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https://github.com/Ninjdai1/pokeemerald.git
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1fa9a05470
* Slicing moves to new bitfield * Wind moves to new bitfield * Two-strike moves to new bitfield * Forgot to add flagTwoStrikes to battle_moves.h * Removed "flag" from field names * FLAG_HIT_IN_SUBSTITUTE and FLAG_THAW_USER * Airborne moves * FLAG_POWDER, FLAG_TARGET_ABILITY_IGNORED and FLAG_DANCE * FLAG_BALLISTIC and FLAG_PROTECTION_MOVE * Fixed missing uses of MOVE_UNAVAILABLE in battle_ai_util.c * FLAG_SOUND * FLAG_DMG_UNDERGROUND and FLAG_DMG_UNDERWATER * FLAG_DMG_MINIMIZE * Cleanup * FLAG_STAT_STAGES_IGNORED * Updated Pollen Puff's ballistic flag * FLAG_STRONG_JAW_BOOST and FLAG_MEGA_LAUNCHER_BOOST * thaw * FLAG_THREE_STRIKES * FLAG_IRON_FIST_BOOST * FLAG_RECKLESS_BOOST * FLAG_HIGH_CRIT * Removed empty flags * Moves that fail when called by Me First + added missing Shell Trap * Moves that fail when Gravity is active * Better names for banned fields * Moves that fail when called by Instruct * Cleanup * Contact Moves + Fixed Wandering Spirit skipping contact checks * Inverted FLAG_PROTECT_AFFECTED so that there's a flag for moves that SKIP protect. * Simplified B_MOVE_FLAGS configs * FORBIDDEN_METRONOME * Renamed hitsPastSubstitute to ignoresSubstitute * FORBIDDEN_PARENTAL_BOND * Struggle uncallable by Metronome * FORBIDDEN_MIMIC * FLAG_KINGS_ROCK_AFFECTED * Made a single config for move flags * Macro for checking move flags * FLAG_MAGIC_COAT_AFFECTED * Fixed HasMagicCoatAffectedMove * FLAG_SNATCH_AFFECTED * Removed unused EFFECT_FLINCH_MINIMIZE_HIT * Fixed Stench/King's Rock interaction * Removed sMovesNotAffectedByStench in favor of checking move effects * Removed EFFECT_TWISTER, which was a repeat of EFFECT_FLINCH_HIT * Changed Gen2 configs to less than Gen 3 * FORBIDDEN_SLEEP_TALK * Cleanup * Inverted FLAG_MIRROR_MOVE_AFFECTED * FLAG_SHEER_FORCE_BOOST * Ordered * FORBIDDEN_ASSIST and FORBIDDEN_COPYCAT * Removed TestMoveFlags and TestMoveFlagsInMoveset + flags field * Fixed Triple Arrows test
92 lines
2.8 KiB
C
92 lines
2.8 KiB
C
#include "global.h"
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#include "test_battle.h"
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ASSUMPTIONS
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{
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ASSUME(gBattleMoves[MOVE_TRIPLE_ARROWS].effect == EFFECT_TRIPLE_ARROWS);
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}
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SINGLE_BATTLE_TEST("Triple Arrows may lower Defense by one stage")
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{
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u32 ability;
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u32 chance;
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PARAMETRIZE { ability = ABILITY_HUSTLE; chance = 50; }
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PARAMETRIZE { ability = ABILITY_SERENE_GRACE; chance = 100; }
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PASSES_RANDOMLY(chance, 100, RNG_TRIPLE_ARROWS_DEFENSE_DOWN);
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GIVEN {
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PLAYER(SPECIES_TOGEPI) { Ability(ability); }
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(player, MOVE_TRIPLE_ARROWS); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_TRIPLE_ARROWS, player);
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ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, opponent);
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MESSAGE("Foe Wobbuffet's Defense fell!");
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}
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}
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SINGLE_BATTLE_TEST("Triple Arrows makes the foe flinch 30% of the time")
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{
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u32 ability;
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u32 chance;
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PARAMETRIZE { ability = ABILITY_HUSTLE; chance = 30; }
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PARAMETRIZE { ability = ABILITY_SERENE_GRACE; chance = 60; }
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PASSES_RANDOMLY(chance, 100, RNG_TRIPLE_ARROWS_FLINCH);
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GIVEN {
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PLAYER(SPECIES_TOGEPI) { Ability(ability); }
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(player, MOVE_TRIPLE_ARROWS); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_TRIPLE_ARROWS, player);
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MESSAGE("Foe Wobbuffet flinched!");
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}
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}
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SINGLE_BATTLE_TEST("Triple Arrows lands a critical hit")
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{
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ASSUME(B_CRIT_CHANCE >= GEN_7);
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ASSUME(gBattleMoves[MOVE_TRIPLE_ARROWS].highCritRatio == TRUE);
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PASSES_RANDOMLY(1, 8, RNG_CRITICAL_HIT);
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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_TRIPLE_ARROWS); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_TRIPLE_ARROWS, player);
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MESSAGE("A critical hit!");
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}
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}
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SINGLE_BATTLE_TEST("Triple Arrows can lower Defense and cause flinch at the time")
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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_TRIPLE_ARROWS); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_TRIPLE_ARROWS, player);
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ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, opponent);
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MESSAGE("Foe Wobbuffet's Defense fell!");
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MESSAGE("Foe Wobbuffet flinched!");
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}
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}
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SINGLE_BATTLE_TEST("Triple Arrows's flinching is prevented by Inner Focus")
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{
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_RIOLU) { Ability(ABILITY_INNER_FOCUS); }
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} WHEN {
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TURN { MOVE(player, MOVE_TRIPLE_ARROWS);
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MOVE(opponent, MOVE_TACKLE);
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}
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_TRIPLE_ARROWS, player);
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NONE_OF { MESSAGE("Foe Wobbuffet flinched!"); }
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ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, opponent);
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}
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}
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