AgustinGDLV
2eabcea86e
Battle Item Refactor ( #2902 )
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* items that can be used in battle now use battlescripts
* removed ExecuteTableBasedItemEffect_
* taught AI how to use items, removed AI_itemtype/flag
* X-Items store stages raised in holdEffectParam
* USE_ITEM in tests
2023-04-14 19:25:50 +01:00
Martin Griffin
7b306b6147
RandomElement for structured RNG
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Converts Tri Attack and Dire Claw to use structured RNG.
2023-03-27 18:50:18 +01:00
Philipp AUER
4928911cd0
Speed up PASSES_RANDOMLY via structured RNG ( #2720 )
2023-03-24 15:16:29 +01:00
Martin Griffin
c08df20166
Fix "Too many different moves" detection
2023-03-24 10:29:46 +00:00
Martin Griffin
89deda0416
Allow tests to override specific RNG calls
2023-03-15 13:39:17 +00:00
DizzyEggg
d695c76881
test for assist and removed assist array from battle struct
2023-03-08 22:11:28 +01:00
Eduardo Quezada
eb49e28e6c
Renamed TEST_RESULT_SKIP to TEST_RESULT_ASSUMPTION_FAIL
2023-03-08 08:26:33 -03:00
Martin Griffin
f1b9872bf0
Test moves, items, and abilities in battle
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Thank you to SBird for providing mgba-rom-test binaries and Spikes/Toxic
Spikes tests!
Co-authored-by: sbird <sbird@no.tld>
2023-02-01 13:53:57 +00:00