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https://github.com/Ninjdai1/pokeemerald.git
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75 lines
2.3 KiB
C
75 lines
2.3 KiB
C
#include "global.h"
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#include "test_battle.h"
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SINGLE_BATTLE_TEST("Damp prevents explosion-like moves from enemies")
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{
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u32 move;
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PARAMETRIZE { move = MOVE_EXPLOSION; }
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PARAMETRIZE { move = MOVE_SELF_DESTRUCT; }
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PARAMETRIZE { move = MOVE_MIND_BLOWN; }
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PARAMETRIZE { move = MOVE_MISTY_EXPLOSION; }
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GIVEN {
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PLAYER(SPECIES_PARAS) { Ability(ABILITY_DAMP); }
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(opponent, move); }
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} SCENE {
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ABILITY_POPUP(player, ABILITY_DAMP);
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NONE_OF { HP_BAR(player); HP_BAR(opponent); }
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}
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}
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DOUBLE_BATTLE_TEST("Damp prevents explosion-like moves from enemies in a double battle")
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{
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u32 move;
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PARAMETRIZE { move = MOVE_EXPLOSION; }
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PARAMETRIZE { move = MOVE_SELF_DESTRUCT; }
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PARAMETRIZE { move = MOVE_MIND_BLOWN; }
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PARAMETRIZE { move = MOVE_MISTY_EXPLOSION; }
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GIVEN {
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PLAYER(SPECIES_PARAS) { Ability(ABILITY_DAMP); }
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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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} WHEN {
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TURN { MOVE(opponentLeft, move); }
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} SCENE {
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ABILITY_POPUP(playerLeft, ABILITY_DAMP);
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NONE_OF { HP_BAR(playerLeft); HP_BAR(opponentLeft); HP_BAR(playerRight); HP_BAR(opponentRight); }
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}
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}
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SINGLE_BATTLE_TEST("Damp prevents explosion-like moves from self")
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{
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u32 move;
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PARAMETRIZE { move = MOVE_EXPLOSION; }
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PARAMETRIZE { move = MOVE_SELF_DESTRUCT; }
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PARAMETRIZE { move = MOVE_MIND_BLOWN; }
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PARAMETRIZE { move = MOVE_MISTY_EXPLOSION; }
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GIVEN {
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PLAYER(SPECIES_PARAS) { Ability(ABILITY_DAMP); }
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(player, move); }
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} SCENE {
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ABILITY_POPUP(player, ABILITY_DAMP);
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NONE_OF { HP_BAR(player); HP_BAR(opponent); }
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}
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}
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SINGLE_BATTLE_TEST("Damp prevents damage from aftermath")
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{
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GIVEN {
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ASSUME(gBattleMoves[MOVE_TACKLE].flags & FLAG_MAKES_CONTACT);
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PLAYER(SPECIES_PARAS) { Ability(ABILITY_DAMP); }
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OPPONENT(SPECIES_VOLTORB) { Ability(ABILITY_AFTERMATH); HP(1); }
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(player, MOVE_TACKLE); SEND_OUT(opponent, 1); }
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} SCENE {
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ABILITY_POPUP(opponent, ABILITY_AFTERMATH);
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ABILITY_POPUP(player, ABILITY_DAMP);
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NONE_OF { HP_BAR(player); }
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}
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}
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