pokeemerald/test/item_effect_revive.c
2023-04-25 23:06:07 +02:00

79 lines
2.4 KiB
C

#include "global.h"
#include "test_battle.h"
#define MAX_HP 200
SINGLE_BATTLE_TEST("Revive: Revive restores a fainted battler's HP to half")
{
GIVEN {
ASSUME(gItems[ITEM_REVIVE].battleUsage == EFFECT_ITEM_REVIVE);
PLAYER(SPECIES_WYNAUT) { HP(1); MaxHP(MAX_HP); }
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(opponent, MOVE_TACKLE); SEND_OUT(player, 1); }
TURN { USE_ITEM(player, ITEM_REVIVE, partyIndex: 0); }
TURN { SWITCH(player, 0); }
} SCENE {
MESSAGE("Wynaut had its HP restored!");
} THEN {
EXPECT_EQ(player->hp, MAX_HP/2);
}
}
SINGLE_BATTLE_TEST("Revive: Max Revive restores a fainted battler's HP fully")
{
GIVEN {
ASSUME(gItems[ITEM_MAX_REVIVE].battleUsage == EFFECT_ITEM_REVIVE);
PLAYER(SPECIES_WYNAUT) { HP(1); MaxHP(MAX_HP); }
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(opponent, MOVE_TACKLE); SEND_OUT(player, 1); }
TURN { USE_ITEM(player, ITEM_MAX_REVIVE, partyIndex: 0); }
TURN { SWITCH(player, 0); }
} SCENE {
MESSAGE("Wynaut had its HP restored!");
} THEN {
EXPECT_EQ(player->hp, MAX_HP);
}
}
SINGLE_BATTLE_TEST("Revive: Revival Herb restores a fainted battler's HP fully")
{
GIVEN {
ASSUME(gItems[ITEM_REVIVAL_HERB].battleUsage == EFFECT_ITEM_REVIVE);
PLAYER(SPECIES_WYNAUT) { HP(1); MaxHP(MAX_HP); }
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(opponent, MOVE_TACKLE); SEND_OUT(player, 1); }
TURN { USE_ITEM(player, ITEM_REVIVAL_HERB, partyIndex: 0); }
TURN { SWITCH(player, 0); }
} SCENE {
MESSAGE("Wynaut had its HP restored!");
} THEN {
EXPECT_EQ(player->hp, MAX_HP);
}
}
SINGLE_BATTLE_TEST("Revive: Max Honey restores a fainted battler's HP fully")
{
GIVEN {
ASSUME(gItems[ITEM_MAX_HONEY].battleUsage == EFFECT_ITEM_REVIVE);
PLAYER(SPECIES_WYNAUT) { HP(1); MaxHP(MAX_HP); }
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(opponent, MOVE_TACKLE); SEND_OUT(player, 1); }
TURN { USE_ITEM(player, ITEM_MAX_HONEY, partyIndex: 0); }
TURN { SWITCH(player, 0); }
} SCENE {
MESSAGE("Wynaut had its HP restored!");
} THEN {
EXPECT_EQ(player->hp, MAX_HP);
}
}
#undef MAX_HP