pokeemerald/test/battle/ability/purifying_salt.c

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#include "global.h"
#include "test/battle.h"
SINGLE_BATTLE_TEST("Purifying Salt halves damage from Ghost-type moves", s16 damage)
{
u16 ability;
PARAMETRIZE { ability = ABILITY_STURDY; }
PARAMETRIZE { ability = ABILITY_PURIFYING_SALT; }
GIVEN {
ASSUME(gBattleMoves[MOVE_SHADOW_BALL].type == TYPE_GHOST);
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET) { Ability(ability); }
} WHEN {
TURN { MOVE(player, MOVE_SHADOW_BALL); }
} SCENE {
HP_BAR(opponent, captureDamage: &results[i].damage);
} FINALLY {
EXPECT_MUL_EQ(results[0].damage, UQ_4_12(0.5), results[1].damage);
}
}
SINGLE_BATTLE_TEST("Purifying Salt makes Rest fail")
{
GIVEN {
PLAYER(SPECIES_WOBBUFFET) { Ability(ABILITY_PURIFYING_SALT); HP(1); MaxHP(100);}
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(player, MOVE_REST); }
} SCENE {
NONE_OF {
MESSAGE("Wobbuffet went to sleep!");
}
}
}
SINGLE_BATTLE_TEST("Purifying Salt grants immunity to status effects")
{
u32 move;
u16 status;
PARAMETRIZE { move = MOVE_WILL_O_WISP; status = STATUS1_BURN; }
PARAMETRIZE { move = MOVE_HYPNOSIS; status = STATUS1_SLEEP; }
PARAMETRIZE { move = MOVE_THUNDER_WAVE; status = STATUS1_PARALYSIS; }
PARAMETRIZE { move = MOVE_TOXIC; status = STATUS1_TOXIC_POISON; }
PARAMETRIZE { move = MOVE_POWDER_SNOW; status = STATUS1_FREEZE; }
GIVEN {
ASSUME(gBattleMoves[MOVE_WILL_O_WISP].effect == EFFECT_WILL_O_WISP);
ASSUME(gBattleMoves[MOVE_HYPNOSIS].effect == EFFECT_SLEEP);
ASSUME(gBattleMoves[MOVE_THUNDER_WAVE].effect == EFFECT_PARALYZE);
ASSUME(gBattleMoves[MOVE_TOXIC].effect == EFFECT_TOXIC);
ASSUME(gBattleMoves[MOVE_POWDER_SNOW].effect == EFFECT_FREEZE_HIT);
PLAYER(SPECIES_WOBBUFFET) { Ability(ABILITY_PURIFYING_SALT); }
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(opponent, move); }
} SCENE {
if (move != MOVE_POWDER_SNOW) {
NOT ANIMATION(ANIM_TYPE_MOVE, move, opponent);
ABILITY_POPUP(player, ABILITY_PURIFYING_SALT);
MESSAGE("It doesn't affect Wobbuffet…");
NOT STATUS_ICON(player, status);
} else {
NONE_OF {
ABILITY_POPUP(player, ABILITY_PURIFYING_SALT);
STATUS_ICON(player, status);
}
}
}
}