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Incorporate requested changes
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@ -14,7 +14,7 @@ SINGLE_BATTLE_TEST("Dragon's Maw increases Dragon-type move damage", s16 damage)
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PARAMETRIZE { move = MOVE_DRAGON_BREATH; ability = ABILITY_DRAGONS_MAW; }
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PARAMETRIZE { move = MOVE_DRAGON_BREATH; ability = ABILITY_DRAGONS_MAW; }
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GIVEN {
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GIVEN {
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ASSUME(gBattleMoves[MOVE_TACKLE].type == TYPE_NORMAL);
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ASSUME(gBattleMoves[MOVE_TACKLE].type != TYPE_DRAGON);
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ASSUME(gBattleMoves[MOVE_DRAGON_CLAW].type == TYPE_DRAGON);
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ASSUME(gBattleMoves[MOVE_DRAGON_CLAW].type == TYPE_DRAGON);
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ASSUME(gBattleMoves[MOVE_DRAGON_BREATH].type == TYPE_DRAGON);
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ASSUME(gBattleMoves[MOVE_DRAGON_BREATH].type == TYPE_DRAGON);
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ASSUME(gBattleMoves[MOVE_DRAGON_CLAW].split == SPLIT_PHYSICAL);
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ASSUME(gBattleMoves[MOVE_DRAGON_CLAW].split == SPLIT_PHYSICAL);
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@ -4,8 +4,8 @@
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SINGLE_BATTLE_TEST("Poison Heal heals from (Toxic) Poison damage")
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SINGLE_BATTLE_TEST("Poison Heal heals from (Toxic) Poison damage")
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{
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{
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u8 status;
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u8 status;
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PARAMETRIZE { status=STATUS1_POISON; }
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PARAMETRIZE { status = STATUS1_POISON; }
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PARAMETRIZE { status=STATUS1_TOXIC_POISON; }
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PARAMETRIZE { status = STATUS1_TOXIC_POISON; }
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GIVEN {
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GIVEN {
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PLAYER(SPECIES_SHROOMISH) { Ability(ABILITY_POISON_HEAL); Status1(status); HP(1), MaxHP(400); }
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PLAYER(SPECIES_SHROOMISH) { Ability(ABILITY_POISON_HEAL); Status1(status); HP(1), MaxHP(400); }
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@ -28,8 +28,8 @@ SINGLE_BATTLE_TEST("Poison Heal heals from Toxic Poison damage are constant")
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PLAYER(SPECIES_SHROOMISH) { Ability(ABILITY_POISON_HEAL); Status1(STATUS1_TOXIC_POISON); HP(1), MaxHP(400); }
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PLAYER(SPECIES_SHROOMISH) { Ability(ABILITY_POISON_HEAL); Status1(STATUS1_TOXIC_POISON); HP(1), MaxHP(400); }
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OPPONENT(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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} WHEN {
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TURN { MOVE(player, MOVE_CELEBRATE); }
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TURN { }
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TURN { MOVE(player, MOVE_CELEBRATE); }
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TURN { }
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} SCENE {
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} SCENE {
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ABILITY_POPUP(player, ABILITY_POISON_HEAL);
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ABILITY_POPUP(player, ABILITY_POISON_HEAL);
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MESSAGE("The poisoning healed Shroomish a little bit!");
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MESSAGE("The poisoning healed Shroomish a little bit!");
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@ -14,7 +14,7 @@ SINGLE_BATTLE_TEST("Rocky Payload increases Rock-type move damage", s16 damage)
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PARAMETRIZE { move = MOVE_POWER_GEM; ability = ABILITY_ROCKY_PAYLOAD; }
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PARAMETRIZE { move = MOVE_POWER_GEM; ability = ABILITY_ROCKY_PAYLOAD; }
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GIVEN {
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GIVEN {
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ASSUME(gBattleMoves[MOVE_TACKLE].type == TYPE_NORMAL);
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ASSUME(gBattleMoves[MOVE_TACKLE].type != TYPE_ROCK);
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ASSUME(gBattleMoves[MOVE_ROCK_THROW].type == TYPE_ROCK);
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ASSUME(gBattleMoves[MOVE_ROCK_THROW].type == TYPE_ROCK);
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ASSUME(gBattleMoves[MOVE_POWER_GEM].type == TYPE_ROCK);
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ASSUME(gBattleMoves[MOVE_POWER_GEM].type == TYPE_ROCK);
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ASSUME(gBattleMoves[MOVE_ROCK_THROW].split == SPLIT_PHYSICAL);
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ASSUME(gBattleMoves[MOVE_ROCK_THROW].split == SPLIT_PHYSICAL);
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@ -14,7 +14,7 @@ SINGLE_BATTLE_TEST("Steelworker increases Steel-type move damage", s16 damage)
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PARAMETRIZE { move = MOVE_FLASH_CANNON; ability = ABILITY_STEELWORKER; }
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PARAMETRIZE { move = MOVE_FLASH_CANNON; ability = ABILITY_STEELWORKER; }
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GIVEN {
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GIVEN {
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ASSUME(gBattleMoves[MOVE_TACKLE].type == TYPE_NORMAL);
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ASSUME(gBattleMoves[MOVE_TACKLE].type != TYPE_STEEL);
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ASSUME(gBattleMoves[MOVE_ANCHOR_SHOT].type == TYPE_STEEL);
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ASSUME(gBattleMoves[MOVE_ANCHOR_SHOT].type == TYPE_STEEL);
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ASSUME(gBattleMoves[MOVE_FLASH_CANNON].type == TYPE_STEEL);
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ASSUME(gBattleMoves[MOVE_FLASH_CANNON].type == TYPE_STEEL);
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ASSUME(gBattleMoves[MOVE_ANCHOR_SHOT].split == SPLIT_PHYSICAL);
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ASSUME(gBattleMoves[MOVE_ANCHOR_SHOT].split == SPLIT_PHYSICAL);
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@ -14,7 +14,7 @@ SINGLE_BATTLE_TEST("Transistor increases Electric-type move damage", s16 damage)
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PARAMETRIZE { move = MOVE_THUNDER_SHOCK; ability = ABILITY_TRANSISTOR; }
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PARAMETRIZE { move = MOVE_THUNDER_SHOCK; ability = ABILITY_TRANSISTOR; }
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GIVEN {
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GIVEN {
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ASSUME(gBattleMoves[MOVE_TACKLE].type == TYPE_NORMAL);
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ASSUME(gBattleMoves[MOVE_TACKLE].type != TYPE_ELECTRIC);
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ASSUME(gBattleMoves[MOVE_WILD_CHARGE].type == TYPE_ELECTRIC);
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ASSUME(gBattleMoves[MOVE_WILD_CHARGE].type == TYPE_ELECTRIC);
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ASSUME(gBattleMoves[MOVE_THUNDER_SHOCK].type == TYPE_ELECTRIC);
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ASSUME(gBattleMoves[MOVE_THUNDER_SHOCK].type == TYPE_ELECTRIC);
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ASSUME(gBattleMoves[MOVE_WILD_CHARGE].split == SPLIT_PHYSICAL);
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ASSUME(gBattleMoves[MOVE_WILD_CHARGE].split == SPLIT_PHYSICAL);
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