mirror of
https://github.com/Ninjdai1/pokeemerald.git
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66 lines
2.4 KiB
C
66 lines
2.4 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_EMBER].power != 0);
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ASSUME(gBattleMoves[MOVE_EMBER].type == TYPE_FIRE);
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}
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SINGLE_BATTLE_TEST("Primordial Sea blocks damaging Fire-type moves")
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{
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GIVEN {
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PLAYER(SPECIES_KYOGRE) {Item(ITEM_BLUE_ORB);}
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(opponent, MOVE_EMBER); }
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TURN { MOVE(opponent, MOVE_EMBER); }
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} SCENE {
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MESSAGE("Foe Wobbuffet used Ember!");
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NOT ANIMATION(ANIM_TYPE_MOVE, MOVE_EMBER, opponent);
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MESSAGE("The Fire-type attack fizzled out\nin the heavy rain!");
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NOT HP_BAR(player);
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MESSAGE("Foe Wobbuffet used Ember!");
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NOT ANIMATION(ANIM_TYPE_MOVE, MOVE_EMBER, opponent);
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MESSAGE("The Fire-type attack fizzled out\nin the heavy rain!");
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NOT HP_BAR(player);
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} THEN {
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EXPECT_EQ(player->hp, player->maxHP);
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}
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}
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DOUBLE_BATTLE_TEST("Primordial Sea blocks damaging Fire-type moves and prints the message only once with moves hitting multiple targets")
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{
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GIVEN {
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ASSUME(gBattleMoves[MOVE_ERUPTION].power != 0);
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ASSUME(gBattleMoves[MOVE_ERUPTION].type == TYPE_FIRE);
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ASSUME(gBattleMoves[MOVE_ERUPTION].target == MOVE_TARGET_BOTH);
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PLAYER(SPECIES_KYOGRE) {Item(ITEM_BLUE_ORB); {Speed(5);}}
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PLAYER(SPECIES_WOBBUFFET) {Speed(5);}
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OPPONENT(SPECIES_WOBBUFFET) {Speed(10);}
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OPPONENT(SPECIES_WOBBUFFET) {Speed(8);}
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} WHEN {
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TURN { MOVE(opponentLeft, MOVE_ERUPTION); }
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} SCENE {
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MESSAGE("Foe Wobbuffet used Eruption!");
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NOT ANIMATION(ANIM_TYPE_MOVE, MOVE_ERUPTION, opponentLeft);
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MESSAGE("The Fire-type attack fizzled out\nin the heavy rain!");
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NOT MESSAGE("The Fire-type attack fizzled out\nin the heavy rain!");
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} THEN {
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EXPECT_EQ(playerLeft->hp, playerLeft->maxHP);
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EXPECT_EQ(playerRight->hp, playerRight->maxHP);
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}
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}
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SINGLE_BATTLE_TEST("Primordial Sea does not block a move if pokemon is asleep and uses a Fire-type move") // Sleep/confusion/paralysis all happen before the check for primal weather
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{
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GIVEN {
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PLAYER(SPECIES_KYOGRE) {Item(ITEM_BLUE_ORB);}
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OPPONENT(SPECIES_WOBBUFFET) {Status1(STATUS1_SLEEP);}
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} WHEN {
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TURN { MOVE(opponent, MOVE_EMBER); }
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} SCENE {
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NOT MESSAGE("The Fire-type attack fizzled out\nin the heavy rain!");
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MESSAGE("Foe Wobbuffet is fast asleep.");
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}
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}
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