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EFFECT_CHILLY_RECEPTION #3379
EFFECT_CHILLY_RECEPTION #3379
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Initial review.
Also since you change the Parting Shot script, would you be interested in writing tests for it?
data/battle_scripts_1.s
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waitmessage B_WAIT_TIME_LONG | ||
attackstring | ||
ppreduce | ||
jumpifhalfword CMP_COMMON_BITS, gBattleWeather, B_WEATHER_SUN_PRIMAL, BattleScript_ExtremelyHarshSunlightWasNotLessened |
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The user is supposed to still switch out even if the weather can't be changed.
Also, these three jumps appear 8 times in this file. You should make a macro so you don't need to duplicate even more code than already is.
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This was actually a mistake, but what I wanted to do didn't work anyway... Oops! I've updated the logic for this portion to always switch though. There might still be a better way to do what I did. I'm all ears!
I also went ahead and made a macro for those other instances of this jump even though I don't use it here anymore.
* Created CheckPrimalWeather macro for Weather Effects * Updated Chilly Reception logic to switch even if weather doesn't change Testing Updates
* Move Chilly Reception animation to always play (even when weather change fails)
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Please solve conflicts.
Description
Implements MOVE_CHILLY_RECEPTION. Animation borrows from a bunch of other moves in combination and could maybe use some refinement. I copied the base tests from U-Turn and I'm not sure if I covered everything that's necessary in the modifications; please let me know.
First PR, so please let me know if there are issues on the administrative side! Feel free to be critical of coding standards etc. so I can better learn going forward!
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Issue(s) that this PR fixes
Fixes #2505
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