pokeemerald/test/move_effect_healing_wish.c

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#include "global.h"
#include "test_battle.h"
ASSUMPTIONS
{
ASSUME(gBattleMoves[MOVE_HEALING_WISH].effect == EFFECT_HEALING_WISH);
ASSUME(gBattleMoves[MOVE_LUNAR_DANCE].effect == EFFECT_HEALING_WISH);
}
SINGLE_BATTLE_TEST("Healing Wish causes the user to faint and fully heals the replacement")
{
GIVEN {
ASSUME(B_HEALING_WISH_SWITCH >= GEN_5);
PLAYER(SPECIES_GARDEVOIR);
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PLAYER(SPECIES_WYNAUT) { HP(1); MaxHP(100); Status1(STATUS1_POISON); }
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(player, MOVE_HEALING_WISH); SEND_OUT(player, 1); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_HEALING_WISH, player);
HP_BAR(player, hp: 0);
MESSAGE("Gardevoir fainted!");
MESSAGE("The healing wish came true for Wynaut!");
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HP_BAR(player, hp: 100);
STATUS_ICON(player, none: TRUE);
MESSAGE("Wynaut regained health!");
}
}
DOUBLE_BATTLE_TEST("Lunar Dance causes the user to faint and fully heals the replacement in a double battle")
{
GIVEN {
ASSUME(B_HEALING_WISH_SWITCH >= GEN_5);
PLAYER(SPECIES_GARDEVOIR) { Speed(300); }
PLAYER(SPECIES_WOBBUFFET) { Speed(50); }
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PLAYER(SPECIES_WYNAUT) { HP(99); MaxHP(100); Status1(STATUS1_BURN); Speed(50); }
OPPONENT(SPECIES_WOBBUFFET) { Speed(50); }
OPPONENT(SPECIES_WOBBUFFET) { Speed(50); }
} WHEN {
TURN { MOVE(playerLeft, MOVE_LUNAR_DANCE); SEND_OUT(playerLeft, 2); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_LUNAR_DANCE, playerLeft);
HP_BAR(playerLeft, hp: 0);
MESSAGE("Gardevoir fainted!");
MESSAGE("Wynaut became cloaked in mystical moonlight!");
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HP_BAR(playerLeft, hp: 100);
STATUS_ICON(playerLeft, none: TRUE);
MESSAGE("Wynaut regained health!");
}
}
SINGLE_BATTLE_TEST("Healing Wish effect activates only if the switched pokemon can be healed")
{
GIVEN {
ASSUME(B_HEALING_WISH_SWITCH >= GEN_8);
PLAYER(SPECIES_GARDEVOIR) { Speed(300); }
PLAYER(SPECIES_NINJASK) { Speed(400); }
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PLAYER(SPECIES_WYNAUT) { HP(50); MaxHP(100); Status1(STATUS1_PARALYSIS); Speed(50); }
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OPPONENT(SPECIES_WOBBUFFET) { Speed(50); }
} WHEN {
TURN { MOVE(player, MOVE_HEALING_WISH); SEND_OUT(player, 1); }
TURN { MOVE(player, MOVE_U_TURN); SEND_OUT(player, 2); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_HEALING_WISH, player);
HP_BAR(player, hp: 0);
MESSAGE("Gardevoir fainted!");
NONE_OF {
MESSAGE("The healing wish came true for Wynaut!");
MESSAGE("Wynaut regained health!");
}
ANIMATION(ANIM_TYPE_MOVE, MOVE_U_TURN, player);
MESSAGE("Do it! Wynaut!");
MESSAGE("The healing wish came true for Wynaut!");
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HP_BAR(player, hp: 100);
STATUS_ICON(player, none: TRUE);
MESSAGE("Wynaut regained health!");
}
}