pokeemerald/test/move_effect_beak_blast.c
Eduardo Quezada D'Ottone 1fa9a05470
Convert move flags and bans into GCC bitfields (#2952)
* 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
2023-07-03 10:01:59 +02:00

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);
}
}