sovereignx/test/battle/ability/intimidate.c

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#include "global.h"
#include "test/battle.h"
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ASSUMPTIONS
{
Move data unification (#3999) * Made gBattleMoves handle the InGame name and description of battle moves No more multiple arrays in separate, individual files. Note: -Keep an eye on Task_LearnedMove. * Reintroduced move names Misc: -Fixed Trick-or-Treat and Light of Ruin's expanded names. -Introduced a new field for Z-Move names, and a constant for their name length. -Added a few TODOs to GetBattleMoveName. -Updated GetMaxMoveName and GetZMoveName. There's no reason not to let GetBattleMoveName handle everything on its own. * Updated GetBattleMoveName to handle Z-Move Names Misc: -Removed pointless TODO about MOVE_NAME_LENGTH. -The compiler doesn't allow to have a move name with a value higher than MOVE_NAME_LENGTH, therefore it's pointless to worry about it. * Fixed a couple of expanded move names * Removed zMoveName variable of struct BattleMove and extended the name variable's size * Ditched no longer used MOVE_NAME_LENGTH constant * Corrected the names of the max moves I should have done this after updating the size of the name variable of the struct BattleMove, but I didn't think about it at all until Cancer Fairy indirectly gave me the idea. * Fixed U-turn's name * Brought back MOVE_NAME_LENGTH I think it doesn't make sense to have a Z_MOVE_NAME_LENGTH because the length in question is used for all battle moves, not just the Z-Moves. * Introduced a union for Move/Z-Move names in the struct BattleMove * Fixed the union for gBattleMoves move names Also updated GetBattleMoveName to properly handle Max Move names. Also also renamed the "zMoveName" variable to "bigMoveName" which better reflects its purpose. Z-Move names weren't the only thing it covered, since it also handles Max Move names. * Removed deprecated GetZMoveName and GetMaxMoveName * Reintroduced mention to gMoveNames in sGFRomHeader * Fixed move names and ported move descriptions * Fused the struct ContestMove into the struct BattleMove * Removed no longer used Z_MOVE_NAME_LENGTH constant * Renamed the struct BattleMove's bigMoveName variable and introduced macros to prettify move names * Reintroduced the contest parameters for Pokémon moves * Renamed gBattleMoves to gMovesInfo This is consistent with gSpeciesInfo, the array that contains most of the species data. * Renamed the BattleMove struct to MovesInfo This is consistent with the struct SpeciesInfo, which contains the variables used by the gSpeciesInfo array. * Removed empty lines separating battle params from contest params in gMovesInfo * Renamed MovesInfo to MoveInfo * Added Cancer Fairy's HANDLE_EXPANDED_MOVE_NAME macro Used to handle moves with expanded names in a more comfortable manner. Also fixed Trick-or-Treat's expanded name. * Renamed GetBattleMoveName to GetMoveName * Added a comment pointing out that the shared move descriptions are shared move descriptions * Re-aligned one of the escape characters of CHECK_MOVE_FLAG * Renamed the battle_moves.h file to moves_info.h instead for consistency's sake * Applied Eduardo's adjustments * Using compound string for regular move names as well, saving 1180 bytes and making their use consistent * Move description formatting * Updated Pursuit test after merge * Renamed the BATTLE_CATEGORY constants to DAMAGE_CATEGORY --------- Co-authored-by: Nephrite <thechurchofcage@gmail.com> Co-authored-by: Bassoonian <iasperbassoonian@gmail.com> Co-authored-by: Eduardo Quezada D'Ottone <eduardo602002@gmail.com>
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ASSUME(gMovesInfo[MOVE_TACKLE].category == DAMAGE_CATEGORY_PHYSICAL);
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}
SINGLE_BATTLE_TEST("Intimidate (opponent) lowers player's attack after switch out", s16 damage)
{
u32 ability;
PARAMETRIZE { ability = ABILITY_INTIMIDATE; }
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PARAMETRIZE { ability = ABILITY_SHED_SKIN; }
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GIVEN {
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_ARBOK) { Ability(ability); }
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} WHEN {
TURN { SWITCH(opponent, 1); }
TURN { MOVE(player, MOVE_TACKLE); }
} SCENE {
if (ability == ABILITY_INTIMIDATE)
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{
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ABILITY_POPUP(opponent, ABILITY_INTIMIDATE);
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ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, player);
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MESSAGE("The opposing Arbok's Intimidate cuts Wobbuffet's Attack!");
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}
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HP_BAR(opponent, captureDamage: &results[i].damage);
} FINALLY {
EXPECT_MUL_EQ(results[0].damage, Q_4_12(1.5), results[1].damage);
}
}
SINGLE_BATTLE_TEST("Intimidate (opponent) lowers player's attack after KO", s16 damage)
{
u32 ability;
PARAMETRIZE { ability = ABILITY_INTIMIDATE; }
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PARAMETRIZE { ability = ABILITY_SHED_SKIN; }
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET) { Speed(2); }
OPPONENT(SPECIES_WOBBUFFET) { HP(1); Speed(1); }
OPPONENT(SPECIES_ARBOK) { Ability(ability); Speed(1); }
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} WHEN {
TURN { MOVE(player, MOVE_TACKLE); SEND_OUT(opponent, 1); }
TURN { MOVE(player, MOVE_TACKLE); }
} SCENE {
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HP_BAR(opponent);
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if (ability == ABILITY_INTIMIDATE)
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{
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ABILITY_POPUP(opponent, ABILITY_INTIMIDATE);
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ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, player);
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MESSAGE("The opposing Arbok's Intimidate cuts Wobbuffet's Attack!");
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}
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HP_BAR(opponent, captureDamage: &results[i].damage);
} FINALLY {
EXPECT_MUL_EQ(results[0].damage, Q_4_12(1.5), results[1].damage);
}
}
DOUBLE_BATTLE_TEST("Intimidate doesn't activate on an empty field in a double battle")
{
GIVEN {
Move data unification (#3999) * Made gBattleMoves handle the InGame name and description of battle moves No more multiple arrays in separate, individual files. Note: -Keep an eye on Task_LearnedMove. * Reintroduced move names Misc: -Fixed Trick-or-Treat and Light of Ruin's expanded names. -Introduced a new field for Z-Move names, and a constant for their name length. -Added a few TODOs to GetBattleMoveName. -Updated GetMaxMoveName and GetZMoveName. There's no reason not to let GetBattleMoveName handle everything on its own. * Updated GetBattleMoveName to handle Z-Move Names Misc: -Removed pointless TODO about MOVE_NAME_LENGTH. -The compiler doesn't allow to have a move name with a value higher than MOVE_NAME_LENGTH, therefore it's pointless to worry about it. * Fixed a couple of expanded move names * Removed zMoveName variable of struct BattleMove and extended the name variable's size * Ditched no longer used MOVE_NAME_LENGTH constant * Corrected the names of the max moves I should have done this after updating the size of the name variable of the struct BattleMove, but I didn't think about it at all until Cancer Fairy indirectly gave me the idea. * Fixed U-turn's name * Brought back MOVE_NAME_LENGTH I think it doesn't make sense to have a Z_MOVE_NAME_LENGTH because the length in question is used for all battle moves, not just the Z-Moves. * Introduced a union for Move/Z-Move names in the struct BattleMove * Fixed the union for gBattleMoves move names Also updated GetBattleMoveName to properly handle Max Move names. Also also renamed the "zMoveName" variable to "bigMoveName" which better reflects its purpose. Z-Move names weren't the only thing it covered, since it also handles Max Move names. * Removed deprecated GetZMoveName and GetMaxMoveName * Reintroduced mention to gMoveNames in sGFRomHeader * Fixed move names and ported move descriptions * Fused the struct ContestMove into the struct BattleMove * Removed no longer used Z_MOVE_NAME_LENGTH constant * Renamed the struct BattleMove's bigMoveName variable and introduced macros to prettify move names * Reintroduced the contest parameters for Pokémon moves * Renamed gBattleMoves to gMovesInfo This is consistent with gSpeciesInfo, the array that contains most of the species data. * Renamed the BattleMove struct to MovesInfo This is consistent with the struct SpeciesInfo, which contains the variables used by the gSpeciesInfo array. * Removed empty lines separating battle params from contest params in gMovesInfo * Renamed MovesInfo to MoveInfo * Added Cancer Fairy's HANDLE_EXPANDED_MOVE_NAME macro Used to handle moves with expanded names in a more comfortable manner. Also fixed Trick-or-Treat's expanded name. * Renamed GetBattleMoveName to GetMoveName * Added a comment pointing out that the shared move descriptions are shared move descriptions * Re-aligned one of the escape characters of CHECK_MOVE_FLAG * Renamed the battle_moves.h file to moves_info.h instead for consistency's sake * Applied Eduardo's adjustments * Using compound string for regular move names as well, saving 1180 bytes and making their use consistent * Move description formatting * Updated Pursuit test after merge * Renamed the BATTLE_CATEGORY constants to DAMAGE_CATEGORY --------- Co-authored-by: Nephrite <thechurchofcage@gmail.com> Co-authored-by: Bassoonian <iasperbassoonian@gmail.com> Co-authored-by: Eduardo Quezada D'Ottone <eduardo602002@gmail.com>
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ASSUME(gMovesInfo[MOVE_EXPLOSION].effect == EFFECT_EXPLOSION);
PLAYER(SPECIES_WOBBUFFET);
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PLAYER(SPECIES_WOBBUFFET) { HP(1); }
PLAYER(SPECIES_EKANS) { Ability(ABILITY_INTIMIDATE); }
PLAYER(SPECIES_ABRA);
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OPPONENT(SPECIES_WOBBUFFET) { HP(1); }
OPPONENT(SPECIES_WOBBUFFET) { HP(1); }
OPPONENT(SPECIES_ARBOK) { Ability(ABILITY_INTIMIDATE); }
OPPONENT(SPECIES_WYNAUT);
} WHEN {
TURN { MOVE(playerLeft, MOVE_EXPLOSION); SEND_OUT(playerLeft, 2); SEND_OUT(opponentLeft, 2); SEND_OUT(playerRight, 3); SEND_OUT(opponentRight, 3); }
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TURN { MOVE(playerLeft, MOVE_CELEBRATE); }
} SCENE {
HP_BAR(playerLeft, hp: 0);
ANIMATION(ANIM_TYPE_MOVE, MOVE_EXPLOSION, playerLeft);
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// Everyone faints.
SEND_IN_MESSAGE("Ekans");
NONE_OF {
ABILITY_POPUP(playerLeft, ABILITY_INTIMIDATE);
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, opponentLeft);
}
MESSAGE("2 sent out Arbok!");
NONE_OF {
ABILITY_POPUP(opponentLeft, ABILITY_INTIMIDATE);
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, playerLeft);
}
SEND_IN_MESSAGE("Abra");
MESSAGE("2 sent out Wynaut!");
// Intimidate activates after all battlers have been brought out
ABILITY_POPUP(playerLeft, ABILITY_INTIMIDATE);
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, opponentLeft);
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MESSAGE("Ekans's Intimidate cuts the opposing Arbok's Attack!");
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, opponentRight);
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MESSAGE("Ekans's Intimidate cuts the opposing Wynaut's Attack!");
ABILITY_POPUP(opponentLeft, ABILITY_INTIMIDATE);
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, playerLeft);
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MESSAGE("The opposing Arbok's Intimidate cuts Ekans's Attack!");
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, playerRight);
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MESSAGE("The opposing Arbok's Intimidate cuts Abra's Attack!");
}
}
SINGLE_BATTLE_TEST("Intimidate and Eject Button force the opponent to Attack")
{
GIVEN {
ASSUME(gItemsInfo[ITEM_EJECT_BUTTON].holdEffect == HOLD_EFFECT_EJECT_BUTTON);
PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_WOBBUFFET) { Item(ITEM_EJECT_BUTTON); }
OPPONENT(SPECIES_HITMONTOP) { Moves(MOVE_TACKLE); }
} WHEN {
TURN {
MOVE(player, MOVE_QUICK_ATTACK);
MOVE(opponent, MOVE_TACKLE);
SEND_OUT(opponent, 1);
}
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_QUICK_ATTACK, player);
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_HELD_ITEM_EFFECT, opponent);
MESSAGE("The opposing Wobbuffet is switched out with the Eject Button!");
MESSAGE("2 sent out Hitmontop!");
ABILITY_POPUP(opponent, ABILITY_INTIMIDATE);
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MESSAGE("The opposing Hitmontop's Intimidate cuts Wobbuffet's Attack!");
NONE_OF {
ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, opponent);
MESSAGE("The opposing Hitmontop used Tackle!");
}
}
}
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DOUBLE_BATTLE_TEST("Intimidate activates on an empty slot")
{
GIVEN {
PLAYER(SPECIES_WOBBUFFET);
PLAYER(SPECIES_CROAGUNK);
PLAYER(SPECIES_WYNAUT);
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PLAYER(SPECIES_HITMONTOP) { Ability(ABILITY_INTIMIDATE); }
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OPPONENT(SPECIES_RALTS);
OPPONENT(SPECIES_AZURILL);
} WHEN {
TURN {
SWITCH(playerLeft, 2);
MOVE(playerRight, MOVE_GUNK_SHOT, target: opponentLeft);
MOVE(opponentRight, MOVE_SPLASH);
}
TURN {
SWITCH(playerLeft, 3);
MOVE(playerRight, MOVE_SPLASH);
}
} SCENE {
SWITCH_OUT_MESSAGE("Wobbuffet");
SEND_IN_MESSAGE("Wynaut");
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ANIMATION(ANIM_TYPE_MOVE, MOVE_GUNK_SHOT, playerRight);
ANIMATION(ANIM_TYPE_MOVE, MOVE_SPLASH, opponentRight);
SWITCH_OUT_MESSAGE("Wynaut");
SEND_IN_MESSAGE("Hitmontop");
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ABILITY_POPUP(playerLeft, ABILITY_INTIMIDATE);
NONE_OF {
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MESSAGE("Hitmontop's Intimidate cuts the opposing Ralts's Attack!");
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}
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, opponentRight);
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MESSAGE("Hitmontop's Intimidate cuts the opposing Azurill's Attack!");
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}
}
DOUBLE_BATTLE_TEST("Intimidate activates immediately after the mon was switched in as long as one opposing mon is alive")
{
GIVEN {
PLAYER(SPECIES_TAPU_KOKO) { Ability(ABILITY_ELECTRIC_SURGE); };
PLAYER(SPECIES_WOBBUFFET);
PLAYER(SPECIES_EKANS) { Ability(ABILITY_INTIMIDATE); Item(ITEM_ELECTRIC_SEED); }
OPPONENT(SPECIES_WYNAUT) { HP(1); }
OPPONENT(SPECIES_WYNAUT);
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(playerLeft, MOVE_U_TURN, target: opponentLeft); SEND_OUT(playerLeft, 2); SEND_OUT(opponentLeft, 2); }
} SCENE {
ABILITY_POPUP(playerLeft, ABILITY_ELECTRIC_SURGE);
ANIMATION(ANIM_TYPE_MOVE, MOVE_U_TURN, playerLeft);
HP_BAR(opponentLeft);
ABILITY_POPUP(playerLeft, ABILITY_INTIMIDATE);
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_HELD_ITEM_EFFECT, playerLeft);
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, playerLeft);
} THEN {
EXPECT_EQ(playerLeft->statStages[STAT_DEF], DEFAULT_STAT_STAGE + 1);
}
}
SINGLE_BATTLE_TEST("Intimidate can not further lower opponents Atk stat if it is at minimum stages")
{
GIVEN {
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_ARBOK) { Ability(ABILITY_INTIMIDATE); }
} WHEN {
TURN { MOVE(opponent, MOVE_CHARM); }
TURN { MOVE(opponent, MOVE_CHARM); }
TURN { MOVE(opponent, MOVE_CHARM); }
TURN { SWITCH(opponent, 1); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_CHARM, opponent);
ANIMATION(ANIM_TYPE_MOVE, MOVE_CHARM, opponent);
ANIMATION(ANIM_TYPE_MOVE, MOVE_CHARM, opponent);
ABILITY_POPUP(opponent, ABILITY_INTIMIDATE);
NONE_OF {
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, player);
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MESSAGE("The opposing Arbok's Intimidate cuts Wobbuffet's Attack!");
}
MESSAGE("Wobbuffet's Attack won't go any lower!");
} THEN {
EXPECT_EQ(player->statStages[STAT_ATK], MIN_STAT_STAGE);
}
}
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DOUBLE_BATTLE_TEST("Intimidate is not going to trigger if a mon switches out through u-turn and the opposing field is empty")
{
GIVEN {
PLAYER(SPECIES_WYNAUT);
PLAYER(SPECIES_WOBBUFFET);
PLAYER(SPECIES_EKANS) { Ability(ABILITY_INTIMIDATE); }
OPPONENT(SPECIES_WYNAUT) { HP(1); }
OPPONENT(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_TREECKO);
OPPONENT(SPECIES_TORCHIC);
} WHEN {
TURN {
MOVE(opponentRight, MOVE_HEALING_WISH);
MOVE(playerLeft, MOVE_U_TURN, target: opponentLeft);
SEND_OUT(playerLeft, 2);
SEND_OUT(opponentLeft, 2);
SEND_OUT(opponentRight, 3);
}
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, playerRight);
ANIMATION(ANIM_TYPE_MOVE, MOVE_HEALING_WISH, opponentRight);
ANIMATION(ANIM_TYPE_MOVE, MOVE_U_TURN, playerLeft);
HP_BAR(opponentLeft);
MESSAGE("2 sent out Treecko!");
MESSAGE("2 sent out Torchic!");
NOT ABILITY_POPUP(playerLeft, ABILITY_INTIMIDATE);
}
}
SINGLE_BATTLE_TEST("Intimidate activates when it's no longer effected by Neutralizing Gas - switching out")
{
GIVEN {
PLAYER(SPECIES_WEEZING) { Ability(ABILITY_NEUTRALIZING_GAS); }
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_ARBOK) { Ability(ABILITY_INTIMIDATE); }
} WHEN {
TURN { SWITCH(player, 1); }
} SCENE {
ABILITY_POPUP(player, ABILITY_NEUTRALIZING_GAS);
MESSAGE("Neutralizing gas filled the area!");
SWITCH_OUT_MESSAGE("Weezing");
MESSAGE("The effects of the neutralizing gas wore off!");
ABILITY_POPUP(opponent, ABILITY_INTIMIDATE);
SEND_IN_MESSAGE("Wobbuffet");
}
}
SINGLE_BATTLE_TEST("Intimidate activates when it's no longer affected by Neutralizing Gas - switching moves")
{
u32 move;
PARAMETRIZE { move = MOVE_U_TURN; }
PARAMETRIZE { move = MOVE_HEALING_WISH; }
PARAMETRIZE { move = MOVE_BATON_PASS; }
GIVEN {
ASSUME(gMovesInfo[MOVE_U_TURN].effect == EFFECT_HIT_ESCAPE);
ASSUME(gMovesInfo[MOVE_HEALING_WISH].effect == EFFECT_HEALING_WISH);
ASSUME(gMovesInfo[MOVE_BATON_PASS].effect == EFFECT_BATON_PASS);
PLAYER(SPECIES_WEEZING) { Ability(ABILITY_NEUTRALIZING_GAS); }
PLAYER(SPECIES_WOBBUFFET) { HP(1); }
OPPONENT(SPECIES_ARBOK) { Ability(ABILITY_INTIMIDATE); }
} WHEN {
TURN { MOVE(player, move); SEND_OUT(player, 1); }
} SCENE {
ABILITY_POPUP(player, ABILITY_NEUTRALIZING_GAS);
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MESSAGE("Neutralizing gas filled the area!");
ANIMATION(ANIM_TYPE_MOVE, move, player);
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MESSAGE("The effects of the neutralizing gas wore off!");
ABILITY_POPUP(opponent, ABILITY_INTIMIDATE);
SEND_IN_MESSAGE("Wobbuffet");
} THEN {
if (move == MOVE_HEALING_WISH)
EXPECT_EQ(player->hp, player->maxHP);
}
}
SINGLE_BATTLE_TEST("Intimidate activates when it's no longer affected by Neutralizing Gas - opponent caused switches")
{
u32 move, item;
PARAMETRIZE { move = MOVE_TACKLE; item = ITEM_EJECT_BUTTON; }
PARAMETRIZE { move = MOVE_GROWL; item = ITEM_EJECT_PACK; }
PARAMETRIZE { move = MOVE_ROAR; item = ITEM_NONE; }
PARAMETRIZE { move = MOVE_DRAGON_TAIL; item = ITEM_NONE; }
GIVEN {
ASSUME(gItemsInfo[ITEM_EJECT_BUTTON].holdEffect == HOLD_EFFECT_EJECT_BUTTON);
ASSUME(gItemsInfo[ITEM_EJECT_PACK].holdEffect == HOLD_EFFECT_EJECT_PACK);
ASSUME(gMovesInfo[MOVE_GROWL].effect == EFFECT_ATTACK_DOWN);
ASSUME(gMovesInfo[MOVE_ROAR].effect == EFFECT_ROAR);
ASSUME(gMovesInfo[MOVE_DRAGON_TAIL].effect == EFFECT_HIT_SWITCH_TARGET);
PLAYER(SPECIES_WEEZING) { Ability(ABILITY_NEUTRALIZING_GAS); Item(item); }
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_ARBOK) { Ability(ABILITY_INTIMIDATE); }
} WHEN {
if (item != ITEM_NONE) {
TURN { MOVE(opponent, move); SEND_OUT(player, 1); }
} else {
TURN { MOVE(opponent, move); }
}
} SCENE {
ABILITY_POPUP(player, ABILITY_NEUTRALIZING_GAS);
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MESSAGE("Neutralizing gas filled the area!");
ANIMATION(ANIM_TYPE_MOVE, move, opponent);
if (item != ITEM_NONE)
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_HELD_ITEM_EFFECT, player);
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MESSAGE("The effects of the neutralizing gas wore off!");
ABILITY_POPUP(opponent, ABILITY_INTIMIDATE);
if (item != ITEM_NONE) {
SEND_IN_MESSAGE("Wobbuffet");
} else {
MESSAGE("Wobbuffet was dragged out!");
}
}
}
SINGLE_BATTLE_TEST("Intimidate activates when it's no longer affected by Neutralizing Gas - fainted")
{
GIVEN {
ASSUME(gMovesInfo[MOVE_FELL_STINGER].effect == EFFECT_FELL_STINGER);
PLAYER(SPECIES_WEEZING) { Ability(ABILITY_NEUTRALIZING_GAS); HP(1); }
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_ARBOK) { Ability(ABILITY_INTIMIDATE); }
} WHEN {
TURN { MOVE(opponent, MOVE_FELL_STINGER); SEND_OUT(player, 1); }
} SCENE {
ABILITY_POPUP(player, ABILITY_NEUTRALIZING_GAS);
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MESSAGE("Neutralizing gas filled the area!");
ANIMATION(ANIM_TYPE_MOVE, MOVE_FELL_STINGER, opponent);
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MESSAGE("The effects of the neutralizing gas wore off!");
ABILITY_POPUP(opponent, ABILITY_INTIMIDATE);
MESSAGE("Weezing fainted!");
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, opponent);
SEND_IN_MESSAGE("Wobbuffet");
}
}