mirror of
https://github.com/Ninjdai1/pokeemerald.git
synced 2024-11-16 19:47:35 +01:00
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
194 lines
5.7 KiB
C
194 lines
5.7 KiB
C
#include "global.h"
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#include "test_battle.h"
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SINGLE_BATTLE_TEST("Sleep prevents the battler from using a move")
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{
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u32 turns;
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PARAMETRIZE { turns = 1; }
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PARAMETRIZE { turns = 2; }
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PARAMETRIZE { turns = 3; }
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET) { Status1(STATUS1_SLEEP_TURN(turns)); }
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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for (i = 0; i < turns; i++)
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TURN { MOVE(player, MOVE_CELEBRATE); }
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} SCENE {
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for (i = 0; i < turns - 1; i++)
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MESSAGE("Wobbuffet is fast asleep.");
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MESSAGE("Wobbuffet woke up!");
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STATUS_ICON(player, none: TRUE);
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MESSAGE("Wobbuffet used Celebrate!");
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}
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}
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SINGLE_BATTLE_TEST("Poison deals 1/8th damage per turn")
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{
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET) { Status1(STATUS1_POISON); }
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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for (i = 0; i < 4; i++)
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TURN {}
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} SCENE {
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s32 maxHP = GetMonData(&PLAYER_PARTY[0], MON_DATA_MAX_HP);
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for (i = 0; i < 4; i++)
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HP_BAR(player, damage: maxHP / 8);
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}
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}
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SINGLE_BATTLE_TEST("Burn deals 1/16th damage per turn")
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{
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GIVEN {
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ASSUME(B_BURN_DAMAGE >= GEN_LATEST);
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PLAYER(SPECIES_WOBBUFFET) { Status1(STATUS1_BURN); }
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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for (i = 0; i < 4; i++)
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TURN {}
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} SCENE {
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s32 maxHP = GetMonData(&PLAYER_PARTY[0], MON_DATA_MAX_HP);
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for (i = 0; i < 4; i++)
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HP_BAR(player, damage: maxHP / 16);
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}
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}
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SINGLE_BATTLE_TEST("Burn reduces Attack by 50%", s16 damage)
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{
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bool32 burned;
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PARAMETRIZE { burned = FALSE; }
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PARAMETRIZE { burned = TRUE; }
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET) { if (burned) Status1(STATUS1_BURN); }
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(player, MOVE_TACKLE); }
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} SCENE {
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HP_BAR(opponent, captureDamage: &results[i].damage);
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} FINALLY {
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EXPECT_MUL_EQ(results[0].damage, Q_4_12(0.5), results[1].damage);
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}
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}
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SINGLE_BATTLE_TEST("Freeze has a 20% chance of being thawed")
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{
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PASSES_RANDOMLY(20, 100, RNG_FROZEN);
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET) { Status1(STATUS1_FREEZE); }
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(player, MOVE_CELEBRATE); }
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} SCENE {
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STATUS_ICON(player, none: TRUE);
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}
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}
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SINGLE_BATTLE_TEST("Freeze is thawed by opponent's Fire-type attacks")
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{
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GIVEN {
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ASSUME(gBattleMoves[MOVE_EMBER].type == TYPE_FIRE);
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PLAYER(SPECIES_WOBBUFFET) { Status1(STATUS1_FREEZE); }
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(opponent, MOVE_EMBER); MOVE(player, MOVE_CELEBRATE); }
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} SCENE {
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MESSAGE("Foe Wobbuffet used Ember!");
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MESSAGE("Wobbuffet was defrosted!");
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STATUS_ICON(player, none: TRUE);
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}
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}
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SINGLE_BATTLE_TEST("Freeze is thawed by user's Flame Wheel")
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{
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GIVEN {
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ASSUME(gBattleMoves[MOVE_FLAME_WHEEL].thawsUser);
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PLAYER(SPECIES_WOBBUFFET) { Status1(STATUS1_FREEZE); }
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(player, MOVE_FLAME_WHEEL); }
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} SCENE {
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MESSAGE("Wobbuffet was defrosted by Flame Wheel!");
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STATUS_ICON(player, none: TRUE);
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MESSAGE("Wobbuffet used Flame Wheel!");
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}
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}
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SINGLE_BATTLE_TEST("Paralysis reduces Speed by 50%")
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{
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u16 playerSpeed;
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bool32 playerFirst;
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PARAMETRIZE { playerSpeed = 98; playerFirst = FALSE; }
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PARAMETRIZE { playerSpeed = 102; playerFirst = TRUE; }
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GIVEN {
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ASSUME(B_PARALYSIS_SPEED >= GEN_7);
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PLAYER(SPECIES_WOBBUFFET) { Status1(STATUS1_PARALYSIS); Speed(playerSpeed); }
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OPPONENT(SPECIES_WOBBUFFET) { Speed(50); }
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} WHEN {
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TURN { MOVE(player, MOVE_CELEBRATE); MOVE(opponent, MOVE_CELEBRATE); }
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} SCENE {
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if (playerFirst) {
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ONE_OF {
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MESSAGE("Wobbuffet used Celebrate!");
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MESSAGE("Wobbuffet is paralyzed! It can't move!");
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}
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MESSAGE("Foe Wobbuffet used Celebrate!");
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} else {
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MESSAGE("Foe Wobbuffet used Celebrate!");
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ONE_OF {
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MESSAGE("Wobbuffet used Celebrate!");
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MESSAGE("Wobbuffet is paralyzed! It can't move!");
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}
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}
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}
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}
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SINGLE_BATTLE_TEST("Paralysis has a 25% chance of skipping the turn")
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{
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PASSES_RANDOMLY(25, 100, RNG_PARALYSIS);
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET) { Status1(STATUS1_PARALYSIS); }
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(player, MOVE_CELEBRATE); }
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} SCENE {
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MESSAGE("Wobbuffet is paralyzed! It can't move!");
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}
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}
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SINGLE_BATTLE_TEST("Bad poison deals 1/16th cumulative damage per turn")
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{
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET) { Status1(STATUS1_TOXIC_POISON); }
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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for (i = 0; i < 4; i++)
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TURN {}
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} SCENE {
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s32 maxHP = GetMonData(&PLAYER_PARTY[0], MON_DATA_MAX_HP);
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for (i = 0; i < 4; i++)
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HP_BAR(player, damage: maxHP / 16 * (i + 1));
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}
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}
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SINGLE_BATTLE_TEST("Bad poison cumulative damage resets on switch")
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{
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET) { Status1(STATUS1_TOXIC_POISON); }
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PLAYER(SPECIES_WYNAUT);
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN {}
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TURN {}
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TURN { SWITCH(player, 1); }
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TURN { SWITCH(player, 0); }
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TURN {}
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TURN {}
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} SCENE {
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s32 maxHP = GetMonData(&PLAYER_PARTY[0], MON_DATA_MAX_HP);
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for (i = 0; i < 2; i++)
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HP_BAR(player, damage: maxHP / 16 * (i + 1));
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for (i = 0; i < 2; i++)
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HP_BAR(player, damage: maxHP / 16 * (i + 1));
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}
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}
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