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https://github.com/Ninjdai1/pokeemerald.git
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60 lines
1.9 KiB
C
60 lines
1.9 KiB
C
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#include "global.h"
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#include "test/battle.h"
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ASSUMPTIONS
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{
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ASSUME(gBattleMoves[MOVE_STRENGTH_SAP].effect == EFFECT_STRENGTH_SAP);
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}
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SINGLE_BATTLE_TEST("Strength Sap lowers Attack by 1 and restores HP based on target's Attack Stat", s16 hp)
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{
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u32 atkStat = 0;
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PARAMETRIZE{ atkStat = 100; }
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PARAMETRIZE{ atkStat = 50; }
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET) { HP(200); }
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OPPONENT(SPECIES_WOBBUFFET) { Attack(atkStat); }
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} WHEN {
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TURN { MOVE(player, MOVE_STRENGTH_SAP); }
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} SCENE {
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MESSAGE("Wobbuffet used Strength Sap!");
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ANIMATION(ANIM_TYPE_MOVE, MOVE_STRENGTH_SAP, player);
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ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, opponent);
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MESSAGE("Foe Wobbuffet's Attack fell!");
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HP_BAR(player, captureDamage: &results[i].hp);
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MESSAGE("Foe Wobbuffet had its energy drained!");
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} THEN {
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EXPECT_EQ(results[i].hp * -1, atkStat);
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}
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}
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// Same as above, but Substitute is used before Strength Sap.
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SINGLE_BATTLE_TEST("Strength Sap works exactly the same when attacker is behind substitute", s16 hp)
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{
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u32 atkStat = 0;
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PARAMETRIZE{ atkStat = 100; }
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PARAMETRIZE{ atkStat = 50; }
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET) { HP(200); }
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OPPONENT(SPECIES_WOBBUFFET) { Attack(atkStat); }
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} WHEN {
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TURN { MOVE(player, MOVE_SUBSTITUTE); }
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TURN { MOVE(player, MOVE_STRENGTH_SAP); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_SUBSTITUTE, player);
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MESSAGE("Wobbuffet used Strength Sap!");
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ANIMATION(ANIM_TYPE_MOVE, MOVE_STRENGTH_SAP, player);
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ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, opponent);
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MESSAGE("Foe Wobbuffet's Attack fell!");
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HP_BAR(player, captureDamage: &results[i].hp);
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NOT MESSAGE("The SUBSTITUTE took damage for Foe Wobbuffet!");
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MESSAGE("Foe Wobbuffet had its energy drained!");
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} THEN {
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EXPECT_EQ(results[i].hp * -1, atkStat);
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}
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}
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