pokeemerald/test/ability_magic_bounce.c

84 lines
3.3 KiB
C

#include "global.h"
#include "test_battle.h"
SINGLE_BATTLE_TEST("Magic Bounce bounces back status moves")
{
GIVEN {
ASSUME(gBattleMoves[MOVE_TOXIC].effect == EFFECT_TOXIC);
PLAYER(SPECIES_WYNAUT);
OPPONENT(SPECIES_ESPEON) { Ability(ABILITY_MAGIC_BOUNCE); }
} WHEN {
TURN { MOVE(player, MOVE_TOXIC); }
} SCENE {
ABILITY_POPUP(opponent, ABILITY_MAGIC_BOUNCE);
NOT ANIMATION(ANIM_TYPE_MOVE, MOVE_TOXIC, player);
MESSAGE("Wynaut's Toxic was bounced back by Foe Espeon's Magic Bounce!");
ANIMATION(ANIM_TYPE_MOVE, MOVE_TOXIC, opponent);
STATUS_ICON(player, badPoison: TRUE);
}
}
SINGLE_BATTLE_TEST("Magic Bounce bounces back powder moves")
{
GIVEN {
ASSUME(gBattleMoves[MOVE_STUN_SPORE].flags & FLAG_POWDER);
ASSUME(gBattleMoves[MOVE_STUN_SPORE].effect == EFFECT_PARALYZE);
PLAYER(SPECIES_WYNAUT);
OPPONENT(SPECIES_ESPEON) { Ability(ABILITY_MAGIC_BOUNCE); }
} WHEN {
TURN { MOVE(player, MOVE_STUN_SPORE); }
} SCENE {
ABILITY_POPUP(opponent, ABILITY_MAGIC_BOUNCE);
NOT ANIMATION(ANIM_TYPE_MOVE, MOVE_TOXIC, player);
MESSAGE("Wynaut's Stun Spore was bounced back by Foe Espeon's Magic Bounce!");
ANIMATION(ANIM_TYPE_MOVE, MOVE_STUN_SPORE, opponent);
STATUS_ICON(player, paralysis: TRUE);
}
}
SINGLE_BATTLE_TEST("Magic Bounce cannot bounce back powder moves against Grass Types")
{
GIVEN {
ASSUME(gBattleMoves[MOVE_STUN_SPORE].flags & FLAG_POWDER);
ASSUME(gSpeciesInfo[SPECIES_ODDISH].types[0] == TYPE_GRASS);
PLAYER(SPECIES_ODDISH);
OPPONENT(SPECIES_ESPEON) { Ability(ABILITY_MAGIC_BOUNCE); }
} WHEN {
TURN { MOVE(player, MOVE_STUN_SPORE); }
} SCENE {
ABILITY_POPUP(opponent, ABILITY_MAGIC_BOUNCE);
NOT ANIMATION(ANIM_TYPE_MOVE, MOVE_STUN_SPORE, player);
MESSAGE("Oddish's Stun Spore was bounced back by Foe Espeon's Magic Bounce!");
NOT ANIMATION(ANIM_TYPE_MOVE, MOVE_STUN_SPORE, opponent);
MESSAGE("It doesn't affect Oddish…");
NOT STATUS_ICON(player, paralysis: TRUE);
}
}
DOUBLE_BATTLE_TEST("Magic Bounce bounces back moves hitting both foes at two foes")
{
GIVEN {
ASSUME(gBattleMoves[MOVE_LEER].effect == EFFECT_DEFENSE_DOWN);
ASSUME(gBattleMoves[MOVE_LEER].target == MOVE_TARGET_BOTH);
PLAYER(SPECIES_ABRA);
PLAYER(SPECIES_KADABRA);
OPPONENT(SPECIES_ESPEON) { Ability(ABILITY_MAGIC_BOUNCE); }
OPPONENT(SPECIES_WYNAUT);
} WHEN {
TURN { MOVE(playerLeft, MOVE_LEER); }
} SCENE {
ABILITY_POPUP(opponentLeft, ABILITY_MAGIC_BOUNCE);
NOT ANIMATION(ANIM_TYPE_MOVE, MOVE_LEER, playerLeft);
MESSAGE("Abra's Leer was bounced back by Foe Espeon's Magic Bounce!");
ANIMATION(ANIM_TYPE_MOVE, MOVE_LEER, opponentLeft);
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, playerLeft);
MESSAGE("Abra's Defense fell!");
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, playerRight);
MESSAGE("Kadabra's Defense fell!");
// Also check if second original target gets hit by Leer as this was once bugged
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, opponentRight);
MESSAGE("Foe Wynaut's Defense fell!");
}
}