#include "global.h" #include "test_battle.h" ASSUMPTIONS { ASSUME(gBattleMoves[MOVE_STONE_AXE].effect == EFFECT_HIT_SET_ENTRY_HAZARD); ASSUME(gBattleMoves[MOVE_CEASELESS_EDGE].effect == EFFECT_HIT_SET_ENTRY_HAZARD); } SINGLE_BATTLE_TEST("Stone Axe / Ceaseless Edge set up hazards after hitting the target") { u16 move; PARAMETRIZE { move = MOVE_STONE_AXE; } PARAMETRIZE { move = MOVE_CEASELESS_EDGE; } GIVEN { PLAYER(SPECIES_WOBBUFFET); OPPONENT(SPECIES_WOBBUFFET); OPPONENT(SPECIES_WOBBUFFET); } WHEN { TURN { MOVE(player, move); } TURN { SWITCH(opponent, 1); } } SCENE { s32 maxHP = GetMonData(&OPPONENT_PARTY[1], MON_DATA_MAX_HP); ANIMATION(ANIM_TYPE_MOVE, move, player); HP_BAR(opponent); if (move == MOVE_CEASELESS_EDGE) { MESSAGE("Spikes were scattered all around the opposing team!"); } else { MESSAGE("Pointed stones float in the air around the opposing team!"); } MESSAGE("2 sent out Wobbuffet!"); if (move == MOVE_CEASELESS_EDGE) { HP_BAR(opponent, damage: maxHP / 8); MESSAGE("Foe Wobbuffet is hurt by spikes!"); } else { HP_BAR(opponent, damage: maxHP / 8); MESSAGE("Pointed stones dug into Foe Wobbuffet!"); } } } SINGLE_BATTLE_TEST("Ceaseless Edge can set up to 3 layers of Spikes") { GIVEN { PLAYER(SPECIES_WOBBUFFET); OPPONENT(SPECIES_WOBBUFFET); OPPONENT(SPECIES_WYNAUT); } WHEN { TURN { MOVE(player, MOVE_CEASELESS_EDGE); } TURN { MOVE(player, MOVE_CEASELESS_EDGE); } TURN { MOVE(player, MOVE_CEASELESS_EDGE); } TURN { MOVE(player, MOVE_CEASELESS_EDGE); } TURN { SWITCH(opponent, 1); } } SCENE { s32 maxHP = GetMonData(&OPPONENT_PARTY[1], MON_DATA_MAX_HP); ANIMATION(ANIM_TYPE_MOVE, MOVE_CEASELESS_EDGE, player); HP_BAR(opponent); MESSAGE("Spikes were scattered all around the opposing team!"); ANIMATION(ANIM_TYPE_MOVE, MOVE_CEASELESS_EDGE, player); HP_BAR(opponent); MESSAGE("Spikes were scattered all around the opposing team!"); ANIMATION(ANIM_TYPE_MOVE, MOVE_CEASELESS_EDGE, player); HP_BAR(opponent); MESSAGE("Spikes were scattered all around the opposing team!"); ANIMATION(ANIM_TYPE_MOVE, MOVE_CEASELESS_EDGE, player); HP_BAR(opponent); NOT MESSAGE("Spikes were scattered all around the opposing team!"); MESSAGE("2 sent out Wynaut!"); HP_BAR(opponent, damage: maxHP / 4); MESSAGE("Foe Wynaut is hurt by spikes!"); } } SINGLE_BATTLE_TEST("Stone Axe can set up pointed stones only once") { GIVEN { PLAYER(SPECIES_WOBBUFFET); OPPONENT(SPECIES_WOBBUFFET); OPPONENT(SPECIES_WYNAUT); } WHEN { TURN { MOVE(player, MOVE_STONE_AXE); } TURN { MOVE(player, MOVE_STONE_AXE); } TURN { MOVE(player, MOVE_STONE_AXE); } TURN { MOVE(player, MOVE_STONE_AXE); } TURN { SWITCH(opponent, 1); } } SCENE { s32 maxHP = GetMonData(&OPPONENT_PARTY[1], MON_DATA_MAX_HP); ANIMATION(ANIM_TYPE_MOVE, MOVE_STONE_AXE, player); HP_BAR(opponent); MESSAGE("Pointed stones float in the air around the opposing team!"); ANIMATION(ANIM_TYPE_MOVE, MOVE_STONE_AXE, player); HP_BAR(opponent); NOT MESSAGE("Pointed stones float in the air around the opposing team!"); ANIMATION(ANIM_TYPE_MOVE, MOVE_STONE_AXE, player); HP_BAR(opponent); NOT MESSAGE("Pointed stones float in the air around the opposing team!"); ANIMATION(ANIM_TYPE_MOVE, MOVE_STONE_AXE, player); HP_BAR(opponent); NOT MESSAGE("Pointed stones float in the air around the opposing team!"); MESSAGE("2 sent out Wynaut!"); HP_BAR(opponent, damage: maxHP / 8); MESSAGE("Pointed stones dug into Foe Wynaut!"); } }