diff --git a/asm/macros/battle_script.inc b/asm/macros/battle_script.inc index 6203c3a7bf..e5da506a4d 100644 --- a/asm/macros/battle_script.inc +++ b/asm/macros/battle_script.inc @@ -1970,12 +1970,6 @@ .4byte \jumpInstr .endm - .macro infatuatewithbattler battler:req, infatuateWith:req - callnative BS_InfatuateWithBattler - .byte \battler - .byte \infatuateWith - .endm - .macro setlastuseditem battler:req callnative BS_SetLastUsedItem .byte \battler diff --git a/data/battle_scripts_1.s b/data/battle_scripts_1.s index b47a683f2c..cc00828984 100644 --- a/data/battle_scripts_1.s +++ b/data/battle_scripts_1.s @@ -4025,26 +4025,27 @@ BattleScript_FuryCutterHit: BattleScript_TryDestinyKnotTarget: jumpifnoholdeffect BS_ATTACKER, HOLD_EFFECT_DESTINY_KNOT, BattleScript_TryDestinyKnotTargetRet - infatuatewithbattler BS_TARGET, BS_ATTACKER playanimation BS_ATTACKER, B_ANIM_HELD_ITEM_EFFECT waitanimation + printstring STRINGID_DESTINYKNOTACTIVATES + tryinfatuating BattleScript_ButItFailed volatileanimation BS_TARGET, VOLATILE_INFATUATION waitanimation - printstring STRINGID_DESTINYKNOTACTIVATES waitmessage B_WAIT_TIME_LONG BattleScript_TryDestinyKnotTargetRet: return BattleScript_TryDestinyKnotAttacker: - jumpifnoholdeffect BS_TARGET, HOLD_EFFECT_DESTINY_KNOT, BattleScript_TryDestinyKnotAttackerRet - infatuatewithbattler BS_ATTACKER, BS_TARGET + jumpifnoholdeffect BS_TARGET, HOLD_EFFECT_DESTINY_KNOT, BattleScript_TryDestinyKnotTargetRet playanimation BS_TARGET, B_ANIM_HELD_ITEM_EFFECT waitanimation + swapattackerwithtarget + printstring STRINGID_DESTINYKNOTACTIVATES + tryinfatuating BattleScript_SwapTargetAttackerButItFailed + swapattackerwithtarget volatileanimation BS_ATTACKER, VOLATILE_INFATUATION waitanimation - printstring STRINGID_DESTINYKNOTACTIVATES waitmessage B_WAIT_TIME_LONG -BattleScript_TryDestinyKnotAttackerRet: return BattleScript_EffectAttract:: @@ -4378,6 +4379,9 @@ BattleScript_RestoreAttackerButItFailed: BattleScript_RestoreTargetButItFailed: restoretarget goto BattleScript_ButItFailed +BattleScript_SwapTargetAttackerButItFailed: + swapattackerwithtarget + goto BattleScript_ButItFailed BattleScript_NotAffected:: pause B_WAIT_TIME_SHORT diff --git a/src/battle_message.c b/src/battle_message.c index 0eb8c85791..fc33a06414 100644 --- a/src/battle_message.c +++ b/src/battle_message.c @@ -705,7 +705,7 @@ const u8 *const gBattleStringsTable[STRINGID_COUNT] = [STRINGID_RECEIVERABILITYTAKEOVER] = COMPOUND_STRING("{B_SCR_NAME_WITH_PREFIX}'s {B_SCR_ABILITY} was taken over!"), [STRINGID_PKNMABSORBINGPOWER] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX} is absorbing power!"), [STRINGID_NOONEWILLBEABLETORUNAWAY] = COMPOUND_STRING("No one will be able to run away during the next turn!"), - [STRINGID_DESTINYKNOTACTIVATES] = COMPOUND_STRING("{B_SCR_NAME_WITH_PREFIX} fell in love because of the {B_LAST_ITEM}!"), + [STRINGID_DESTINYKNOTACTIVATES] = COMPOUND_STRING("{B_DEF_NAME_WITH_PREFIX} fell in love because of the {B_LAST_ITEM}!"), [STRINGID_CLOAKEDINAFREEZINGLIGHT] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX} became cloaked in a freezing light!"), [STRINGID_CLEARAMULETWONTLOWERSTATS] = COMPOUND_STRING("The effects of the {B_LAST_ITEM} held by {B_SCR_NAME_WITH_PREFIX2} prevents its stats from being lowered!"), [STRINGID_FERVENTWISHREACHED] = COMPOUND_STRING("{B_ATK_TRAINER_NAME}'s fervent wish has reached {B_ATK_NAME_WITH_PREFIX2}!"), diff --git a/src/battle_script_commands.c b/src/battle_script_commands.c index f3a4cbd803..3d4bd61613 100755 --- a/src/battle_script_commands.c +++ b/src/battle_script_commands.c @@ -16848,15 +16848,6 @@ void BS_JumpIfNoAlly(void) gBattlescriptCurrInstr = cmd->nextInstr; } -void BS_InfatuateWithBattler(void) -{ - NATIVE_ARGS(u8 battler, u8 infatuateWith); - u32 battler = GetBattlerForBattleScript(cmd->battler); - gBattleScripting.battler = battler; - gBattleMons[battler].volatiles.infatuation = INFATUATED_WITH(GetBattlerForBattleScript(cmd->infatuateWith)); - gBattlescriptCurrInstr = cmd->nextInstr; -} - void BS_SetLastUsedItem(void) { NATIVE_ARGS(u8 battler); diff --git a/test/battle/hold_effect/destiny_knot.c b/test/battle/hold_effect/destiny_knot.c new file mode 100644 index 0000000000..b8097c6012 --- /dev/null +++ b/test/battle/hold_effect/destiny_knot.c @@ -0,0 +1,66 @@ +#include "global.h" +#include "test/battle.h" + +ASSUMPTIONS +{ + ASSUME(gItemsInfo[ITEM_DESTINY_KNOT].holdEffect == HOLD_EFFECT_DESTINY_KNOT); +} + +SINGLE_BATTLE_TEST("Destiny Knot infatuates back when holder is targeted") +{ + GIVEN { + PLAYER(SPECIES_WOBBUFFET) { Gender(MON_MALE); } + OPPONENT(SPECIES_WOBBUFFET) { Gender(MON_FEMALE); Item(ITEM_DESTINY_KNOT); } + } WHEN { + TURN { MOVE(player, MOVE_ATTRACT); } + } SCENE { + ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_HELD_ITEM_EFFECT, opponent); + MESSAGE("Wobbuffet fell in love because of the Destiny Knot!"); + } THEN { + EXPECT(player->volatiles.infatuation); + } +} + +SINGLE_BATTLE_TEST("Destiny Knot infatuates back when holder is attacking") +{ + GIVEN { + PLAYER(SPECIES_WOBBUFFET) { Gender(MON_MALE); Item(ITEM_DESTINY_KNOT);} + OPPONENT(SPECIES_CLEFAIRY) { Gender(MON_FEMALE); Ability(ABILITY_CUTE_CHARM);} + } WHEN { + TURN { MOVE(player, MOVE_TACKLE); } + } SCENE { + ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_HELD_ITEM_EFFECT, player); + MESSAGE("The opposing Clefairy fell in love because of the Destiny Knot!"); + } THEN { + EXPECT(opponent->volatiles.infatuation); + } +} + + +SINGLE_BATTLE_TEST("Destiny Knot procs but fails if the target is already infatuated") +{ + GIVEN { + PLAYER(SPECIES_WOBBUFFET) { Gender(MON_MALE); } + OPPONENT(SPECIES_WOBBUFFET) { Gender(MON_FEMALE); Item(ITEM_DESTINY_KNOT); } + } WHEN { + TURN { MOVE(opponent, MOVE_ATTRACT); MOVE(player, MOVE_ATTRACT, WITH_RNG(RNG_INFATUATION, FALSE)); } + } SCENE { + ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_HELD_ITEM_EFFECT, opponent); + MESSAGE("But it failed!"); + } +} + +SINGLE_BATTLE_TEST("Destiny Knot procs but fails if the target is oblivious") +{ + GIVEN { + PLAYER(SPECIES_WOBBUFFET) { Gender(MON_MALE); Ability(ABILITY_OBLIVIOUS); } + OPPONENT(SPECIES_WOBBUFFET) { Gender(MON_FEMALE); Item(ITEM_DESTINY_KNOT); } + } WHEN { + TURN { MOVE(player, MOVE_ATTRACT); } + } SCENE { + ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_HELD_ITEM_EFFECT, opponent); + ABILITY_POPUP(player, ABILITY_OBLIVIOUS); + } THEN { + EXPECT(!player->volatiles.infatuation); + } +}