mirror of
https://github.com/Ninjdai1/pokeemerald.git
synced 2024-12-26 03:34:15 +01:00
136 lines
5.1 KiB
C
136 lines
5.1 KiB
C
#include "global.h"
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#include "test_battle.h"
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ASSUMPTIONS
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{
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ASSUME(gBattleMoves[MOVE_TRI_ATTACK].effect == EFFECT_TRI_ATTACK);
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}
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SINGLE_BATTLE_TEST("Tri Attack can inflict paralysis, burn or freeze")
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{
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u8 statusAnim;
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PARAMETRIZE { statusAnim = B_ANIM_STATUS_PRZ; }
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PARAMETRIZE { statusAnim = B_ANIM_STATUS_BRN; }
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PARAMETRIZE { statusAnim = B_ANIM_STATUS_FRZ; }
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PASSES_RANDOMLY(1, 3, RNG_TRI_ATTACK);
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(player, MOVE_TRI_ATTACK); }
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TURN {}
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_TRI_ATTACK, player);
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HP_BAR(opponent);
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ANIMATION(ANIM_TYPE_STATUS, statusAnim, opponent);
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if (statusAnim == B_ANIM_STATUS_BRN) {
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STATUS_ICON(opponent, burn: TRUE);
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}
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else if (statusAnim == B_ANIM_STATUS_FRZ) {
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STATUS_ICON(opponent, freeze: TRUE);
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}
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else if (statusAnim == B_ANIM_STATUS_PRZ) {
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STATUS_ICON(opponent, paralysis: TRUE);
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}
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}
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}
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SINGLE_BATTLE_TEST("Tri Attack cannot paralyze/burn/freeze electric/fire/ice types respectively")
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{
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u8 statusAnim;
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u16 species;
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u32 rng;
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#if B_PARALYZE_ELECTRIC >= GEN_6
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PARAMETRIZE { statusAnim = B_ANIM_STATUS_PRZ; rng = MOVE_EFFECT_PARALYSIS; species = SPECIES_RAICHU; }
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#endif // B_PARALYZE_ELECTRIC
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PARAMETRIZE { statusAnim = B_ANIM_STATUS_BRN; rng = MOVE_EFFECT_BURN; species = SPECIES_ARCANINE; }
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PARAMETRIZE { statusAnim = B_ANIM_STATUS_FRZ; rng = MOVE_EFFECT_FREEZE; species = SPECIES_GLALIE; }
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(species);
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} WHEN {
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TURN { MOVE(player, MOVE_TRI_ATTACK, WITH_RNG(RNG_TRI_ATTACK, rng)); }
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TURN {}
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_TRI_ATTACK, player);
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HP_BAR(opponent);
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NOT ANIMATION(ANIM_TYPE_STATUS, statusAnim, opponent);
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if (statusAnim == B_ANIM_STATUS_BRN) {
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NOT STATUS_ICON(opponent, burn: TRUE);
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}
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else if (statusAnim == B_ANIM_STATUS_FRZ) {
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NOT STATUS_ICON(opponent, freeze: TRUE);
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}
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else if (statusAnim == B_ANIM_STATUS_PRZ) {
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NOT STATUS_ICON(opponent, paralysis: TRUE);
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}
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}
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}
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SINGLE_BATTLE_TEST("Tri Attack cannot paralyze/burn/freeze pokemon with abilities preventing respective statuses")
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{
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u8 statusAnim;
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u16 species, ability;
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u32 rng;
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PARAMETRIZE { statusAnim = B_ANIM_STATUS_PRZ; rng = MOVE_EFFECT_PARALYSIS; species = SPECIES_RAICHU; ability = ABILITY_LIGHTNING_ROD; }
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PARAMETRIZE { statusAnim = B_ANIM_STATUS_PRZ; rng = MOVE_EFFECT_PARALYSIS; species = SPECIES_JOLTEON; ability = ABILITY_VOLT_ABSORB; }
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#if P_GEN_4_POKEMON == TRUE
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PARAMETRIZE { statusAnim = B_ANIM_STATUS_PRZ; rng = MOVE_EFFECT_PARALYSIS; species = SPECIES_ELECTIVIRE; ability = ABILITY_MOTOR_DRIVE; }
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#endif // P_GEN_4_POKEMON
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#if P_GEN_7_POKEMON == TRUE
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PARAMETRIZE { statusAnim = B_ANIM_STATUS_BRN; rng = MOVE_EFFECT_BURN; species = SPECIES_DEWPIDER; ability = ABILITY_WATER_BUBBLE; }
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#endif // P_GEN_7_POKEMON
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PARAMETRIZE { statusAnim = B_ANIM_STATUS_BRN; rng = MOVE_EFFECT_BURN; species = SPECIES_SEAKING; ability = ABILITY_WATER_VEIL; }
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PARAMETRIZE { statusAnim = B_ANIM_STATUS_FRZ; rng = MOVE_EFFECT_FREEZE; species = SPECIES_CAMERUPT; ability = ABILITY_MAGMA_ARMOR; }
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(species) { Ability(ability); }
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} WHEN {
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TURN { MOVE(player, MOVE_TRI_ATTACK, WITH_RNG(RNG_TRI_ATTACK, rng)); }
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TURN {}
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_TRI_ATTACK, player);
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HP_BAR(opponent);
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NOT ANIMATION(ANIM_TYPE_STATUS, statusAnim, opponent);
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if (statusAnim == B_ANIM_STATUS_BRN) {
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NOT STATUS_ICON(opponent, burn: TRUE);
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}
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else if (statusAnim == B_ANIM_STATUS_FRZ) {
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NOT STATUS_ICON(opponent, freeze: TRUE);
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}
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else if (statusAnim == B_ANIM_STATUS_PRZ) {
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NOT STATUS_ICON(opponent, paralysis: TRUE);
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}
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}
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}
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SINGLE_BATTLE_TEST("Tri Attack cannot paralyze/burn/freeze a mon which is already statused")
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{
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u8 statusAnim;
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u32 rng;
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PARAMETRIZE { statusAnim = B_ANIM_STATUS_PRZ; rng = MOVE_EFFECT_PARALYSIS; }
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PARAMETRIZE { statusAnim = B_ANIM_STATUS_BRN; rng = MOVE_EFFECT_BURN; }
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PARAMETRIZE { statusAnim = B_ANIM_STATUS_FRZ; rng = MOVE_EFFECT_FREEZE; }
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_WOBBUFFET) { Status1(STATUS1_SLEEP); }
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} WHEN {
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TURN { MOVE(player, MOVE_TRI_ATTACK, WITH_RNG(RNG_TRI_ATTACK, rng)); }
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TURN {}
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_TRI_ATTACK, player);
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HP_BAR(opponent);
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NOT ANIMATION(ANIM_TYPE_STATUS, statusAnim, opponent);
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if (statusAnim == B_ANIM_STATUS_BRN) {
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NOT STATUS_ICON(opponent, burn: TRUE);
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}
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else if (statusAnim == B_ANIM_STATUS_FRZ) {
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NOT STATUS_ICON(opponent, freeze: TRUE);
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}
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else if (statusAnim == B_ANIM_STATUS_PRZ) {
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NOT STATUS_ICON(opponent, paralysis: TRUE);
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}
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}
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}
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