pokeemerald/test/battle/ability/weak_armor.c

198 lines
7.5 KiB
C

#include "global.h"
#include "test/battle.h"
ASSUMPTIONS
{
ASSUME(gBattleMoves[MOVE_TACKLE].power != 0);
ASSUME(gBattleMoves[MOVE_GUST].power != 0);
ASSUME(gBattleMoves[MOVE_GUST].split == SPLIT_SPECIAL);
ASSUME(gBattleMoves[MOVE_TACKLE].split == SPLIT_PHYSICAL);
}
SINGLE_BATTLE_TEST("Weak Armor lowers Defense by 1 and boosts Speed by 2 when hit by a physical attack")
{
u16 move;
PARAMETRIZE { move = MOVE_TACKLE; }
PARAMETRIZE { move = MOVE_GUST; }
GIVEN {
PLAYER(SPECIES_SLUGMA) { Ability(ABILITY_WEAK_ARMOR); }
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(opponent, move); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, move, opponent);
HP_BAR(player);
if (move == MOVE_TACKLE) {
ABILITY_POPUP(player, ABILITY_WEAK_ARMOR);
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, player);
MESSAGE("Slugma's Weak Armor lowered its Defense!");
MESSAGE("Slugma's Weak Armor raised its Speed!");
} else {
NONE_OF {
ABILITY_POPUP(player, ABILITY_WEAK_ARMOR);
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, player);
MESSAGE("Slugma's Weak Armor lowered its Defense!");
MESSAGE("Slugma's Weak Armor raised its Speed!");
}
}
} THEN {
if (move == MOVE_TACKLE) {
EXPECT_EQ(player->statStages[STAT_DEF], DEFAULT_STAT_STAGE - 1);
EXPECT_EQ(player->statStages[STAT_SPEED], DEFAULT_STAT_STAGE + 2);
}
}
}
// Oddly specific, but it was a bug at one point.
SINGLE_BATTLE_TEST("Weak Armor does not trigger when brought in by Dragon Tail and taking Stealth Rock damage")
{
GIVEN {
ASSUME(gBattleMoves[MOVE_STEALTH_ROCK].effect == EFFECT_STEALTH_ROCK);
ASSUME(gBattleMoves[MOVE_DRAGON_TAIL].effect == EFFECT_HIT_SWITCH_TARGET);
PLAYER(SPECIES_WOBBUFFET);
PLAYER(SPECIES_SLUGMA) { Ability(ABILITY_WEAK_ARMOR); }
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(opponent, MOVE_STEALTH_ROCK); }
TURN { MOVE(opponent, MOVE_DRAGON_TAIL); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_STEALTH_ROCK, opponent);
ANIMATION(ANIM_TYPE_MOVE, MOVE_DRAGON_TAIL, opponent);
HP_BAR(player);
MESSAGE("Slugma was dragged out!");
HP_BAR(player);
MESSAGE("Pointed stones dug into Slugma!");
NONE_OF {
ABILITY_POPUP(player, ABILITY_WEAK_ARMOR);
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, player);
MESSAGE("Slugma's Weak Armor lowered its Defense!");
MESSAGE("Slugma's Weak Armor raised its Speed!");
}
} THEN {
EXPECT_EQ(player->statStages[STAT_DEF], DEFAULT_STAT_STAGE);
EXPECT_EQ(player->statStages[STAT_SPEED], DEFAULT_STAT_STAGE);
}
}
SINGLE_BATTLE_TEST("Weak Armor still lowers boosts Speed if Defense can't go any lower")
{
GIVEN {
PLAYER(SPECIES_SLUGMA) { Ability(ABILITY_WEAK_ARMOR); }
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(opponent, MOVE_SCREECH); }
TURN { MOVE(opponent, MOVE_SCREECH); }
TURN { MOVE(opponent, MOVE_SCREECH); }
TURN { MOVE(opponent, MOVE_TACKLE); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, opponent);
HP_BAR(player);
ABILITY_POPUP(player, ABILITY_WEAK_ARMOR);
NONE_OF {
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, player);
MESSAGE("Slugma's Weak Armor lowered its Defense!");
}
MESSAGE("Slugma's Defense won't go lower!");
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, player);
MESSAGE("Slugma's Weak Armor raised its Speed!");
} THEN {
EXPECT_EQ(player->statStages[STAT_DEF], MIN_STAT_STAGE);
EXPECT_EQ(player->statStages[STAT_SPEED], DEFAULT_STAT_STAGE + 2);
}
}
SINGLE_BATTLE_TEST("Weak Armor still lowers Defense if Speed can't go any higher")
{
GIVEN {
PLAYER(SPECIES_SLUGMA) { Ability(ABILITY_WEAK_ARMOR); }
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(player, MOVE_AGILITY); }
TURN { MOVE(player, MOVE_AGILITY); }
TURN { MOVE(player, MOVE_AGILITY); }
TURN { MOVE(opponent, MOVE_TACKLE); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, opponent);
HP_BAR(player);
ABILITY_POPUP(player, ABILITY_WEAK_ARMOR);
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, player);
MESSAGE("Slugma's Weak Armor lowered its Defense!");
NONE_OF {
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, player);
MESSAGE("Slugma's Weak Armor raised its Speed!");
}
MESSAGE("Slugma's Speed won't go higher!");
} THEN {
EXPECT_EQ(player->statStages[STAT_DEF], DEFAULT_STAT_STAGE - 1);
EXPECT_EQ(player->statStages[STAT_SPEED], MAX_STAT_STAGE);
}
}
SINGLE_BATTLE_TEST("Weak Armor doesn't interrupt multi hit moves if Defense can't go any lower")
{
u32 j;
GIVEN {
PLAYER(SPECIES_MAGCARGO) { Ability(ABILITY_WEAK_ARMOR); Defense(999); }
OPPONENT(SPECIES_CLOYSTER) { Ability(ABILITY_SKILL_LINK); }
} WHEN {
TURN { MOVE(opponent, MOVE_SCREECH); }
TURN { MOVE(opponent, MOVE_SCREECH); }
TURN { MOVE(opponent, MOVE_FURY_SWIPES); }
} SCENE {
for (j = 0; j < 2; j++)
{
ANIMATION(ANIM_TYPE_MOVE, MOVE_FURY_SWIPES, opponent);
ABILITY_POPUP(player, ABILITY_WEAK_ARMOR);
MESSAGE("Magcargo's Weak Armor lowered its Defense!");
MESSAGE("Magcargo's Weak Armor raised its Speed!");
}
ANIMATION(ANIM_TYPE_MOVE, MOVE_FURY_SWIPES, opponent);
ABILITY_POPUP(player, ABILITY_WEAK_ARMOR);
MESSAGE("Magcargo's Defense won't go lower!");
MESSAGE("Magcargo's Weak Armor raised its Speed!");
for (j = 0; j < 2; j++)
{
ANIMATION(ANIM_TYPE_MOVE, MOVE_FURY_SWIPES, opponent);
// Ability doesn't activate if neither stat can be changed.
NONE_OF {
ABILITY_POPUP(player, ABILITY_WEAK_ARMOR);
MESSAGE("Magcargo's Defense won't go lower!");
MESSAGE("Magcargo's Speed won't go higher!");
}
}
} THEN {
EXPECT_EQ(player->statStages[STAT_DEF], MIN_STAT_STAGE);
EXPECT_EQ(player->statStages[STAT_SPEED], MAX_STAT_STAGE);
}
}
SINGLE_BATTLE_TEST("Weak Armor doesn't interrupt multi hit moves if Speed can't go any higher")
{
u32 j;
GIVEN {
PLAYER(SPECIES_MAGCARGO) { Ability(ABILITY_WEAK_ARMOR); Defense(999); }
OPPONENT(SPECIES_CLOYSTER) { Ability(ABILITY_SKILL_LINK); }
} WHEN {
TURN { MOVE(player, MOVE_AGILITY); }
TURN { MOVE(player, MOVE_AGILITY); }
TURN { MOVE(opponent, MOVE_FURY_SWIPES); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_FURY_SWIPES, opponent);
ABILITY_POPUP(player, ABILITY_WEAK_ARMOR);
MESSAGE("Magcargo's Weak Armor lowered its Defense!");
MESSAGE("Magcargo's Weak Armor raised its Speed!");
for (j = 0; j < 4; j++)
{
ANIMATION(ANIM_TYPE_MOVE, MOVE_FURY_SWIPES, opponent);
ABILITY_POPUP(player, ABILITY_WEAK_ARMOR);
MESSAGE("Magcargo's Weak Armor lowered its Defense!");
MESSAGE("Magcargo's Speed won't go higher!");
}
} THEN {
EXPECT_EQ(player->statStages[STAT_DEF], DEFAULT_STAT_STAGE - 5);
EXPECT_EQ(player->statStages[STAT_SPEED], MAX_STAT_STAGE);
}
}