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https://github.com/Ninjdai1/pokeemerald.git
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118 lines
3.9 KiB
C
118 lines
3.9 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_STONE_AXE].effect == EFFECT_HIT_SET_ENTRY_HAZARD);
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ASSUME(gBattleMoves[MOVE_CEASELESS_EDGE].effect == EFFECT_HIT_SET_ENTRY_HAZARD);
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}
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SINGLE_BATTLE_TEST("Stone Axe / Ceaseless Edge set up hazards after hitting the target")
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{
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u16 move;
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PARAMETRIZE {move = MOVE_STONE_AXE; }
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PARAMETRIZE {move = MOVE_CEASELESS_EDGE; }
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(player, move); }
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TURN { SWITCH(opponent, 1); }
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} SCENE {
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s32 maxHP = GetMonData(&OPPONENT_PARTY[1], MON_DATA_MAX_HP);
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ANIMATION(ANIM_TYPE_MOVE, move, player);
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HP_BAR(opponent);
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if (move == MOVE_CEASELESS_EDGE) {
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MESSAGE("Spikes were scattered all around the opposing team!");
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}
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else {
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MESSAGE("Pointed stones float in the air around the opposing team!");
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}
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MESSAGE("2 sent out Wobbuffet!");
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if (move == MOVE_CEASELESS_EDGE) {
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HP_BAR(opponent, damage: maxHP / 8);
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MESSAGE("Foe Wobbuffet is hurt by spikes!");
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}
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else {
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HP_BAR(opponent, damage: maxHP / 8);
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MESSAGE("Pointed stones dug into Foe Wobbuffet!");
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}
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}
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}
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SINGLE_BATTLE_TEST("Ceaseless Edge can set up to 3 layers of Spikes")
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{
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_WYNAUT);
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} WHEN {
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TURN { MOVE(player, MOVE_CEASELESS_EDGE); }
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TURN { MOVE(player, MOVE_CEASELESS_EDGE); }
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TURN { MOVE(player, MOVE_CEASELESS_EDGE); }
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TURN { MOVE(player, MOVE_CEASELESS_EDGE); }
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TURN { SWITCH(opponent, 1); }
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} SCENE {
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s32 maxHP = GetMonData(&OPPONENT_PARTY[1], MON_DATA_MAX_HP);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_CEASELESS_EDGE, player);
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HP_BAR(opponent);
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MESSAGE("Spikes were scattered all around the opposing team!");
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ANIMATION(ANIM_TYPE_MOVE, MOVE_CEASELESS_EDGE, player);
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HP_BAR(opponent);
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MESSAGE("Spikes were scattered all around the opposing team!");
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ANIMATION(ANIM_TYPE_MOVE, MOVE_CEASELESS_EDGE, player);
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HP_BAR(opponent);
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MESSAGE("Spikes were scattered all around the opposing team!");
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ANIMATION(ANIM_TYPE_MOVE, MOVE_CEASELESS_EDGE, player);
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HP_BAR(opponent);
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NOT MESSAGE("Spikes were scattered all around the opposing team!");
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MESSAGE("2 sent out Wynaut!");
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HP_BAR(opponent, damage: maxHP / 4);
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MESSAGE("Foe Wynaut is hurt by spikes!");
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}
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}
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SINGLE_BATTLE_TEST("Stone Axe can set up pointed stones only once")
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{
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_WYNAUT);
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} WHEN {
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TURN { MOVE(player, MOVE_STONE_AXE); }
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TURN { MOVE(player, MOVE_STONE_AXE); }
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TURN { MOVE(player, MOVE_STONE_AXE); }
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TURN { MOVE(player, MOVE_STONE_AXE); }
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TURN { SWITCH(opponent, 1); }
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} SCENE {
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s32 maxHP = GetMonData(&OPPONENT_PARTY[1], MON_DATA_MAX_HP);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_STONE_AXE, player);
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HP_BAR(opponent);
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MESSAGE("Pointed stones float in the air around the opposing team!");
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ANIMATION(ANIM_TYPE_MOVE, MOVE_STONE_AXE, player);
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HP_BAR(opponent);
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NOT MESSAGE("Pointed stones float in the air around the opposing team!");
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ANIMATION(ANIM_TYPE_MOVE, MOVE_STONE_AXE, player);
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HP_BAR(opponent);
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NOT MESSAGE("Pointed stones float in the air around the opposing team!");
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ANIMATION(ANIM_TYPE_MOVE, MOVE_STONE_AXE, player);
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HP_BAR(opponent);
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NOT MESSAGE("Pointed stones float in the air around the opposing team!");
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MESSAGE("2 sent out Wynaut!");
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HP_BAR(opponent, damage: maxHP / 8);
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MESSAGE("Pointed stones dug into Foe Wynaut!");
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}
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}
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