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86242c1c70
* implemented Revival Blessing
118 lines
4.1 KiB
C
118 lines
4.1 KiB
C
#include "global.h"
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#include "test_battle.h"
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// Note: Since these tests are recorded battle, they don't test the right battle controller
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// behaviors. These have been tested in-game, in double, in multi, and in link battles. AI will always
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// revive their first fainted party member in order.
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#define MOVE_MESSAGE(name) \
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do { \
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if (B_EXPANDED_MOVE_NAMES == FALSE) \
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MESSAGE(name" used RevivlBlesng!"); \
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else \
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MESSAGE(name" used Revival Blessing!"); \
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} while (0); \
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ASSUMPTIONS
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{
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ASSUME(gBattleMoves[MOVE_REVIVAL_BLESSING].effect == EFFECT_REVIVAL_BLESSING);
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}
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SINGLE_BATTLE_TEST("Revival Blessing revives a chosen fainted party member for the player")
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{
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET);
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PLAYER(SPECIES_WOBBUFFET) { HP(0); }
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PLAYER(SPECIES_WYNAUT) { HP(0); }
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(player, MOVE_REVIVAL_BLESSING); SEND_OUT(player, 2); }
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} SCENE {
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MOVE_MESSAGE("Wobbuffet")
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MESSAGE("Wynaut was revived and is ready to fight again!");
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}
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}
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SINGLE_BATTLE_TEST("Revival Blessing revives a fainted party member for an opponent")
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{
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_RAICHU);
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OPPONENT(SPECIES_PICHU) { HP(0); }
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OPPONENT(SPECIES_PIKACHU) { HP(0); }
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} WHEN {
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TURN { MOVE(opponent, MOVE_REVIVAL_BLESSING); SEND_OUT(opponent, 1); }
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} SCENE {
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MOVE_MESSAGE("Foe Raichu")
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MESSAGE("Pichu was revived and is ready to fight again!");
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}
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}
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SINGLE_BATTLE_TEST("Revival Blessing fails if no party members are fainted")
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{
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(player, MOVE_REVIVAL_BLESSING); }
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} SCENE {
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MOVE_MESSAGE("Wobbuffet")
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MESSAGE("But it failed!");
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}
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}
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// Note: There isn't a good way to test multi battles at the moment, but
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// this PASSES in game!
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TO_DO_BATTLE_TEST("Revival Blessing cannot revive a partner's party member");
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// DOUBLE_BATTLE_TEST("Revival Blessing cannot revive a partner's party member")
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// {
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// struct BattlePokemon *user;
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// gBattleTypeFlags |= BATTLE_TYPE_TWO_OPPONENTS;
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// PARAMETRIZE { user = opponentLeft; }
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// PARAMETRIZE { user = opponentRight; }
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// GIVEN {
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// ASSUME((gBattleTypeFlags & BATTLE_TYPE_TWO_OPPONENTS) != FALSE);
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// PLAYER(SPECIES_WOBBUFFET);
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// PLAYER(SPECIES_WOBBUFFET);
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// OPPONENT(SPECIES_WOBBUFFET);
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// OPPONENT(SPECIES_WOBBUFFET);
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// OPPONENT(SPECIES_WOBBUFFET);
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// OPPONENT(SPECIES_WYNAUT);
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// OPPONENT(SPECIES_WYNAUT) { HP(0); }
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// OPPONENT(SPECIES_WYNAUT);
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// } WHEN {
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// TURN { MOVE(user, MOVE_REVIVAL_BLESSING); }
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// } SCENE {
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// if (user == opponentLeft) {
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// MOVE_MESSAGE(Foe Wobbuffet)
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// MESSAGE("But it failed!");
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// } else {
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// MOVE_MESSAGE(Foe Wynaut)
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// MESSAGE("Wynaut was revived and is ready to fight again!");
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// }
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// }
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// }
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// Note: The test runner gets upset about "sending out" a battler on the field,
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// but this PASSES in game!
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TO_DO_BATTLE_TEST("Revived battlers still lose their turn");
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// DOUBLE_BATTLE_TEST("Revived battlers still lose their turn")
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// {
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// GIVEN {
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// PLAYER(SPECIES_WOBBUFFET);
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// PLAYER(SPECIES_WYNAUT);
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// OPPONENT(SPECIES_WOBBUFFET);
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// OPPONENT(SPECIES_WYNAUT) { HP(1); }
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// } WHEN {
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// TURN { MOVE(playerLeft, MOVE_TACKLE, target: opponentRight);
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// MOVE(opponentLeft, MOVE_REVIVAL_BLESSING);
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// SEND_OUT(opponentLeft, 1); }
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// } SCENE {
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// MESSAGE("Wobbuffet used Tackle!");
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// MESSAGE("Foe Wynaut fainted!");
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// MOVE_MESSAGE("Foe Wobbuffet")
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// MESSAGE("Wynaut was revived and is ready to fight again!");
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// NOT { MESSAGE("Wynaut used Celebrate!"); }
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// }
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// }
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