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https://github.com/Ninjdai1/pokeemerald.git
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09fc48461f
# Conflicts: # test/battle/move_flags/three_strikes.c # test/move_flag_strike_count.c # test/move_flag_three_strikes.c # test/powder_moves.c # test/status1.c
114 lines
4.1 KiB
C
114 lines
4.1 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_BEAK_BLAST].effect == EFFECT_BEAK_BLAST);
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}
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DOUBLE_BATTLE_TEST("Beak Blast's charging message is shown before other moves are used")
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{
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GIVEN {
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ASSUME(gBattleMoves[MOVE_BEAK_BLAST].priority < 0);
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PLAYER(SPECIES_WYNAUT) { Speed(10); }
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PLAYER(SPECIES_WOBBUFFET) { Speed(5); }
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OPPONENT(SPECIES_WOBBUFFET) { Speed(2); }
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OPPONENT(SPECIES_WOBBUFFET) { Speed(3); }
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} WHEN {
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TURN { MOVE(playerLeft, MOVE_BEAK_BLAST, target: opponentLeft); }
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} SCENE {
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ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_BEAK_BLAST_SETUP, playerLeft);
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MESSAGE("Wynaut started heating up its beak!");
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MESSAGE("Wobbuffet used Celebrate!");
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ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, playerRight);
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MESSAGE("Foe Wobbuffet used Celebrate!");
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ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, opponentRight);
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MESSAGE("Foe Wobbuffet used Celebrate!");
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ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, opponentLeft);
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MESSAGE("Wynaut used Beak Blast!");
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ANIMATION(ANIM_TYPE_MOVE, MOVE_BEAK_BLAST, playerLeft);
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HP_BAR(opponentLeft);
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}
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}
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DOUBLE_BATTLE_TEST("Beak Blast burns all who make contact with the pokemon")
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{
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GIVEN {
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ASSUME(gBattleMoves[MOVE_BEAK_BLAST].priority < 0);
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ASSUME(gBattleMoves[MOVE_TACKLE].makesContact);
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PLAYER(SPECIES_WYNAUT) { Speed(10); }
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PLAYER(SPECIES_WOBBUFFET) { Speed(5); }
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OPPONENT(SPECIES_WOBBUFFET) { Speed(3); }
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OPPONENT(SPECIES_WOBBUFFET) { Speed(2); }
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} WHEN {
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TURN { MOVE(opponentLeft, MOVE_TACKLE, target: playerLeft); MOVE(opponentRight, MOVE_TACKLE, target: playerLeft); MOVE(playerLeft, MOVE_BEAK_BLAST, target: opponentLeft); }
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} SCENE {
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ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_BEAK_BLAST_SETUP, playerLeft);
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MESSAGE("Wynaut started heating up its beak!");
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MESSAGE("Wobbuffet used Celebrate!");
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ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, playerRight);
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MESSAGE("Foe Wobbuffet used Tackle!");
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ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, opponentLeft);
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HP_BAR(playerLeft);
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ANIMATION(ANIM_TYPE_STATUS, B_ANIM_STATUS_BRN, opponentLeft);
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MESSAGE("Foe Wobbuffet was burned!");
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STATUS_ICON(opponentLeft, burn: TRUE);
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MESSAGE("Foe Wobbuffet used Tackle!");
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ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, opponentRight);
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HP_BAR(playerLeft);
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ANIMATION(ANIM_TYPE_STATUS, B_ANIM_STATUS_BRN, opponentRight);
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MESSAGE("Foe Wobbuffet was burned!");
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STATUS_ICON(opponentRight, burn: TRUE);
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MESSAGE("Wynaut used Beak Blast!");
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ANIMATION(ANIM_TYPE_MOVE, MOVE_BEAK_BLAST, playerLeft);
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HP_BAR(opponentLeft);
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}
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}
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SINGLE_BATTLE_TEST("Beak Blast burns only when contact moves are used")
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{
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u32 move;
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bool32 burn;
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PARAMETRIZE { move = MOVE_TACKLE; burn = TRUE; }
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PARAMETRIZE { move = MOVE_WATER_GUN; burn = FALSE; }
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PARAMETRIZE { move = MOVE_LEER; burn = FALSE; }
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GIVEN {
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ASSUME(gBattleMoves[MOVE_TACKLE].makesContact);
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ASSUME(!gBattleMoves[MOVE_WATER_GUN].makesContact);
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ASSUME(!gBattleMoves[MOVE_LEER].makesContact);
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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_BEAK_BLAST); MOVE(opponent, move); }
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TURN {}
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} SCENE {
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ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_BEAK_BLAST_SETUP, player);
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MESSAGE("Wobbuffet started heating up its beak!");
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ANIMATION(ANIM_TYPE_MOVE, move, opponent);
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if (burn) {
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ANIMATION(ANIM_TYPE_STATUS, B_ANIM_STATUS_BRN, opponent);
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MESSAGE("Foe Wobbuffet was burned!");
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STATUS_ICON(opponent, burn: TRUE);
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}
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else {
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NONE_OF {
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ANIMATION(ANIM_TYPE_STATUS, B_ANIM_STATUS_BRN, opponent);
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MESSAGE("Foe Wobbuffet was burned!");
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STATUS_ICON(opponent, burn: TRUE);
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}
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}
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MESSAGE("Wobbuffet used Beak Blast!");
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ANIMATION(ANIM_TYPE_MOVE, MOVE_BEAK_BLAST, player);
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HP_BAR(opponent);
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}
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}
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