diff --git a/src/battle_main.c b/src/battle_main.c index 10f27e921f..cba22fa5ef 100644 --- a/src/battle_main.c +++ b/src/battle_main.c @@ -4038,6 +4038,11 @@ void BattleTurnPassed(void) SetAiLogicDataForTurn(AI_DATA); // get assumed abilities, hold effects, etc of all battlers gBattleMainFunc = HandleTurnActionSelectionState; + if (gSideTimers[B_SIDE_PLAYER].retaliateTimer > 0) + gSideTimers[B_SIDE_PLAYER].retaliateTimer--; + if (gSideTimers[B_SIDE_OPPONENT].retaliateTimer > 0) + gSideTimers[B_SIDE_OPPONENT].retaliateTimer--; + if (gBattleTypeFlags & BATTLE_TYPE_PALACE) BattleScriptExecute(BattleScript_PalacePrintFlavorText); else if (gBattleTypeFlags & BATTLE_TYPE_ARENA && gBattleStruct->arenaTurnCounter == 0) diff --git a/src/battle_script_commands.c b/src/battle_script_commands.c index 6ba28f5027..394a455b3a 100644 --- a/src/battle_script_commands.c +++ b/src/battle_script_commands.c @@ -3502,7 +3502,7 @@ void SetMoveEffect(bool32 primary, bool32 certain) && GetBattlerAbility(BATTLE_PARTNER(gBattlerTarget)) != ABILITY_MAGIC_GUARD) { gBattleScripting.savedBattler = BATTLE_PARTNER(gBattlerTarget); - gBattleMoveDamage = gBattleMons[BATTLE_PARTNER(gBattlerTarget)].hp / 16; + gBattleMoveDamage = gBattleMons[BATTLE_PARTNER(gBattlerTarget)].maxHP / 16; if (gBattleMoveDamage == 0) gBattleMoveDamage = 1; gBattlescriptCurrInstr = BattleScript_MoveEffectFlameBurst; diff --git a/src/battle_util.c b/src/battle_util.c index 8729d0cf1a..0a680cc272 100644 --- a/src/battle_util.c +++ b/src/battle_util.c @@ -1670,7 +1670,6 @@ enum ENDTURN_PSYCHIC_TERRAIN, ENDTURN_ION_DELUGE, ENDTURN_FAIRY_LOCK, - ENDTURN_RETALIATE, ENDTURN_STATUS_HEAL, ENDTURN_RAINBOW, ENDTURN_SEA_OF_FIRE, @@ -2163,13 +2162,6 @@ u8 DoFieldEndTurnEffects(void) } gBattleStruct->turnCountersTracker++; break; - case ENDTURN_RETALIATE: - if (gSideTimers[B_SIDE_PLAYER].retaliateTimer > 0) - gSideTimers[B_SIDE_PLAYER].retaliateTimer--; - if (gSideTimers[B_SIDE_OPPONENT].retaliateTimer > 0) - gSideTimers[B_SIDE_OPPONENT].retaliateTimer--; - gBattleStruct->turnCountersTracker++; - break; case ENDTURN_STATUS_HEAL: for (gBattlerAttacker = 0; gBattlerAttacker < gBattlersCount; gBattlerAttacker++) { diff --git a/test/battle/move_effect/retaliate.c b/test/battle/move_effect/retaliate.c new file mode 100644 index 0000000000..581793e854 --- /dev/null +++ b/test/battle/move_effect/retaliate.c @@ -0,0 +1,137 @@ +#include "global.h" +#include "test/battle.h" + +ASSUMPTIONS +{ + ASSUME(gMovesInfo[MOVE_RETALIATE].effect == EFFECT_RETALIATE); +} + +SINGLE_BATTLE_TEST("Retaliate doubles in base power the turn after an ally faints") +{ + s16 damage[2]; + GIVEN { + PLAYER(SPECIES_WYNAUT) { HP(1); } + PLAYER(SPECIES_WOBBUFFET); + OPPONENT(SPECIES_WOBBUFFET); + } WHEN { + TURN { MOVE(opponent, MOVE_TACKLE); SEND_OUT(player, 1); } + TURN { MOVE(player, MOVE_RETALIATE); } + TURN { MOVE(player, MOVE_RETALIATE); } + } SCENE { + HP_BAR(opponent, captureDamage: &damage[0]); + HP_BAR(opponent, captureDamage: &damage[1]); + } THEN { + EXPECT_MUL_EQ(damage[1], Q_4_12(2), damage[0]); + } +} + +SINGLE_BATTLE_TEST("Retaliate doubles in base power the turn after an ally faints (opponent)") +{ + s16 damage[2]; + GIVEN { + PLAYER(SPECIES_WOBBUFFET); + OPPONENT(SPECIES_WYNAUT) { HP(1); } + OPPONENT(SPECIES_WOBBUFFET); + } WHEN { + TURN { MOVE(player, MOVE_TACKLE); SEND_OUT(opponent, 1); } + TURN { MOVE(opponent, MOVE_RETALIATE); } + TURN { MOVE(opponent, MOVE_RETALIATE); } + } SCENE { + HP_BAR(player, captureDamage: &damage[0]); + HP_BAR(player, captureDamage: &damage[1]); + } THEN { + EXPECT_MUL_EQ(damage[1], Q_4_12(2), damage[0]); + } +} + +DOUBLE_BATTLE_TEST("Retaliate works with passive damage") +{ + s16 damage[2]; + u32 move; + u32 move2 = MOVE_CELEBRATE; + struct BattlePokemon *moveTarget = playerLeft; + PARAMETRIZE { move = MOVE_TOXIC; moveTarget = playerLeft; } + PARAMETRIZE { move = MOVE_POISON_POWDER; moveTarget = playerLeft; } + PARAMETRIZE { move = MOVE_WILL_O_WISP; moveTarget = playerLeft; } + #if B_USE_FROSTBITE == TRUE + PARAMETRIZE { move = MOVE_ICE_BEAM; moveTarget = playerLeft; } + #endif + PARAMETRIZE { move = MOVE_SANDSTORM; moveTarget = playerLeft; } + PARAMETRIZE { move = MOVE_HAIL; moveTarget = playerLeft; } + PARAMETRIZE { move = MOVE_LEECH_SEED; moveTarget = playerLeft; } + PARAMETRIZE { move = MOVE_MAGMA_STORM; moveTarget = playerLeft; } + PARAMETRIZE { move = MOVE_FLAME_BURST; moveTarget = playerRight; } + PARAMETRIZE { move = MOVE_FIRE_PLEDGE; moveTarget = playerRight; move2 = MOVE_GRASS_PLEDGE; } + GIVEN { + ASSUME(gMovesInfo[MOVE_TOXIC].effect == EFFECT_TOXIC); + ASSUME(gMovesInfo[MOVE_POISON_POWDER].effect == EFFECT_POISON); + ASSUME(gMovesInfo[MOVE_WILL_O_WISP].effect == EFFECT_WILL_O_WISP); + #if B_USE_FROSTBITE == TRUE + ASSUME(gMovesInfo[MOVE_ICE_BEAM].additionalEffects[0].moveEffect == MOVE_EFFECT_FREEZE_OR_FROSTBITE); + #endif + ASSUME(gMovesInfo[MOVE_SANDSTORM].effect == EFFECT_SANDSTORM); + ASSUME(gMovesInfo[MOVE_HAIL].effect == EFFECT_HAIL); + ASSUME(gMovesInfo[MOVE_LEECH_SEED].effect == EFFECT_LEECH_SEED); + ASSUME(gMovesInfo[MOVE_MAGMA_STORM].additionalEffects[0].moveEffect == MOVE_EFFECT_WRAP); + ASSUME(gMovesInfo[MOVE_FLAME_BURST].additionalEffects[0].moveEffect == MOVE_EFFECT_FLAME_BURST); + PLAYER(SPECIES_WYNAUT) { Ability(ABILITY_SHADOW_TAG); HP(18); } + PLAYER(SPECIES_WOBBUFFET) { Ability(ABILITY_SHADOW_TAG); } + PLAYER(SPECIES_WOBBUFFET); + OPPONENT(SPECIES_CLEFABLE) { Ability(ABILITY_MAGIC_GUARD); Level(1); } + OPPONENT(SPECIES_CLEFABLE) { Ability(ABILITY_MAGIC_GUARD); } + } WHEN { + TURN { MOVE(opponentRight, move2, target: moveTarget); MOVE(opponentLeft, move, target: moveTarget); MOVE(playerLeft, MOVE_CELEBRATE); SEND_OUT(playerLeft, 2); } + TURN { MOVE(opponentRight, MOVE_CELEBRATE, target: moveTarget); MOVE(playerLeft, MOVE_RETALIATE, target: opponentRight); } + TURN { MOVE(opponentRight, MOVE_CELEBRATE, target: moveTarget); MOVE(playerLeft, MOVE_RETALIATE, target: opponentRight); } + } SCENE { + if (move != MOVE_FLAME_BURST) + MESSAGE("Wynaut used Celebrate!"); + HP_BAR(opponentRight, captureDamage: &damage[0]); + HP_BAR(opponentRight, captureDamage: &damage[1]); + } THEN { + EXPECT_MUL_EQ(damage[1], Q_4_12(2), damage[0]); + } +} + +SINGLE_BATTLE_TEST("Retaliate works with Perish Song") +{ + s16 damage[2]; + GIVEN { + ASSUME(gMovesInfo[MOVE_PERISH_SONG].effect == EFFECT_PERISH_SONG); + PLAYER(SPECIES_WYNAUT); + PLAYER(SPECIES_WOBBUFFET); + OPPONENT(SPECIES_KOMMO_O) { Ability(ABILITY_SOUNDPROOF); } + } WHEN { + TURN { MOVE(opponent, MOVE_PERISH_SONG); } + TURN { MOVE(opponent, MOVE_CELEBRATE); } + TURN { MOVE(opponent, MOVE_CELEBRATE); } + TURN { MOVE(opponent, MOVE_CELEBRATE); SEND_OUT(player, 1); } + TURN { MOVE(player, MOVE_RETALIATE); } + TURN { MOVE(player, MOVE_RETALIATE); } + } SCENE { + HP_BAR(opponent, captureDamage: &damage[0]); + HP_BAR(opponent, captureDamage: &damage[1]); + } THEN { + EXPECT_MUL_EQ(damage[1], Q_4_12(2), damage[0]); + } +} + +SINGLE_BATTLE_TEST("Retaliate works with self-inflicted fainting") +{ + s16 damage[2]; + GIVEN { + ASSUME(gMovesInfo[MOVE_HEALING_WISH].effect == EFFECT_HEALING_WISH); + PLAYER(SPECIES_WYNAUT); + PLAYER(SPECIES_WOBBUFFET); + OPPONENT(SPECIES_WOBBUFFET); + } WHEN { + TURN { MOVE(player, MOVE_HEALING_WISH); SEND_OUT(player, 1); } + TURN { MOVE(player, MOVE_RETALIATE); } + TURN { MOVE(player, MOVE_RETALIATE); } + } SCENE { + HP_BAR(opponent, captureDamage: &damage[0]); + HP_BAR(opponent, captureDamage: &damage[1]); + } THEN { + EXPECT_MUL_EQ(damage[1], Q_4_12(2), damage[0]); + } +}