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https://github.com/Ninjdai1/pokeemerald.git
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48 lines
1.4 KiB
C
48 lines
1.4 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_TAKE_HEART].effect == EFFECT_TAKE_HEART);
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}
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SINGLE_BATTLE_TEST("Take Heart increases Sp. Atk and Sp. Def by one stage")
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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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} WHEN {
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TURN { MOVE(player, MOVE_TAKE_HEART); }
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} SCENE {
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ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, player);
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}
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}
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SINGLE_BATTLE_TEST("Take Heart cures the user of all status conditions")
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{
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u32 status1;
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PARAMETRIZE { status1 = STATUS1_SLEEP; }
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PARAMETRIZE { status1 = STATUS1_POISON; }
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PARAMETRIZE { status1 = STATUS1_FREEZE; }
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PARAMETRIZE { status1 = STATUS1_BURN; }
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PARAMETRIZE { status1 = STATUS1_PARALYSIS; }
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PARAMETRIZE { status1 = STATUS1_TOXIC_POISON; }
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET) { Status1(status1); };
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(player, MOVE_TAKE_HEART); }
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} SCENE {
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if (status1 == STATUS1_SLEEP) {
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MESSAGE("Wobbuffet is fast asleep.");
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} else if (status1 == STATUS1_FREEZE) {
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PASSES_RANDOMLY(20, 100, RNG_FROZEN);
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STATUS_ICON(player, none: TRUE);
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ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, player);
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} else {
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MESSAGE("Wobbuffet's status returned to normal!");
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ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, player);
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}
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}
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}
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