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https://github.com/Ninjdai1/pokeemerald.git
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f5b149b971
* Run assumptions on all runners * Make i const in battle tests This avoids the pitfall of using i in a PARAMETRIZEd test and confusing the runner.
42 lines
1.1 KiB
C
42 lines
1.1 KiB
C
#include "global.h"
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#include "test/battle.h"
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SINGLE_BATTLE_TEST("Bad poison deals 1/16th cumulative damage per turn")
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{
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u32 j;
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET) { Status1(STATUS1_TOXIC_POISON); }
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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for (j = 0; j < 4; j++)
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TURN {}
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} SCENE {
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s32 maxHP = GetMonData(&PLAYER_PARTY[0], MON_DATA_MAX_HP);
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for (j = 0; j < 4; j++)
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HP_BAR(player, damage: maxHP / 16 * (j + 1));
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}
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}
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SINGLE_BATTLE_TEST("Bad poison cumulative damage resets on switch")
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{
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u32 j;
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET) { Status1(STATUS1_TOXIC_POISON); }
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PLAYER(SPECIES_WYNAUT);
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN {}
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TURN {}
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TURN { SWITCH(player, 1); }
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TURN { SWITCH(player, 0); }
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TURN {}
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TURN {}
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} SCENE {
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s32 maxHP = GetMonData(&PLAYER_PARTY[0], MON_DATA_MAX_HP);
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for (j = 0; j < 2; j++)
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HP_BAR(player, damage: maxHP / 16 * (j + 1));
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for (j = 0; j < 2; j++)
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HP_BAR(player, damage: maxHP / 16 * (j + 1));
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}
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}
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