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https://github.com/Ninjdai1/pokeemerald.git
synced 2024-12-26 03:34:15 +01:00
better usage of THEN over FINALLY
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d3e9a689fd
commit
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@ -11,7 +11,7 @@ SINGLE_BATTLE_TEST("Cure Status: Paralyze Heal heals a battler from being paraly
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TURN { USE_ITEM(player, ITEM_PARALYZE_HEAL, partyIndex: 0); }
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} SCENE {
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MESSAGE("Wobbuffet had its status healed!");
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} FINALLY {
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} THEN {
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EXPECT_EQ(player->status1, STATUS1_NONE);
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}
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}
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@ -26,7 +26,7 @@ SINGLE_BATTLE_TEST("Cure Status: Antidote heals a battler from being poisoned")
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TURN { USE_ITEM(player, ITEM_ANTIDOTE, partyIndex: 0); }
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} SCENE {
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MESSAGE("Wobbuffet had its status healed!");
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} FINALLY {
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} THEN {
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EXPECT_EQ(player->status1, STATUS1_NONE);
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}
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}
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@ -41,7 +41,7 @@ SINGLE_BATTLE_TEST("Cure Status: Antidote heals a battler from being badly poiso
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TURN { USE_ITEM(player, ITEM_ANTIDOTE, partyIndex: 0); }
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} SCENE {
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MESSAGE("Wobbuffet had its status healed!");
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} FINALLY {
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} THEN {
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EXPECT_EQ(player->status1, STATUS1_NONE);
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}
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}
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@ -56,7 +56,7 @@ SINGLE_BATTLE_TEST("Cure Status: Awakening heals a battler from being asleep")
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TURN { USE_ITEM(player, ITEM_AWAKENING, partyIndex: 0); }
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} SCENE {
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MESSAGE("Wobbuffet had its status healed!");
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} FINALLY {
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} THEN {
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EXPECT_EQ(player->status1, STATUS1_NONE);
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}
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}
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@ -71,7 +71,7 @@ SINGLE_BATTLE_TEST("Cure Status: Burn Heal heals a battler from being burned")
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TURN { USE_ITEM(player, ITEM_BURN_HEAL, partyIndex: 0); }
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} SCENE {
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MESSAGE("Wobbuffet had its status healed!");
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} FINALLY {
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} THEN {
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EXPECT_EQ(player->status1, STATUS1_NONE);
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}
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}
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@ -86,7 +86,7 @@ SINGLE_BATTLE_TEST("Cure Status: Ice Heal heals a battler from being paralyzed")
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TURN { USE_ITEM(player, ITEM_ICE_HEAL, partyIndex: 0); }
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} SCENE {
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MESSAGE("Wobbuffet had its status healed!");
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} FINALLY {
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} THEN {
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EXPECT_EQ(player->status1, STATUS1_NONE);
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}
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}
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@ -108,7 +108,7 @@ SINGLE_BATTLE_TEST("Cure Status: Full Heal heals a battler from any primary stat
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TURN { USE_ITEM(player, ITEM_FULL_HEAL, partyIndex: 0); }
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} SCENE {
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MESSAGE("Wobbuffet had its status healed!");
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} FINALLY {
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} THEN {
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EXPECT_EQ(player->status1, STATUS1_NONE);
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}
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}
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@ -130,7 +130,7 @@ SINGLE_BATTLE_TEST("Cure Status: Heal Powder heals a battler from any primary st
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TURN { USE_ITEM(player, ITEM_HEAL_POWDER, partyIndex: 0); }
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} SCENE {
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MESSAGE("Wobbuffet had its status healed!");
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} FINALLY {
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} THEN {
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EXPECT_EQ(player->status1, STATUS1_NONE);
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}
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}
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@ -152,7 +152,7 @@ SINGLE_BATTLE_TEST("Cure Status: Pewter Crunchies heals a battler from any prima
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TURN { USE_ITEM(player, ITEM_PEWTER_CRUNCHIES, partyIndex: 0); }
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} SCENE {
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MESSAGE("Wobbuffet had its status healed!");
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} FINALLY {
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} THEN {
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EXPECT_EQ(player->status1, STATUS1_NONE);
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}
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}
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@ -174,7 +174,7 @@ SINGLE_BATTLE_TEST("Cure Status: Lava Cookies heals a battler from any primary s
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TURN { USE_ITEM(player, ITEM_LAVA_COOKIE, partyIndex: 0); }
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} SCENE {
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MESSAGE("Wobbuffet had its status healed!");
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} FINALLY {
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} THEN {
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EXPECT_EQ(player->status1, STATUS1_NONE);
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}
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}
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@ -196,7 +196,7 @@ SINGLE_BATTLE_TEST("Cure Status: Rage Candy Bar heals a battler from any primary
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TURN { USE_ITEM(player, ITEM_RAGE_CANDY_BAR, partyIndex: 0); }
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} SCENE {
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MESSAGE("Wobbuffet had its status healed!");
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} FINALLY {
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} THEN {
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EXPECT_EQ(player->status1, STATUS1_NONE);
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}
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}
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@ -218,7 +218,7 @@ SINGLE_BATTLE_TEST("Cure Status: Old Gateu heals a battler from any primary stat
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TURN { USE_ITEM(player, ITEM_OLD_GATEAU, partyIndex: 0); }
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} SCENE {
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MESSAGE("Wobbuffet had its status healed!");
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} FINALLY {
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} THEN {
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EXPECT_EQ(player->status1, STATUS1_NONE);
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}
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}
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@ -240,7 +240,7 @@ SINGLE_BATTLE_TEST("Cure Status: Casteliacone heals a battler from any primary s
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TURN { USE_ITEM(player, ITEM_CASTELIACONE, partyIndex: 0); }
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} SCENE {
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MESSAGE("Wobbuffet had its status healed!");
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} FINALLY {
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} THEN {
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EXPECT_EQ(player->status1, STATUS1_NONE);
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}
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}
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@ -262,7 +262,7 @@ SINGLE_BATTLE_TEST("Cure Status: Lumiose Galette heals a battler from any primar
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TURN { USE_ITEM(player, ITEM_LUMIOSE_GALETTE, partyIndex: 0); }
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} SCENE {
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MESSAGE("Wobbuffet had its status healed!");;
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} FINALLY {
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} THEN {
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EXPECT_EQ(player->status1, STATUS1_NONE);
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}
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}
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@ -284,7 +284,7 @@ SINGLE_BATTLE_TEST("Cure Status: Shalour Sable heals a battler from any primary
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TURN { USE_ITEM(player, ITEM_SHALOUR_SABLE, partyIndex: 0); }
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} SCENE {
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MESSAGE("Wobbuffet had its status healed!");
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} FINALLY {
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} THEN {
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EXPECT_EQ(player->status1, STATUS1_NONE);
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}
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}
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@ -306,12 +306,12 @@ SINGLE_BATTLE_TEST("Cure Status: Big Malasada heals a battler from any primary s
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TURN { USE_ITEM(player, ITEM_BIG_MALASADA, partyIndex: 0); }
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} SCENE {
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MESSAGE("Wobbuffet had its status healed!");
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} FINALLY {
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} THEN {
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EXPECT_EQ(player->status1, STATUS1_NONE);
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}
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}
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SINGLE_BATTLE_TEST("Cure Status: Full Heal and local specialties heal a battler from being confused")
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SINGLE_BATTLE_TEST("Cure Status: Full Heal, Heal Powder and Local Specialties heal a battler from being confused")
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{
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u16 item;
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PARAMETRIZE { item = ITEM_FULL_HEAL; }
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@ -333,7 +333,7 @@ SINGLE_BATTLE_TEST("Cure Status: Full Heal and local specialties heal a battler
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TURN { USE_ITEM(player, item, partyIndex: 0); }
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} SCENE {
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MESSAGE("Wobbuffet had its status healed!");
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} FINALLY {
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} THEN {
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EXPECT_EQ(player->status2, STATUS1_NONE); // because we dont have STATUS2_NONE
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}
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}
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@ -18,7 +18,7 @@ SINGLE_BATTLE_TEST("Full Restore restores a battler's HP and cures any primary s
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TURN{ USE_ITEM(player, ITEM_FULL_RESTORE, partyIndex: 0); }
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} SCENE {
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MESSAGE("Wobbuffet had its HP restored!");
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} FINALLY {
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} THEN {
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EXPECT_EQ(player->hp, player->maxHP);
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EXPECT_EQ(player->status1, STATUS1_NONE);
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}
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@ -37,7 +37,7 @@ SINGLE_BATTLE_TEST("Full Restore restores a battler's HP and cures confusion")
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} SCENE {
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MESSAGE("Wobbuffet had its HP restored!");
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NONE_OF { MESSAGE("Wobbuffet is confused!"); }
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} FINALLY {
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} THEN {
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EXPECT_EQ(player->hp, player->maxHP);
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}
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}
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@ -3,24 +3,6 @@
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#define MAX_HP 200
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SINGLE_BATTLE_TEST("Revive: Super Potion restores a fainted battler's HP to half")
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{
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GIVEN {
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ASSUME(gItems[ITEM_SUPER_POTION].battleUsage == EFFECT_ITEM_RESTORE_HP);
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PLAYER(SPECIES_WYNAUT) { HP(1); MaxHP(MAX_HP); }
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(opponent, MOVE_TACKLE); SEND_OUT(player, 1); }
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TURN { USE_ITEM(player, ITEM_SUPER_POTION, partyIndex: 0); }
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TURN { SWITCH(player, 0); }
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} SCENE {
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MESSAGE("Wynaut had its HP restored!");
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} FINALLY {
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EXPECT_EQ(player->hp, 60);
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}
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}
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SINGLE_BATTLE_TEST("Revive: Revive restores a fainted battler's HP to half")
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{
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GIVEN {
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@ -34,7 +16,7 @@ SINGLE_BATTLE_TEST("Revive: Revive restores a fainted battler's HP to half")
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TURN { SWITCH(player, 0); }
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} SCENE {
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MESSAGE("Wynaut had its HP restored!");
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} FINALLY {
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} THEN {
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EXPECT_EQ(player->hp, MAX_HP/2);
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}
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}
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@ -52,7 +34,7 @@ SINGLE_BATTLE_TEST("Revive: Max Revive restores a fainted battler's HP fully")
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TURN { SWITCH(player, 0); }
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} SCENE {
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MESSAGE("Wynaut had its HP restored!");
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} FINALLY {
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} THEN {
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EXPECT_EQ(player->hp, MAX_HP);
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}
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}
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@ -70,7 +52,7 @@ SINGLE_BATTLE_TEST("Revive: Revival Herb restores a fainted battler's HP fully")
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TURN { SWITCH(player, 0); }
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} SCENE {
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MESSAGE("Wynaut had its HP restored!");
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} FINALLY {
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} THEN {
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EXPECT_EQ(player->hp, MAX_HP);
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}
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}
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@ -88,7 +70,7 @@ SINGLE_BATTLE_TEST("Revive: Max Honey restores a fainted battler's HP fully")
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TURN { SWITCH(player, 0); }
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} SCENE {
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MESSAGE("Wynaut had its HP restored!");
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} FINALLY {
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} THEN {
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EXPECT_EQ(player->hp, MAX_HP);
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}
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}
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