pokeemerald/test/battle/move_effect/teleport.c

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#include "global.h"
#include "test/battle.h"
ASSUMPTIONS
{
ASSUME(gBattleMoves[MOVE_TELEPORT].effect == EFFECT_TELEPORT);
}
SINGLE_BATTLE_TEST("Teleport fails when there is no pokemon to switch in")
{
GIVEN {
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(opponent, MOVE_TELEPORT); }
} SCENE {
MESSAGE("But it failed!");
}
}
SINGLE_BATTLE_TEST("Teleport fails when there no alive pokemon left")
{
GIVEN {
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WYNAUT) { HP(0); }
} WHEN {
TURN { MOVE(opponent, MOVE_TELEPORT); }
} SCENE {
MESSAGE("But it failed!");
}
}
SINGLE_BATTLE_TEST("Teleport forces the pokemon to switch out")
{
GIVEN {
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WYNAUT);
} WHEN {
TURN { MOVE(opponent, MOVE_TELEPORT); SEND_OUT(opponent, 1); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_TELEPORT, opponent);
MESSAGE("2 sent out Wynaut!");
}
}
SINGLE_BATTLE_TEST("Teleport does not fail if the user is trapped")
{
GIVEN {
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WYNAUT);
} WHEN {
TURN { MOVE(player, MOVE_FIRE_SPIN); MOVE(opponent, MOVE_TELEPORT); SEND_OUT(opponent, 1); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_FIRE_SPIN, player);
ANIMATION(ANIM_TYPE_MOVE, MOVE_TELEPORT, opponent);
MESSAGE("2 sent out Wynaut!");
}
}