#include "global.h" #include "test/battle.h" ASSUMPTIONS { gItems[ITEM_METRONOME].holdEffect == HOLD_EFFECT_METRONOME; } const uq4_12_t MetronomeMultipliers[] = { UQ_4_12(1.0), UQ_4_12(1.2), UQ_4_12(1.4), UQ_4_12(1.6), UQ_4_12(1.8), UQ_4_12(2.0), UQ_4_12(2.0) }; #define METRONOME_TURNS (ARRAY_COUNT(MetronomeMultipliers)) SINGLE_BATTLE_TEST("Metronome Item gradually boosts power of consecutively used moves by 20%, up to 100%") { s16 damage[METRONOME_TURNS]; u32 j; GIVEN { PLAYER(SPECIES_WOBBUFFET) { Item(ITEM_METRONOME); } OPPONENT(SPECIES_WOBBUFFET); } WHEN { for (j = 0; j < METRONOME_TURNS; ++j) { TURN { MOVE(player, MOVE_TACKLE); } } } SCENE { for (j = 0; j < METRONOME_TURNS; ++j) { ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, player); HP_BAR(opponent, captureDamage: &damage[j]); } } THEN { for (j = 0; j < METRONOME_TURNS; ++j) { EXPECT_MUL_EQ(damage[0], MetronomeMultipliers[j], damage[j]); } } } SINGLE_BATTLE_TEST("Metronome Item's boost is reset if the attacker uses a different move") { s16 damage[2]; GIVEN { PLAYER(SPECIES_WOBBUFFET) { Item(ITEM_METRONOME); } OPPONENT(SPECIES_WOBBUFFET); } WHEN { TURN { MOVE(player, MOVE_TACKLE); } TURN { MOVE(player, MOVE_QUICK_ATTACK); } TURN { MOVE(player, MOVE_TACKLE); } } SCENE { ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, player); HP_BAR(opponent, captureDamage: &damage[0]); ANIMATION(ANIM_TYPE_MOVE, MOVE_QUICK_ATTACK, player); ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, player); HP_BAR(opponent, captureDamage: &damage[1]); } THEN { EXPECT_EQ(damage[0], damage[1]); } } SINGLE_BATTLE_TEST("Metronome Item's boost is reset if the move fails") { s16 damage[2]; KNOWN_FAILING; //https://github.com/rh-hideout/pokeemerald-expansion/issues/3251 GIVEN { PLAYER(SPECIES_WOBBUFFET) { Item(ITEM_METRONOME); } OPPONENT(SPECIES_WOBBUFFET); } WHEN { TURN { MOVE(player, MOVE_TACKLE); } TURN { MOVE(opponent, MOVE_PROTECT); MOVE(player, MOVE_TACKLE); } TURN { MOVE(player, MOVE_TACKLE); } } SCENE { ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, player); HP_BAR(opponent, captureDamage: &damage[0]); ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, player); HP_BAR(opponent, captureDamage: &damage[1]); } THEN { EXPECT_EQ(damage[0], damage[1]); } } SINGLE_BATTLE_TEST("Metronome Item counts called moves instead of the calling move") { s16 damage[2]; GIVEN { PLAYER(SPECIES_WOBBUFFET) { Item(ITEM_METRONOME); } OPPONENT(SPECIES_WOBBUFFET); } WHEN { TURN { MOVE(player, MOVE_METRONOME, WITH_RNG(RNG_METRONOME, MOVE_TACKLE)); } TURN { MOVE(player, MOVE_METRONOME, WITH_RNG(RNG_METRONOME, MOVE_TACKLE)); } } SCENE { ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, player); HP_BAR(opponent, captureDamage: &damage[0]); ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, player); HP_BAR(opponent, captureDamage: &damage[1]); } THEN { EXPECT_MUL_EQ(damage[0], UQ_4_12(1.2), damage[1]); } } SINGLE_BATTLE_TEST("Metronome Item counts charging turn of moves for its attacking turn", s16 damage) { u32 item; KNOWN_FAILING; // https://github.com/rh-hideout/pokeemerald-expansion/issues/3250 PARAMETRIZE {item = ITEM_NONE; } PARAMETRIZE {item = ITEM_METRONOME; } GIVEN { ASSUME(gBattleMoves[MOVE_SOLAR_BEAM].effect == EFFECT_SOLAR_BEAM); PLAYER(SPECIES_WOBBUFFET) { Item(item); } OPPONENT(SPECIES_WOBBUFFET); } WHEN { TURN { MOVE(player, MOVE_SOLAR_BEAM); } TURN { SKIP_TURN(player); } } SCENE { MESSAGE("Wobbuffet used Solar Beam!"); MESSAGE("Wobbuffet took in sunlight!"); MESSAGE("Foe Wobbuffet used Celebrate!"); MESSAGE("Congratulations, 1!"); MESSAGE("Wobbuffet used Solar Beam!"); HP_BAR(opponent, captureDamage: &results[i].damage); } FINALLY { EXPECT_MUL_EQ(results[0].damage, UQ_4_12(1.2), results[1].damage); } } SINGLE_BATTLE_TEST("Metronome Item doesn't increase damage per hit of multi-hit moves") { s16 damage[3]; GIVEN { ASSUME(gBattleMoves[MOVE_FURY_ATTACK].effect == EFFECT_MULTI_HIT); PLAYER(SPECIES_WOBBUFFET) { Item(ITEM_METRONOME); } OPPONENT(SPECIES_WOBBUFFET); } WHEN { TURN { MOVE(player, MOVE_FURY_ATTACK); } TURN { MOVE(player, MOVE_FURY_ATTACK); } } SCENE { ANIMATION(ANIM_TYPE_MOVE, MOVE_FURY_ATTACK, player); HP_BAR(opponent, captureDamage: &damage[0]); HP_BAR(opponent, captureDamage: &damage[1]); MESSAGE("Hit 5 time(s)!"); ANIMATION(ANIM_TYPE_MOVE, MOVE_FURY_ATTACK, player); HP_BAR(opponent, captureDamage: &damage[2]); } THEN { EXPECT_MUL_EQ(damage[0], UQ_4_12(1.2), damage[2]); // Got bonus once for the second turn EXPECT_EQ(damage[0], damage[1]); // Do not get the bonus while still inside the first turn } }