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Weather related Ability tests, fix for Leaf Guard not preventing Rest. (#2957)
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8cce130643
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@ -3984,6 +3984,9 @@ BattleScript_EffectRest::
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jumpifuproarwakes BattleScript_RestCantSleep
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jumpifability BS_TARGET, ABILITY_INSOMNIA, BattleScript_InsomniaProtects
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jumpifability BS_TARGET, ABILITY_VITAL_SPIRIT, BattleScript_InsomniaProtects
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.if B_LEAF_GUARD_PREVENTS_REST >= GEN_5
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jumpifleafguardprotected BS_TARGET, BattleScript_LeafGuardPreventsRest
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.endif
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trysetrest BattleScript_AlreadyAtFullHp
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pause B_WAIT_TIME_SHORT
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printfromtable gRestUsedStringIds
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@ -4005,6 +4008,12 @@ BattleScript_RestIsAlreadyAsleep::
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waitmessage B_WAIT_TIME_LONG
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goto BattleScript_MoveEnd
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BattleScript_LeafGuardPreventsRest::
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pause B_WAIT_TIME_SHORT
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printstring STRINGID_BUTITFAILED
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waitmessage B_WAIT_TIME_LONG
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goto BattleScript_MoveEnd
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BattleScript_EffectOHKO::
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attackcanceler
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attackstring
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@ -120,6 +120,7 @@
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#define B_SYMBIOSIS_GEMS GEN_LATEST // In Gen7+, Symbiosis passes an item after a gem-boosted attack. Previously, items are passed before the gem-boosted attack hits, making the item effect apply.
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#define B_CHECK_IF_CHARGED_UP TRUE // If set to TRUE, certain abilities such as Electromorphosis WILL check if the STATUS3_CHARGED_UP status flag is applied.
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#define B_ABSORBING_ABILITY_STRING GEN_LATEST // In Gen5+, the abilities that absorb moves of a certain type use a generic string for stat increases and decreases.
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#define B_LEAF_GUARD_PREVENTS_REST GEN_LATEST // In Gen5+, Leaf Guard prevents the use of Rest in harsh sunlight.
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// Item settings
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#define B_HP_BERRIES GEN_LATEST // In Gen4+, berries which restore hp activate immediately after HP drops to half. In Gen3, the effect occurs at the end of the turn.
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114
test/ability_dry_skin.c
Normal file
114
test/ability_dry_skin.c
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@ -0,0 +1,114 @@
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#include "global.h"
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#include "test_battle.h"
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#define TEST_MAX_HP (200)
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SINGLE_BATTLE_TEST("Dry Skin causes 1/8th Max HP damage in Sun")
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{
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GIVEN {
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PLAYER(SPECIES_PARASECT) { Ability(ABILITY_DRY_SKIN); HP(100); MaxHP(TEST_MAX_HP); };
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(player, MOVE_SUNNY_DAY); }
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} SCENE {
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ABILITY_POPUP(player, ABILITY_DRY_SKIN);
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HP_BAR(player, damage: TEST_MAX_HP / 8);
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MESSAGE("The Parasect's Dry Skin takes its toll!");
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}
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}
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SINGLE_BATTLE_TEST("Dry Skin heals 1/8th Max HP in Rain")
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{
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GIVEN {
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PLAYER(SPECIES_PARASECT) { Ability(ABILITY_DRY_SKIN); HP(100); MaxHP(TEST_MAX_HP); };
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(player, MOVE_RAIN_DANCE); }
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} SCENE {
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ABILITY_POPUP(player, ABILITY_DRY_SKIN);
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MESSAGE("Parasect's Dry Skin restored its HP a little!");
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HP_BAR(player, hp: TEST_MAX_HP / 8 + 100);
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}
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}
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SINGLE_BATTLE_TEST("Dry Skin increases damage taken from Fire-type moves by 25%", s16 damage)
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{
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GIVEN {
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ASSUME(gBattleMoves[MOVE_EMBER].type == TYPE_FIRE);
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_PARASECT) { Ability(ABILITY_DRY_SKIN); };
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} WHEN {
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TURN {MOVE(player, MOVE_EMBER); }
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} SCENE {
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MESSAGE("Wobbuffet used Ember!");
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HP_BAR(opponent, captureDamage: &results[i].damage);
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} FINALLY {
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EXPECT_MUL_EQ(results[0].damage, Q_4_12(1.25), results[1].damage);
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}
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}
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SINGLE_BATTLE_TEST("Dry Skin heals 25% when hit by water type moves")
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{
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GIVEN {
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ASSUME(gBattleMoves[MOVE_BUBBLE].type == TYPE_WATER);
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PLAYER(SPECIES_PARASECT) { Ability(ABILITY_DRY_SKIN); HP(100); MaxHP(TEST_MAX_HP); };
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(opponent, MOVE_BUBBLE); }
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} SCENE {
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ABILITY_POPUP(player, ABILITY_DRY_SKIN);
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HP_BAR(player, hp: TEST_MAX_HP / 4 + 100);
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MESSAGE("Parasect restored HP using its Dry Skin!");
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}
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}
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SINGLE_BATTLE_TEST("Dry Skin does not activate if protected")
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{
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GIVEN {
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ASSUME(gBattleMoves[MOVE_BUBBLE].type == TYPE_WATER);
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PLAYER(SPECIES_PARASECT) { Ability(ABILITY_DRY_SKIN); HP(100); MaxHP(TEST_MAX_HP); };
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(player, MOVE_PROTECT); MOVE(opponent, MOVE_BUBBLE); }
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} SCENE {
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NONE_OF { ABILITY_POPUP(player, ABILITY_DRY_SKIN); HP_BAR(player); MESSAGE("Parasect restored HP using its Dry Skin!"); }
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}
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}
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SINGLE_BATTLE_TEST("Dry Skin is only triggered once on multi strike moves")
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{
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GIVEN {
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ASSUME(gBattleMoves[MOVE_WATER_SHURIKEN].type == TYPE_WATER);
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ASSUME(gBattleMoves[MOVE_WATER_SHURIKEN].effect == EFFECT_MULTI_HIT);
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PLAYER(SPECIES_PARASECT) { Ability(ABILITY_DRY_SKIN); HP(100); MaxHP(TEST_MAX_HP); };
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(opponent, MOVE_WATER_SHURIKEN); }
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} SCENE {
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ABILITY_POPUP(player, ABILITY_DRY_SKIN);
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HP_BAR(player, hp: TEST_MAX_HP / 4 + 100);
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MESSAGE("Parasect restored HP using its Dry Skin!");
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}
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}
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SINGLE_BATTLE_TEST("Dry Skin prevents Absorb Bulb and Luminous Moss from activating")
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{
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u32 item;
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PARAMETRIZE { item = ITEM_ABSORB_BULB; }
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PARAMETRIZE { item = ITEM_LUMINOUS_MOSS; }
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GIVEN {
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ASSUME(gBattleMoves[MOVE_BUBBLE].type == TYPE_WATER);
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PLAYER(SPECIES_PARASECT) { Ability(ABILITY_DRY_SKIN); HP(100); MaxHP(TEST_MAX_HP); Item(item); };
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(opponent, MOVE_BUBBLE); }
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} SCENE {
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ABILITY_POPUP(player, ABILITY_DRY_SKIN);
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HP_BAR(player, hp: TEST_MAX_HP / 4 + 100);
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MESSAGE("Parasect restored HP using its Dry Skin!");
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NONE_OF {
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ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_HELD_ITEM_EFFECT, player);
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ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, player);
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}
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}
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}
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16
test/ability_hydration.c
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16
test/ability_hydration.c
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@ -0,0 +1,16 @@
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#include "global.h"
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#include "test_battle.h"
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SINGLE_BATTLE_TEST("Hydration cures non-volatile Status conditions if it is raining")
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{
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GIVEN {
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PLAYER(SPECIES_VAPOREON) { Ability(ABILITY_HYDRATION); Status1(STATUS1_BURN); }
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(player, MOVE_RAIN_DANCE); }
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} SCENE {
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ABILITY_POPUP(player, ABILITY_HYDRATION);
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MESSAGE("Vaporeon's Hydration cured its burn problem!");
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STATUS_ICON(player, none: TRUE);
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}
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}
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30
test/ability_ice_body.c
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30
test/ability_ice_body.c
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@ -0,0 +1,30 @@
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#include "global.h"
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#include "test_battle.h"
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#define TEST_MAX_HP (100)
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SINGLE_BATTLE_TEST("Ice Body prevents damage from hail")
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{
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_GLALIE) { Ability(ABILITY_ICE_BODY); };
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} WHEN {
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TURN { MOVE(player, MOVE_HAIL); MOVE(opponent, MOVE_SKILL_SWAP); }
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} SCENE {
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NONE_OF { HP_BAR(player); }
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}
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}
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SINGLE_BATTLE_TEST("Ice Body recovers 1/16th of Max HP in hail.")
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{
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GIVEN {
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PLAYER(SPECIES_GLALIE) { Ability(ABILITY_ICE_BODY); HP(1); MaxHP(TEST_MAX_HP); };
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(opponent, MOVE_HAIL); }
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} SCENE {
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ABILITY_POPUP(player, ABILITY_ICE_BODY);
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MESSAGE("Glalie's Ice Body healed it a little bit!");
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HP_BAR(player, hp: TEST_MAX_HP / 16 + 1);
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}
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}
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95
test/ability_leaf_guard.c
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95
test/ability_leaf_guard.c
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@ -0,0 +1,95 @@
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#include "global.h"
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#include "test_battle.h"
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SINGLE_BATTLE_TEST("Leaf Guard prevents non-volatile status conditions in sun")
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{
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u32 move;
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PARAMETRIZE { move = MOVE_WILL_O_WISP; }
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PARAMETRIZE { move = MOVE_HYPNOSIS; }
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PARAMETRIZE { move = MOVE_THUNDER_WAVE; }
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PARAMETRIZE { move = MOVE_TOXIC; }
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PARAMETRIZE { move = MOVE_POWDER_SNOW; }
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GIVEN {
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ASSUME(gBattleMoves[MOVE_WILL_O_WISP].effect == EFFECT_WILL_O_WISP);
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ASSUME(gBattleMoves[MOVE_HYPNOSIS].effect == EFFECT_SLEEP);
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ASSUME(gBattleMoves[MOVE_THUNDER_WAVE].effect == EFFECT_PARALYZE);
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ASSUME(gBattleMoves[MOVE_TOXIC].effect == EFFECT_TOXIC);
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ASSUME(gBattleMoves[MOVE_POWDER_SNOW].effect == EFFECT_FREEZE_HIT);
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PLAYER(SPECIES_LEAFEON) { Ability(ABILITY_LEAF_GUARD); }
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(player, MOVE_SUNNY_DAY); MOVE(opponent, move); }
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} SCENE {
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switch (move)
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{
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case MOVE_WILL_O_WISP:
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MESSAGE("Foe Wobbuffet used Will-o-Wisp!");
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NOT ANIMATION(ANIM_TYPE_MOVE, MOVE_WILL_O_WISP, opponent);
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ABILITY_POPUP(player, ABILITY_LEAF_GUARD);
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MESSAGE("It doesn't affect Leafeon…");
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break;
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case MOVE_HYPNOSIS:
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MESSAGE("Foe Wobbuffet used Hypnosis!");
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NOT ANIMATION(ANIM_TYPE_MOVE, MOVE_HYPNOSIS, opponent);
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ABILITY_POPUP(player, ABILITY_LEAF_GUARD);
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MESSAGE("It doesn't affect Leafeon…");
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break;
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case MOVE_THUNDER_WAVE:
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MESSAGE("Foe Wobbuffet used Thunder Wave!");
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NOT ANIMATION(ANIM_TYPE_MOVE, MOVE_THUNDER_WAVE, opponent);
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ABILITY_POPUP(player, ABILITY_LEAF_GUARD);
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MESSAGE("It doesn't affect Leafeon…");
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break;
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case MOVE_TOXIC:
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MESSAGE("Foe Wobbuffet used Toxic!");
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NOT ANIMATION(ANIM_TYPE_MOVE, MOVE_TOXIC, opponent);
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ABILITY_POPUP(player, ABILITY_LEAF_GUARD);
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MESSAGE("It doesn't affect Leafeon…");
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break;
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case MOVE_POWDER_SNOW:
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MESSAGE("Foe Wobbuffet used Powder Snow!");
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ANIMATION(ANIM_TYPE_MOVE, MOVE_POWDER_SNOW, opponent);
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MESSAGE("It's super effective!");
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break;
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}
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NONE_OF {STATUS_ICON(player, status1: TRUE);}
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}
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}
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SINGLE_BATTLE_TEST("Leaf Guard prevents status conditions from Flame Orb and Toxic Orb")
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{
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u32 item;
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PARAMETRIZE { item = ITEM_FLAME_ORB; }
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PARAMETRIZE { item = ITEM_TOXIC_ORB; }
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GIVEN {
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ASSUME(gItems[ITEM_FLAME_ORB].holdEffect == HOLD_EFFECT_FLAME_ORB);
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ASSUME(gItems[ITEM_TOXIC_ORB].holdEffect == HOLD_EFFECT_TOXIC_ORB);
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PLAYER(SPECIES_LEAFEON) {Ability(ABILITY_LEAF_GUARD); Item(item); };
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(player, MOVE_SUNNY_DAY); }
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} SCENE {
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if (item == ITEM_FLAME_ORB) {
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NONE_OF { MESSAGE("Leafeon was burned!"); STATUS_ICON(player, burn: TRUE);}
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}
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else {
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NONE_OF { MESSAGE("Leafeon is badly poisoned!"); STATUS_ICON(player, poison: TRUE);}
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}
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}
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}
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SINGLE_BATTLE_TEST("Leaf Guard prevents Rest during sun")
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{
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GIVEN {
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ASSUME(B_LEAF_GUARD_PREVENTS_REST >= GEN_5);
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ASSUME(gBattleMoves[MOVE_REST].effect == EFFECT_REST);
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PLAYER(SPECIES_LEAFEON) { Ability(ABILITY_LEAF_GUARD); HP(100); MaxHP(200); };
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(opponent, MOVE_SUNNY_DAY); MOVE(player, MOVE_REST); }
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} SCENE {
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MESSAGE("But it failed!");
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NOT STATUS_ICON(player, sleep: TRUE);
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NONE_OF {HP_BAR(player);}
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}
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}
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18
test/ability_rain_dish.c
Normal file
18
test/ability_rain_dish.c
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#include "global.h"
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#include "test_battle.h"
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#define TEST_MAX_HP (100)
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SINGLE_BATTLE_TEST("Rain Dish recovers 1/16th of Max HP in Rain")
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{
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GIVEN {
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PLAYER(SPECIES_LUDICOLO) { Ability(ABILITY_RAIN_DISH); HP(1); MaxHP(TEST_MAX_HP); };
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(opponent, MOVE_RAIN_DANCE); }
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} SCENE {
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ABILITY_POPUP(player, ABILITY_RAIN_DISH);
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MESSAGE("Ludicolo's Rain Dish restored its HP a little!");
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HP_BAR(player, hp: TEST_MAX_HP / 16 + 1);
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}
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}
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@ -4,7 +4,7 @@
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SINGLE_BATTLE_TEST("Sand Veil prevents damage from sandstorm")
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{
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GIVEN {
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PLAYER(SPECIES_SANDSHREW) { Ability(ABILITY_SAND_VEIL); };
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PLAYER(SPECIES_CACNEA) { Ability(ABILITY_SAND_VEIL); };
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(opponent, MOVE_SANDSTORM); }
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@ -14,7 +14,7 @@ SINGLE_BATTLE_TEST("Sand Veil prevents damage from sandstorm")
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}
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}
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SINGLE_BATTLE_TEST("Sand Veil reduces accuracy during sandstorm")
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SINGLE_BATTLE_TEST("Sand Veil increases evasion during sandstorm")
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{
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PASSES_RANDOMLY(4, 5, RNG_ACCURACY);
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GIVEN {
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29
test/ability_snow_cloak.c
Normal file
29
test/ability_snow_cloak.c
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@ -0,0 +1,29 @@
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#include "global.h"
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#include "test_battle.h"
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SINGLE_BATTLE_TEST("Snow Cloak prevents damage from hail")
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{
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_GLACEON) { Ability(ABILITY_SNOW_CLOAK); };
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} WHEN {
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TURN { MOVE(player, MOVE_HAIL); MOVE(opponent, MOVE_SKILL_SWAP); }
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} SCENE {
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NONE_OF { HP_BAR(player); }
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}
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}
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SINGLE_BATTLE_TEST("Snow Cloak increases evasion during hail")
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{
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PASSES_RANDOMLY(4, 5, RNG_ACCURACY);
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GIVEN {
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ASSUME(gBattleMoves[MOVE_POUND].accuracy == 100);
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PLAYER(SPECIES_GLACEON) { Ability(ABILITY_SNOW_CLOAK); };
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(opponent, MOVE_HAIL); }
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TURN { MOVE(opponent, MOVE_POUND); }
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} SCENE {
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HP_BAR(player);
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}
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}
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@ -63,7 +63,7 @@ SINGLE_BATTLE_TEST("Water Absorb is only triggered once on multi strike moves")
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}
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}
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SINGLE_BATTLE_TEST("Water Absorb prevents Items from activating")
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SINGLE_BATTLE_TEST("Water Absorb prevents Absorb Bulb and Luminous Moss from activating")
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{
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u32 item;
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PARAMETRIZE { item = ITEM_ABSORB_BULB; }
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