2023-02-03 00:22:02 +01:00
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#include "global.h"
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#include "test_battle.h"
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SINGLE_BATTLE_TEST("Stench has a 10% chance to flinch")
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{
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2023-02-20 21:06:01 +01:00
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PASSES_RANDOMLY(1, 10, RNG_STENCH);
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2023-02-03 00:22:02 +01:00
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GIVEN {
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ASSUME(gBattleMoves[MOVE_TACKLE].power > 0);
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2023-03-09 09:49:50 +01:00
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PLAYER(SPECIES_GRIMER) { Ability(ABILITY_STENCH); };
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2023-02-03 00:22:02 +01:00
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(player, MOVE_TACKLE); MOVE(opponent, MOVE_CELEBRATE); }
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} SCENE {
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MESSAGE("Foe Wobbuffet flinched!");
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}
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}
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SINGLE_BATTLE_TEST("Stench does not stack with King's Rock")
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{
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2023-02-20 21:06:01 +01:00
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KNOWN_FAILING;
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PASSES_RANDOMLY(1, 10, RNG_STENCH);
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2023-02-03 00:22:02 +01:00
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GIVEN {
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ASSUME(gItems[ITEM_KINGS_ROCK].holdEffect == HOLD_EFFECT_FLINCH);
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ASSUME(gBattleMoves[MOVE_TACKLE].power > 0);
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2023-03-09 09:49:50 +01:00
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PLAYER(SPECIES_GRIMER) { Ability(ABILITY_STENCH); Item(ITEM_KINGS_ROCK); };
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2023-02-03 00:22:02 +01:00
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(player, MOVE_TACKLE); MOVE(opponent, MOVE_CELEBRATE); }
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} SCENE {
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MESSAGE("Foe Wobbuffet flinched!");
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}
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}
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// TODO: Test against interaction with multi hits
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