL); + } + ANIMATION(ANIM_TYPE_MOVE, MOVE_DOUBLE_SLAP, opponent); + ABILITY_POPUP(player, ABILITY_ANGER_SHELL); + } THEN { + EXPECT_EQ(player->statStages[STAT_DEF], DEFAULT_STAT_STAGE - 1); + EXPECT_EQ(player->statStages[STAT_SPDEF], DEFAULT_STAT_STAGE - 1); + EXPECT_EQ(player->statStages[STAT_ATK], DEFAULT_STAT_STAGE + 1); + EXPECT_EQ(player->statStages[STAT_SPATK], DEFAULT_STAT_STAGE + 1); + EXPECT_EQ(player->statStages[STAT_SPEED], DEFAULT_STAT_STAGE + 1); + } +}