2024-01-28 18:15:53 +00:00
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#include "global.h"
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#include "test/battle.h"
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ASSUMPTIONS
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{
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2024-01-29 11:51:32 +00:00
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ASSUME(gMovesInfo[MOVE_PURSUIT].effect == EFFECT_PURSUIT);
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2024-01-28 18:15:53 +00:00
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}
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SINGLE_BATTLE_TEST("Pursuited mon correctly switches out after it got hit and activated ability Tangling Hair")
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{
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GIVEN {
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PLAYER(SPECIES_DUGTRIO) { Ability(ABILITY_TANGLING_HAIR); }
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_WYNAUT);
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { SWITCH(player, 1); MOVE(opponent, MOVE_PURSUIT); }
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} SCENE {
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2024-06-04 00:59:28 +01:00
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SWITCH_OUT_MESSAGE("Dugtrio");
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2024-01-28 18:15:53 +00:00
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ANIMATION(ANIM_TYPE_MOVE, MOVE_PURSUIT, opponent);
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ABILITY_POPUP(player, ABILITY_TANGLING_HAIR);
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ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, opponent);
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2024-10-21 18:52:45 +01:00
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MESSAGE("The opposing Wynaut's Speed fell!");
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2024-06-04 00:59:28 +01:00
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SEND_IN_MESSAGE("Wobbuffet");
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2024-01-28 18:15:53 +00:00
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}
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}
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2024-06-01 14:07:51 +01:00
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2024-06-14 11:46:03 +01:00
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// Checked so that Pursuit has only 1 PP and it forces the player to use Struggle.
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SINGLE_BATTLE_TEST("Pursuit becomes a locked move after being used on switch-out while holding a Choice Item")
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{
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GIVEN {
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ASSUME(gItemsInfo[ITEM_CHOICE_BAND].holdEffect == HOLD_EFFECT_CHOICE_BAND);
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PLAYER(SPECIES_WOBBUFFET) { Item(ITEM_CHOICE_BAND); MovesWithPP({MOVE_PURSUIT, 1}, {MOVE_CELEBRATE, 10}, {MOVE_WATER_GUN, 10}, {MOVE_TACKLE, 10}); }
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OPPONENT(SPECIES_WYNAUT);
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { SWITCH(opponent, 1); MOVE(player, MOVE_PURSUIT); }
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TURN { FORCED_MOVE(player); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_PURSUIT, player);
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HP_BAR(opponent);
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MESSAGE("2 sent out Wobbuffet!");
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MESSAGE("Wobbuffet used Struggle!");
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ANIMATION(ANIM_TYPE_MOVE, MOVE_STRUGGLE, player);
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}
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}
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2024-06-01 14:07:51 +01:00
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TO_DO_BATTLE_TEST("Baton Pass doesn't cause Pursuit to increase its power or priority");
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