Fixes Razor Wind not activating after hit effects after the first target (#7413)
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@ -3529,6 +3529,7 @@ BattleScript_PowerHerbActivation:
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BattleScript_EffectTwoTurnsAttack::
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jumpifstatus2 BS_ATTACKER, STATUS2_MULTIPLETURNS, BattleScript_TwoTurnMovesSecondTurn
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jumpifword CMP_COMMON_BITS, gHitMarker, HITMARKER_NO_ATTACKSTRING, BattleScript_TwoTurnMovesSecondTurn
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jumpifword CMP_COMMON_BITS, gHitMarker, HITMARKER_ATTACKSTRING_PRINTED, BattleScript_EffectHit @ if it's not the first hit
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tryfiretwoturnmovewithoutcharging BS_ATTACKER, BattleScript_EffectHit @ e.g. Solar Beam
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call BattleScript_FirstChargingTurn
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tryfiretwoturnmoveaftercharging BS_ATTACKER, BattleScript_TwoTurnMovesSecondTurn @ e.g. Electro Shot
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@ -67,6 +67,36 @@ SINGLE_BATTLE_TEST("Razor Wind doesn't need to charge with Power Herb")
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}
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}
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DOUBLE_BATTLE_TEST("Razor Wind successfully KOs both opponents")
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{
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET) { Item(ITEM_POWER_HERB); }
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PLAYER(SPECIES_WYNAUT);
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OPPONENT(SPECIES_WOBBUFFET) { HP(1); }
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OPPONENT(SPECIES_WYNAUT) { HP(1); }
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} WHEN {
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TURN { MOVE(playerLeft, MOVE_RAZOR_WIND); }
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} SCENE {
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if (B_UPDATED_MOVE_DATA >= GEN_5) {
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NOT MESSAGE("Wobbuffet whipped up a whirlwind!");
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MESSAGE("Wobbuffet used Razor Wind!");
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} else
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ANIMATION(ANIM_TYPE_MOVE, MOVE_RAZOR_WIND, playerLeft);
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if (B_UPDATED_MOVE_DATA < GEN_5)
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MESSAGE("Wobbuffet whipped up a whirlwind!");
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else
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ANIMATION(ANIM_TYPE_MOVE, MOVE_RAZOR_WIND, playerLeft);
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ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_HELD_ITEM_EFFECT, playerLeft);
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MESSAGE("Wobbuffet became fully charged due to its Power Herb!");
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if (B_UPDATED_MOVE_DATA < GEN_5)
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MESSAGE("Wobbuffet used Razor Wind!");
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ANIMATION(ANIM_TYPE_MOVE, MOVE_RAZOR_WIND, playerLeft);
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HP_BAR(opponentLeft);
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MESSAGE("The opposing Wobbuffet fainted!");
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MESSAGE("The opposing Wynaut fainted!");
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}
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}
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SINGLE_BATTLE_TEST("Skull Bash needs a charging turn")
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{
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GIVEN {
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