#include "global.h" #include "test/battle.h" ASSUMPTIONS { ASSUME(gBattleMoves[MOVE_DIRE_CLAW].effect == EFFECT_DIRE_CLAW); } SINGLE_BATTLE_TEST("Dire Claw can inflict poison, paralysis or sleep") { u8 statusAnim; PARAMETRIZE { statusAnim = B_ANIM_STATUS_PSN; } PARAMETRIZE { statusAnim = B_ANIM_STATUS_PRZ; } PARAMETRIZE { statusAnim = B_ANIM_STATUS_SLP; } PASSES_RANDOMLY(1, 3, RNG_DIRE_CLAW); GIVEN { PLAYER(SPECIES_WOBBUFFET); OPPONENT(SPECIES_WOBBUFFET); } WHEN { TURN { MOVE(player, MOVE_DIRE_CLAW); } TURN {} } SCENE { ANIMATION(ANIM_TYPE_MOVE, MOVE_DIRE_CLAW, player); HP_BAR(opponent); ANIMATION(ANIM_TYPE_STATUS, statusAnim, opponent); if (statusAnim == B_ANIM_STATUS_PRZ) { STATUS_ICON(opponent, paralysis: TRUE); } else if (statusAnim == B_ANIM_STATUS_SLP) { STATUS_ICON(opponent, sleep: TRUE); } else if (statusAnim == B_ANIM_STATUS_PSN) { STATUS_ICON(opponent, poison: TRUE); } } } SINGLE_BATTLE_TEST("Dire Claw cannot poison/paralyze poison/electric types respectively") { u8 statusAnim; u16 species; u32 rng; #if B_PARALYZE_ELECTRIC >= GEN_6 PARAMETRIZE { statusAnim = B_ANIM_STATUS_PRZ; rng = MOVE_EFFECT_PARALYSIS; species = SPECIES_RAICHU; } #endif // B_PARALYZE_ELECTRIC PARAMETRIZE { statusAnim = B_ANIM_STATUS_PSN; rng = MOVE_EFFECT_POISON; species = SPECIES_ARBOK; } GIVEN { PLAYER(SPECIES_WOBBUFFET); OPPONENT(species); } WHEN { TURN { MOVE(player, MOVE_DIRE_CLAW, WITH_RNG(RNG_DIRE_CLAW, rng)); } TURN {} } SCENE { ANIMATION(ANIM_TYPE_MOVE, MOVE_DIRE_CLAW, player); HP_BAR(opponent); NONE_OF { ANIMATION(ANIM_TYPE_STATUS, statusAnim, opponent); if (statusAnim == B_ANIM_STATUS_PRZ) { STATUS_ICON(opponent, paralysis: TRUE); } else if (statusAnim == B_ANIM_STATUS_PSN) { STATUS_ICON(opponent, poison: TRUE); } } } } SINGLE_BATTLE_TEST("Dire Claw cannot poison/paralyze/cause to fall asleep pokemon with abilities preventing respective statuses") { u8 statusAnim; u16 species, ability; u32 rng; PARAMETRIZE { statusAnim = B_ANIM_STATUS_PRZ; rng = MOVE_EFFECT_PARALYSIS; species = SPECIES_RAICHU; ability = ABILITY_LIGHTNING_ROD; } PARAMETRIZE { statusAnim = B_ANIM_STATUS_PRZ; rng = MOVE_EFFECT_PARALYSIS; species = SPECIES_JOLTEON; ability = ABILITY_VOLT_ABSORB; } #if P_GEN_4_POKEMON == TRUE PARAMETRIZE { statusAnim = B_ANIM_STATUS_PRZ; rng = MOVE_EFFECT_PARALYSIS; species = SPECIES_ELECTIVIRE; ability = ABILITY_MOTOR_DRIVE; } #endif // P_GEN_4_POKEMON PARAMETRIZE { statusAnim = B_ANIM_STATUS_PSN; rng = MOVE_EFFECT_POISON; species = SPECIES_ZANGOOSE; ability = ABILITY_IMMUNITY; } PARAMETRIZE { statusAnim = B_ANIM_STATUS_SLP; rng = MOVE_EFFECT_SLEEP; species = SPECIES_VIGOROTH; ability = ABILITY_VITAL_SPIRIT; } PARAMETRIZE { statusAnim = B_ANIM_STATUS_SLP; rng = MOVE_EFFECT_SLEEP; species = SPECIES_HYPNO; ability = ABILITY_INSOMNIA; } GIVEN { PLAYER(SPECIES_WOBBUFFET); OPPONENT(species) { Ability(ability); } } WHEN { TURN { MOVE(player, MOVE_DIRE_CLAW, WITH_RNG(RNG_DIRE_CLAW, rng)); } TURN {} } SCENE { ANIMATION(ANIM_TYPE_MOVE, MOVE_DIRE_CLAW, player); HP_BAR(opponent); NONE_OF { ANIMATION(ANIM_TYPE_STATUS, statusAnim, opponent); if (statusAnim == B_ANIM_STATUS_PRZ) { STATUS_ICON(opponent, paralysis: TRUE); } else if (statusAnim == B_ANIM_STATUS_SLP) { STATUS_ICON(opponent, sleep: TRUE); } else if (statusAnim == B_ANIM_STATUS_PSN) { STATUS_ICON(opponent, poison: TRUE); } } } } SINGLE_BATTLE_TEST("Dire Claw cannot poison/paralyze/cause to fall asleep a mon which is already statused") { u8 statusAnim; u32 rng; PARAMETRIZE { statusAnim = B_ANIM_STATUS_PSN; rng = MOVE_EFFECT_POISON; } PARAMETRIZE { statusAnim = B_ANIM_STATUS_PRZ; rng = MOVE_EFFECT_PARALYSIS; } PARAMETRIZE { statusAnim = B_ANIM_STATUS_SLP; rng = MOVE_EFFECT_SLEEP; } GIVEN { PLAYER(SPECIES_WOBBUFFET); OPPONENT(SPECIES_WOBBUFFET) { Status1(STATUS1_BURN); } } WHEN { TURN { MOVE(player, MOVE_DIRE_CLAW, WITH_RNG(RNG_DIRE_CLAW, rng)); } TURN {} } SCENE { ANIMATION(ANIM_TYPE_MOVE, MOVE_DIRE_CLAW, player); HP_BAR(opponent); NONE_OF { ANIMATION(ANIM_TYPE_STATUS, statusAnim, opponent); if (statusAnim == B_ANIM_STATUS_PRZ) { STATUS_ICON(opponent, paralysis: TRUE); } else if (statusAnim == B_ANIM_STATUS_SLP) { STATUS_ICON(opponent, sleep: TRUE); } else if (statusAnim == B_ANIM_STATUS_PSN) { STATUS_ICON(opponent, poison: TRUE); } } } }