pokeemerald/test/move_effect_tri_attack.c
Martin Griffin 7b306b6147 RandomElement for structured RNG
Converts Tri Attack and Dire Claw to use structured RNG.
2023-03-27 18:50:18 +01:00

136 lines
5.1 KiB
C

#include "global.h"
#include "test_battle.h"
ASSUMPTIONS
{
ASSUME(gBattleMoves[MOVE_TRI_ATTACK].effect == EFFECT_TRI_ATTACK);
}
SINGLE_BATTLE_TEST("Tri Attack can inflict paralysis, burn or freeze")
{
u8 statusAnim;
PARAMETRIZE { statusAnim = B_ANIM_STATUS_PRZ; }
PARAMETRIZE { statusAnim = B_ANIM_STATUS_BRN; }
PARAMETRIZE { statusAnim = B_ANIM_STATUS_FRZ; }
PASSES_RANDOMLY(1, 3, RNG_TRI_ATTACK);
GIVEN {
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(player, MOVE_TRI_ATTACK); }
TURN {}
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_TRI_ATTACK, player);
HP_BAR(opponent);
ANIMATION(ANIM_TYPE_STATUS, statusAnim, opponent);
if (statusAnim == B_ANIM_STATUS_BRN) {
STATUS_ICON(opponent, burn: TRUE);
}
else if (statusAnim == B_ANIM_STATUS_FRZ) {
STATUS_ICON(opponent, freeze: TRUE);
}
else if (statusAnim == B_ANIM_STATUS_PRZ) {
STATUS_ICON(opponent, paralysis: TRUE);
}
}
}
SINGLE_BATTLE_TEST("Tri Attack cannot paralyze/burn/freeze electric/fire/ice types respectively")
{
u8 statusAnim;
u16 species;
u32 rng;
#if B_PARALYZE_ELECTRIC >= GEN_6
PARAMETRIZE { statusAnim = B_ANIM_STATUS_PRZ; rng = MOVE_EFFECT_PARALYSIS; species = SPECIES_RAICHU;}
#endif // B_PARALYZE_ELECTRIC
PARAMETRIZE { statusAnim = B_ANIM_STATUS_BRN; rng = MOVE_EFFECT_BURN; species = SPECIES_ARCANINE; }
PARAMETRIZE { statusAnim = B_ANIM_STATUS_FRZ; rng = MOVE_EFFECT_FREEZE; species = SPECIES_GLALIE; }
GIVEN {
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(species);
} WHEN {
TURN { MOVE(player, MOVE_TRI_ATTACK, WITH_RNG(RNG_TRI_ATTACK, rng)); }
TURN {}
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_TRI_ATTACK, player);
HP_BAR(opponent);
NOT ANIMATION(ANIM_TYPE_STATUS, statusAnim, opponent);
if (statusAnim == B_ANIM_STATUS_BRN) {
NOT STATUS_ICON(opponent, burn: TRUE);
}
else if (statusAnim == B_ANIM_STATUS_FRZ) {
NOT STATUS_ICON(opponent, freeze: TRUE);
}
else if (statusAnim == B_ANIM_STATUS_PRZ) {
NOT STATUS_ICON(opponent, paralysis: TRUE);
}
}
}
SINGLE_BATTLE_TEST("Tri Attack cannot paralyze/burn/freeze pokemon with abilities preventing respective statuses")
{
u8 statusAnim;
u16 species, ability;
u32 rng;
PARAMETRIZE { statusAnim = B_ANIM_STATUS_PRZ; rng = MOVE_EFFECT_PARALYSIS; species = SPECIES_RAICHU; ability = ABILITY_LIGHTNING_ROD; }
PARAMETRIZE { statusAnim = B_ANIM_STATUS_PRZ; rng = MOVE_EFFECT_PARALYSIS; species = SPECIES_JOLTEON; ability = ABILITY_VOLT_ABSORB; }
#if P_GEN_4_POKEMON == TRUE
PARAMETRIZE { statusAnim = B_ANIM_STATUS_PRZ; rng = MOVE_EFFECT_PARALYSIS; species = SPECIES_ELECTIVIRE; ability = ABILITY_MOTOR_DRIVE; }
#endif // P_GEN_4_POKEMON
#if P_GEN_7_POKEMON == TRUE
PARAMETRIZE { statusAnim = B_ANIM_STATUS_BRN; rng = MOVE_EFFECT_BURN; species = SPECIES_DEWPIDER; ability = ABILITY_WATER_BUBBLE; }
#endif // P_GEN_7_POKEMON
PARAMETRIZE { statusAnim = B_ANIM_STATUS_BRN; rng = MOVE_EFFECT_BURN; species = SPECIES_SEAKING; ability = ABILITY_WATER_VEIL; }
PARAMETRIZE { statusAnim = B_ANIM_STATUS_FRZ; rng = MOVE_EFFECT_FREEZE; species = SPECIES_CAMERUPT; ability = ABILITY_MAGMA_ARMOR; }
GIVEN {
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(species) {Ability(ability);}
} WHEN {
TURN { MOVE(player, MOVE_TRI_ATTACK, WITH_RNG(RNG_TRI_ATTACK, rng)); }
TURN {}
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_TRI_ATTACK, player);
HP_BAR(opponent);
NOT ANIMATION(ANIM_TYPE_STATUS, statusAnim, opponent);
if (statusAnim == B_ANIM_STATUS_BRN) {
NOT STATUS_ICON(opponent, burn: TRUE);
}
else if (statusAnim == B_ANIM_STATUS_FRZ) {
NOT STATUS_ICON(opponent, freeze: TRUE);
}
else if (statusAnim == B_ANIM_STATUS_PRZ) {
NOT STATUS_ICON(opponent, paralysis: TRUE);
}
}
}
SINGLE_BATTLE_TEST("Tri Attack cannot paralyze/burn/freeze a mon which is already statused")
{
u8 statusAnim;
u32 rng;
PARAMETRIZE { statusAnim = B_ANIM_STATUS_PRZ; rng = MOVE_EFFECT_PARALYSIS; }
PARAMETRIZE { statusAnim = B_ANIM_STATUS_BRN; rng = MOVE_EFFECT_BURN; }
PARAMETRIZE { statusAnim = B_ANIM_STATUS_FRZ; rng = MOVE_EFFECT_FREEZE; }
GIVEN {
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET) {Status1(STATUS1_SLEEP);}
} WHEN {
TURN { MOVE(player, MOVE_TRI_ATTACK, WITH_RNG(RNG_TRI_ATTACK, rng)); }
TURN {}
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_TRI_ATTACK, player);
HP_BAR(opponent);
NOT ANIMATION(ANIM_TYPE_STATUS, statusAnim, opponent);
if (statusAnim == B_ANIM_STATUS_BRN) {
NOT STATUS_ICON(opponent, burn: TRUE);
}
else if (statusAnim == B_ANIM_STATUS_FRZ) {
NOT STATUS_ICON(opponent, freeze: TRUE);
}
else if (statusAnim == B_ANIM_STATUS_PRZ) {
NOT STATUS_ICON(opponent, paralysis: TRUE);
}
}
}