#include "global.h" #include "test_battle.h" ASSUMPTIONS { ASSUME(gBattleMoves[MOVE_TACKLE].split == SPLIT_PHYSICAL); } SINGLE_BATTLE_TEST("Intimidate (opponent) lowers player's attack after switch out", s16 damage) { u32 ability; PARAMETRIZE { ability = ABILITY_INTIMIDATE; } PARAMETRIZE { ability = ABILITY_RECKLESS; } GIVEN { PLAYER(SPECIES_WOBBUFFET); OPPONENT(SPECIES_WOBBUFFET); OPPONENT(SPECIES_STARAPTOR) { Ability(ability); }; } WHEN { TURN { SWITCH(opponent, 1); } TURN { MOVE(player, MOVE_TACKLE); } } SCENE { if (ability == ABILITY_INTIMIDATE) ABILITY_POPUP(opponent, ABILITY_INTIMIDATE); HP_BAR(opponent, captureDamage: &results[i].damage); } FINALLY { EXPECT_MUL_EQ(results[0].damage, Q_4_12(1.5), results[1].damage); } } SINGLE_BATTLE_TEST("Intimidate (opponent) lowers player's attack after KO", s16 damage) { u32 ability; KNOWN_FAILING; PARAMETRIZE { ability = ABILITY_INTIMIDATE; } PARAMETRIZE { ability = ABILITY_RECKLESS; } GIVEN { PLAYER(SPECIES_WOBBUFFET) { Speed(2); }; OPPONENT(SPECIES_WOBBUFFET) { HP(1); Speed(1); }; OPPONENT(SPECIES_STARAPTOR) { Ability(ABILITY_INTIMIDATE); Speed(1); }; } WHEN { TURN { MOVE(player, MOVE_TACKLE); SEND_OUT(opponent, 1); } TURN { MOVE(player, MOVE_TACKLE); } } SCENE { if (ability == ABILITY_INTIMIDATE) ABILITY_POPUP(opponent, ABILITY_INTIMIDATE); HP_BAR(opponent, captureDamage: &results[i].damage); } FINALLY { EXPECT_MUL_EQ(results[0].damage, Q_4_12(1.5), results[1].damage); } }