pokeemerald/test/move_effect_tri_attack.c

146 lines
5.2 KiB
C

#include "global.h"
#include "test_battle.h"
ASSUMPTIONS
{
ASSUME(gBattleMoves[MOVE_TRI_ATTACK].effect == EFFECT_TRI_ATTACK);
}
// found by brute-force
#define RNG_PARALYSIS 0xcb0
#define RNG_BURN 0x2BE
#define RNG_FREEZE 5
SINGLE_BATTLE_TEST("Tri Attack can inflict paralysis, burn or freeze")
{
u8 statusAnim;
u32 rng;
KNOWN_FAILING;
PARAMETRIZE { statusAnim = B_ANIM_STATUS_PRZ; rng = RNG_PARALYSIS; }
PARAMETRIZE { statusAnim = B_ANIM_STATUS_BRN; rng = RNG_BURN; }
PARAMETRIZE { statusAnim = B_ANIM_STATUS_FRZ; rng = RNG_FREEZE; }
GIVEN {
RNGSeed(rng);
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(player, MOVE_TRI_ATTACK); }
TURN {}
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_TRI_ATTACK, player);
HP_BAR(opponent);
ANIMATION(ANIM_TYPE_STATUS, statusAnim, opponent);
if (statusAnim == B_ANIM_STATUS_BRN) {
STATUS_ICON(opponent, burn: TRUE);
}
else if (statusAnim == B_ANIM_STATUS_FRZ) {
STATUS_ICON(opponent, freeze: TRUE);
}
else if (statusAnim == B_ANIM_STATUS_PRZ) {
STATUS_ICON(opponent, paralysis: TRUE);
}
}
}
SINGLE_BATTLE_TEST("Tri Attack cannot paralyze/burn/freeze electric/fire/ice types respectively")
{
u8 statusAnim;
u16 species;
u32 rng;
#if B_PARALYZE_ELECTRIC >= GEN_6
PARAMETRIZE { statusAnim = B_ANIM_STATUS_PRZ; rng = RNG_PARALYSIS; species = SPECIES_RAICHU;}
#endif // B_PARALYZE_ELECTRIC
PARAMETRIZE { statusAnim = B_ANIM_STATUS_BRN; rng = RNG_BURN; species = SPECIES_ARCANINE; }
PARAMETRIZE { statusAnim = B_ANIM_STATUS_FRZ; rng = RNG_FREEZE; species = SPECIES_GLALIE; }
GIVEN {
RNGSeed(rng);
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(species);
} WHEN {
TURN { MOVE(player, MOVE_TRI_ATTACK); }
TURN {}
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_TRI_ATTACK, player);
HP_BAR(opponent);
NOT ANIMATION(ANIM_TYPE_STATUS, statusAnim, opponent);
if (statusAnim == B_ANIM_STATUS_BRN) {
NOT STATUS_ICON(opponent, burn: TRUE);
}
else if (statusAnim == B_ANIM_STATUS_FRZ) {
NOT STATUS_ICON(opponent, freeze: TRUE);
}
else if (statusAnim == B_ANIM_STATUS_PRZ) {
NOT STATUS_ICON(opponent, paralysis: TRUE);
}
}
}
SINGLE_BATTLE_TEST("Tri Attack cannot paralyze/burn/freeze pokemon with abilities preventing respective statuses")
{
u8 statusAnim;
u16 species, ability;
u32 rng;
PARAMETRIZE { statusAnim = B_ANIM_STATUS_PRZ; rng = RNG_PARALYSIS; species = SPECIES_RAICHU; ability = ABILITY_LIGHTNING_ROD; }
PARAMETRIZE { statusAnim = B_ANIM_STATUS_PRZ; rng = RNG_PARALYSIS; species = SPECIES_JOLTEON; ability = ABILITY_VOLT_ABSORB; }
#if P_GEN_4_POKEMON == TRUE
PARAMETRIZE { statusAnim = B_ANIM_STATUS_PRZ; rng = RNG_PARALYSIS; species = SPECIES_ELECTIVIRE; ability = ABILITY_MOTOR_DRIVE; }
#endif // P_GEN_4_POKEMON
#if P_GEN_7_POKEMON == TRUE
PARAMETRIZE { statusAnim = B_ANIM_STATUS_BRN; rng = RNG_BURN; species = SPECIES_DEWPIDER; ability = ABILITY_WATER_BUBBLE; }
#endif // P_GEN_7_POKEMON
PARAMETRIZE { statusAnim = B_ANIM_STATUS_BRN; rng = RNG_BURN; species = SPECIES_SEAKING; ability = ABILITY_WATER_VEIL; }
PARAMETRIZE { statusAnim = B_ANIM_STATUS_FRZ; rng = RNG_FREEZE; species = SPECIES_CAMERUPT; ability = ABILITY_MAGMA_ARMOR; }
GIVEN {
RNGSeed(rng);
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(species) {Ability(ability);}
} WHEN {
TURN { MOVE(player, MOVE_TRI_ATTACK); }
TURN {}
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_TRI_ATTACK, player);
HP_BAR(opponent);
NOT ANIMATION(ANIM_TYPE_STATUS, statusAnim, opponent);
if (statusAnim == B_ANIM_STATUS_BRN) {
NOT STATUS_ICON(opponent, burn: TRUE);
}
else if (statusAnim == B_ANIM_STATUS_FRZ) {
NOT STATUS_ICON(opponent, freeze: TRUE);
}
else if (statusAnim == B_ANIM_STATUS_PRZ) {
NOT STATUS_ICON(opponent, paralysis: TRUE);
}
}
}
SINGLE_BATTLE_TEST("Tri Attack cannot paralyze/burn/freeze a mon which is already statused")
{
u8 statusAnim;
u32 rng;
PARAMETRIZE { statusAnim = B_ANIM_STATUS_PRZ; rng = RNG_PARALYSIS; }
PARAMETRIZE { statusAnim = B_ANIM_STATUS_BRN; rng = RNG_BURN; }
PARAMETRIZE { statusAnim = B_ANIM_STATUS_FRZ; rng = RNG_FREEZE; }
GIVEN {
RNGSeed(rng);
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET) {Status1(STATUS1_SLEEP);}
} WHEN {
TURN { MOVE(player, MOVE_TRI_ATTACK); }
TURN {}
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_TRI_ATTACK, player);
HP_BAR(opponent);
NOT ANIMATION(ANIM_TYPE_STATUS, statusAnim, opponent);
if (statusAnim == B_ANIM_STATUS_BRN) {
NOT STATUS_ICON(opponent, burn: TRUE);
}
else if (statusAnim == B_ANIM_STATUS_FRZ) {
NOT STATUS_ICON(opponent, freeze: TRUE);
}
else if (statusAnim == B_ANIM_STATUS_PRZ) {
NOT STATUS_ICON(opponent, paralysis: TRUE);
}
}
}