pokeemerald/test/battle/move_effect/dire_claw.c
Martin Griffin 5fe564f014
Detect 'NOT x; NOT y;' (#3459)
Fix Purifying Salt to be immune to statuses from secondary effects.
2023-10-24 09:55:32 +02:00

129 lines
4.9 KiB
C

#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);
}
}
}
}