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Fix Floral Healing anim (#5733)
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AlexOn1ine authored Nov 28, 2024
1 parent 0cd0e0b commit c4fe970
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Showing 2 changed files with 2 additions and 18 deletions.
4 changes: 2 additions & 2 deletions data/battle_anim_scripts.s
Original file line number Diff line number Diff line change
Expand Up @@ -10103,14 +10103,14 @@ Move_FLORAL_HEALING::
loadspritegfx ANIM_TAG_ORBS @circles
loadspritegfx ANIM_TAG_PINK_PETAL @pink particles
monbg ANIM_ATTACKER
monbg ANIM_TARGET
playsewithpan SE_M_DETECT, SOUND_PAN_ATTACKER
call CIRCLES_LEAVES
call CIRCLES_LEAVES
waitforvisualfinish
panse SE_M_COMET_PUNCH, SOUND_PAN_ATTACKER, SOUND_PAN_TARGET, 0x2, 0x0
playsewithpan SE_M_TWISTER, 0x0
createsprite gSweetScentPetalSpriteTemplate, ANIM_ATTACKER, 2, 0x46, 0x1, 0x40
clearmonbg ANIM_ATTACKER
delay 0x2
createsprite gFloralHealingWindLeavesTemplate, ANIM_ATTACKER, 2, 0x3c, 0x0, 0x40
delay 0x2
Expand All @@ -10133,6 +10133,7 @@ Move_FLORAL_HEALING::
createsprite gSweetScentPetalSpriteTemplate, ANIM_ATTACKER, 2, 0x55, 0x0, 0x78
delay 0x2
loopsewithpan SE_M_POISON_POWDER, SOUND_PAN_TARGET, 0x12, 0xa
monbg ANIM_TARGET
call FloralHealingSpores
call FloralHealingSpores
call FloralHealingSpores
Expand All @@ -10143,7 +10144,6 @@ Move_FLORAL_HEALING::
createsprite gGrantingStarsSpriteTemplate, ANIM_ATTACKER, 16, 0xc, 0xfffb, 0x1, 0x0, 0x20, 0x3c, 0x1
waitforvisualfinish
clearmonbg ANIM_TARGET
clearmonbg ANIM_ATTACKER
end
FloralHealingSpores:
createsprite gFloralHealingFlowerTemplate, ANIM_ATTACKER, 2, 0x0, 0xffec, 0x55, 0x50, 0x0
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16 changes: 0 additions & 16 deletions test/battle/form_change/primal_reversion.c
Original file line number Diff line number Diff line change
Expand Up @@ -332,19 +332,3 @@ DOUBLE_BATTLE_TEST("Primal reversion and other switch-in effects trigger for all
EXPECT_EQ(opponentRight->statStages[STAT_SPEED], DEFAULT_STAT_STAGE - 1);
}
}

SINGLE_BATTLE_TEST("111")
{
GIVEN {
ASSUME(gMovesInfo[MOVE_TACKLE].power != 0);
PLAYER(SPECIES_GROUDON) { HP(1); Item(ITEM_RED_ORB); }
PLAYER(SPECIES_WOBBUFFET)
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(opponent, MOVE_TACKLE); SEND_OUT(player, 1); }
} SCENE {
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_PRIMAL_REVERSION, player);
MESSAGE("Groudon's Primal Reversion! It reverted to its primal form!");
MESSAGE("Groudon fainted!");
}
}

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