pokeemerald/test/move_effect_dire_claw.c
Martin Griffin 7b306b6147 RandomElement for structured RNG
Converts Tri Attack and Dire Claw to use structured RNG.
2023-03-27 18:50:18 +01:00

130 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);
NOT ANIMATION(ANIM_TYPE_STATUS, statusAnim, opponent);
if (statusAnim == B_ANIM_STATUS_PRZ) {
NOT STATUS_ICON(opponent, paralysis: TRUE);
}
else if (statusAnim == B_ANIM_STATUS_PSN) {
NOT 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);
NOT ANIMATION(ANIM_TYPE_STATUS, statusAnim, opponent);
if (statusAnim == B_ANIM_STATUS_PRZ) {
NOT STATUS_ICON(opponent, paralysis: TRUE);
}
else if (statusAnim == B_ANIM_STATUS_SLP) {
NOT STATUS_ICON(opponent, sleep: TRUE);
}
else if (statusAnim == B_ANIM_STATUS_PSN) {
NOT 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);
NOT ANIMATION(ANIM_TYPE_STATUS, statusAnim, opponent);
if (statusAnim == B_ANIM_STATUS_PRZ) {
NOT STATUS_ICON(opponent, paralysis: TRUE);
}
else if (statusAnim == B_ANIM_STATUS_SLP) {
NOT STATUS_ICON(opponent, sleep: TRUE);
}
else if (statusAnim == B_ANIM_STATUS_PSN) {
NOT STATUS_ICON(opponent, poison: TRUE);
}
}
}