#include "global.h" #include "test/battle.h" ASSUMPTIONS { ASSUME(gBattleMoves[MOVE_TRIPLE_ARROWS].effect == EFFECT_TRIPLE_ARROWS); } SINGLE_BATTLE_TEST("Triple Arrows may lower Defense by one stage") { u32 ability; u32 chance; PARAMETRIZE { ability = ABILITY_HUSTLE; chance = 50; } PARAMETRIZE { ability = ABILITY_SERENE_GRACE; chance = 100; } PASSES_RANDOMLY(chance, 100, RNG_TRIPLE_ARROWS_DEFENSE_DOWN); GIVEN { PLAYER(SPECIES_TOGEPI) { Ability(ability); } OPPONENT(SPECIES_WOBBUFFET); } WHEN { TURN { MOVE(player, MOVE_TRIPLE_ARROWS); } } SCENE { ANIMATION(ANIM_TYPE_MOVE, MOVE_TRIPLE_ARROWS, player); ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, opponent); MESSAGE("Foe Wobbuffet's Defense fell!"); } } SINGLE_BATTLE_TEST("Triple Arrows makes the foe flinch 30% of the time") { u32 ability; u32 chance; PARAMETRIZE { ability = ABILITY_HUSTLE; chance = 30; } PARAMETRIZE { ability = ABILITY_SERENE_GRACE; chance = 60; } PASSES_RANDOMLY(chance, 100, RNG_TRIPLE_ARROWS_FLINCH); GIVEN { PLAYER(SPECIES_TOGEPI) { Ability(ability); } OPPONENT(SPECIES_WOBBUFFET); } WHEN { TURN { MOVE(player, MOVE_TRIPLE_ARROWS); } } SCENE { ANIMATION(ANIM_TYPE_MOVE, MOVE_TRIPLE_ARROWS, player); MESSAGE("Foe Wobbuffet flinched!"); } } SINGLE_BATTLE_TEST("Triple Arrows lands a critical hit") { ASSUME(B_CRIT_CHANCE >= GEN_7); ASSUME(gBattleMoves[MOVE_TRIPLE_ARROWS].highCritRatio == TRUE); PASSES_RANDOMLY(1, 8, RNG_CRITICAL_HIT); GIVEN { PLAYER(SPECIES_WOBBUFFET); OPPONENT(SPECIES_WOBBUFFET); } WHEN { TURN { MOVE(player, MOVE_TRIPLE_ARROWS); } } SCENE { ANIMATION(ANIM_TYPE_MOVE, MOVE_TRIPLE_ARROWS, player); MESSAGE("A critical hit!"); } } SINGLE_BATTLE_TEST("Triple Arrows can lower Defense and cause flinch at the time") { GIVEN { PLAYER(SPECIES_WOBBUFFET); OPPONENT(SPECIES_WOBBUFFET); } WHEN { TURN { MOVE(player, MOVE_TRIPLE_ARROWS); } } SCENE { ANIMATION(ANIM_TYPE_MOVE, MOVE_TRIPLE_ARROWS, player); ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, opponent); MESSAGE("Foe Wobbuffet's Defense fell!"); MESSAGE("Foe Wobbuffet flinched!"); } } SINGLE_BATTLE_TEST("Triple Arrows's flinching is prevented by Inner Focus") { GIVEN { PLAYER(SPECIES_WOBBUFFET); OPPONENT(SPECIES_RIOLU) { Ability(ABILITY_INNER_FOCUS); } } WHEN { TURN { MOVE(player, MOVE_TRIPLE_ARROWS); MOVE(opponent, MOVE_TACKLE); } } SCENE { ANIMATION(ANIM_TYPE_MOVE, MOVE_TRIPLE_ARROWS, player); NONE_OF { MESSAGE("Foe Wobbuffet flinched!"); } ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, opponent); } }