mirror of
https://github.com/Ninjdai1/pokeemerald.git
synced 2024-12-29 05:40:41 +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
114 lines
4.1 KiB
C
114 lines
4.1 KiB
C
#include "global.h"
|
|
#include "test_battle.h"
|
|
|
|
ASSUMPTIONS
|
|
{
|
|
ASSUME(gBattleMoves[MOVE_BEAK_BLAST].effect == EFFECT_BEAK_BLAST);
|
|
}
|
|
|
|
DOUBLE_BATTLE_TEST("Beak Blast's charging message is shown before other moves are used")
|
|
{
|
|
GIVEN {
|
|
ASSUME(gBattleMoves[MOVE_BEAK_BLAST].priority < 0);
|
|
PLAYER(SPECIES_WYNAUT) { Speed(10); }
|
|
PLAYER(SPECIES_WOBBUFFET) { Speed(5); }
|
|
OPPONENT(SPECIES_WOBBUFFET) { Speed(2); }
|
|
OPPONENT(SPECIES_WOBBUFFET) { Speed(3); }
|
|
} WHEN {
|
|
TURN { MOVE(playerLeft, MOVE_BEAK_BLAST, target: opponentLeft); }
|
|
} SCENE {
|
|
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_BEAK_BLAST_SETUP, playerLeft);
|
|
MESSAGE("Wynaut started heating up its beak!");
|
|
|
|
MESSAGE("Wobbuffet used Celebrate!");
|
|
ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, playerRight);
|
|
MESSAGE("Foe Wobbuffet used Celebrate!");
|
|
ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, opponentRight);
|
|
MESSAGE("Foe Wobbuffet used Celebrate!");
|
|
ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, opponentLeft);
|
|
|
|
MESSAGE("Wynaut used Beak Blast!");
|
|
ANIMATION(ANIM_TYPE_MOVE, MOVE_BEAK_BLAST, playerLeft);
|
|
HP_BAR(opponentLeft);
|
|
}
|
|
}
|
|
|
|
DOUBLE_BATTLE_TEST("Beak Blast burns all who make contact with the pokemon")
|
|
{
|
|
GIVEN {
|
|
ASSUME(gBattleMoves[MOVE_BEAK_BLAST].priority < 0);
|
|
ASSUME(gBattleMoves[MOVE_TACKLE].makesContact);
|
|
PLAYER(SPECIES_WYNAUT) { Speed(10); }
|
|
PLAYER(SPECIES_WOBBUFFET) { Speed(5); }
|
|
OPPONENT(SPECIES_WOBBUFFET) { Speed(3); }
|
|
OPPONENT(SPECIES_WOBBUFFET) { Speed(2); }
|
|
} WHEN {
|
|
TURN { MOVE(opponentLeft, MOVE_TACKLE, target: playerLeft); MOVE(opponentRight, MOVE_TACKLE, target: playerLeft); MOVE(playerLeft, MOVE_BEAK_BLAST, target: opponentLeft); }
|
|
} SCENE {
|
|
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_BEAK_BLAST_SETUP, playerLeft);
|
|
MESSAGE("Wynaut started heating up its beak!");
|
|
|
|
MESSAGE("Wobbuffet used Celebrate!");
|
|
ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, playerRight);
|
|
|
|
MESSAGE("Foe Wobbuffet used Tackle!");
|
|
ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, opponentLeft);
|
|
HP_BAR(playerLeft);
|
|
ANIMATION(ANIM_TYPE_STATUS, B_ANIM_STATUS_BRN, opponentLeft);
|
|
MESSAGE("Foe Wobbuffet was burned!");
|
|
STATUS_ICON(opponentLeft, burn: TRUE);
|
|
|
|
MESSAGE("Foe Wobbuffet used Tackle!");
|
|
ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, opponentRight);
|
|
HP_BAR(playerLeft);
|
|
ANIMATION(ANIM_TYPE_STATUS, B_ANIM_STATUS_BRN, opponentRight);
|
|
MESSAGE("Foe Wobbuffet was burned!");
|
|
STATUS_ICON(opponentRight, burn: TRUE);
|
|
|
|
MESSAGE("Wynaut used Beak Blast!");
|
|
ANIMATION(ANIM_TYPE_MOVE, MOVE_BEAK_BLAST, playerLeft);
|
|
HP_BAR(opponentLeft);
|
|
}
|
|
}
|
|
|
|
SINGLE_BATTLE_TEST("Beak Blast burns only when contact moves are used")
|
|
{
|
|
u32 move;
|
|
bool32 burn;
|
|
PARAMETRIZE { move = MOVE_TACKLE; burn = TRUE; }
|
|
PARAMETRIZE { move = MOVE_WATER_GUN; burn = FALSE; }
|
|
PARAMETRIZE { move = MOVE_LEER; burn = FALSE; }
|
|
|
|
GIVEN {
|
|
ASSUME(gBattleMoves[MOVE_TACKLE].makesContact);
|
|
ASSUME(!gBattleMoves[MOVE_WATER_GUN].makesContact);
|
|
ASSUME(!gBattleMoves[MOVE_LEER].makesContact);
|
|
PLAYER(SPECIES_WOBBUFFET);
|
|
OPPONENT(SPECIES_WOBBUFFET);
|
|
} WHEN {
|
|
TURN { MOVE(player, MOVE_BEAK_BLAST); MOVE(opponent, move); }
|
|
TURN {}
|
|
} SCENE {
|
|
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_BEAK_BLAST_SETUP, player);
|
|
MESSAGE("Wobbuffet started heating up its beak!");
|
|
ANIMATION(ANIM_TYPE_MOVE, move, opponent);
|
|
|
|
if (burn) {
|
|
ANIMATION(ANIM_TYPE_STATUS, B_ANIM_STATUS_BRN, opponent);
|
|
MESSAGE("Foe Wobbuffet was burned!");
|
|
STATUS_ICON(opponent, burn: TRUE);
|
|
}
|
|
else {
|
|
NONE_OF {
|
|
ANIMATION(ANIM_TYPE_STATUS, B_ANIM_STATUS_BRN, opponent);
|
|
MESSAGE("Foe Wobbuffet was burned!");
|
|
STATUS_ICON(opponent, burn: TRUE);
|
|
}
|
|
}
|
|
|
|
MESSAGE("Wobbuffet used Beak Blast!");
|
|
ANIMATION(ANIM_TYPE_MOVE, MOVE_BEAK_BLAST, player);
|
|
HP_BAR(opponent);
|
|
}
|
|
}
|