pokeemerald/test/move_effect_take_heart.c
2023-03-29 13:01:20 +02:00

48 lines
1.4 KiB
C

#include "global.h"
#include "test_battle.h"
ASSUMPTIONS
{
ASSUME(gBattleMoves[MOVE_TAKE_HEART].effect == EFFECT_TAKE_HEART);
}
SINGLE_BATTLE_TEST("Take Heart increases Sp. Atk and Sp. Def by one stage")
{
GIVEN {
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(player, MOVE_TAKE_HEART); }
} SCENE {
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, player);
}
}
SINGLE_BATTLE_TEST("Take Heart cures the user of all status conditions")
{
u32 status1;
PARAMETRIZE { status1 = STATUS1_SLEEP; }
PARAMETRIZE { status1 = STATUS1_POISON; }
PARAMETRIZE { status1 = STATUS1_FREEZE; }
PARAMETRIZE { status1 = STATUS1_BURN; }
PARAMETRIZE { status1 = STATUS1_PARALYSIS; }
PARAMETRIZE { status1 = STATUS1_TOXIC_POISON; }
GIVEN {
PLAYER(SPECIES_WOBBUFFET) { Status1(status1); };
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(player, MOVE_TAKE_HEART); }
} SCENE {
if (status1 == STATUS1_SLEEP) {
MESSAGE("Wobbuffet is fast asleep.");
} else if (status1 == STATUS1_FREEZE) {
PASSES_RANDOMLY(20, 100, RNG_FROZEN);
STATUS_ICON(player, none: TRUE);
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, player);
} else {
MESSAGE("Wobbuffet's status returned to normal!");
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, player);
}
}
}