sovereignx/test/battle/move_effect/max_hp_50_recoil.c

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#include "global.h"
#include "test/battle.h"
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>
2024-01-29 11:51:32 +00:00
ASSUME(gMovesInfo[MOVE_STEEL_BEAM].effect == EFFECT_MAX_HP_50_RECOIL);
}
SINGLE_BATTLE_TEST("Steel Beam makes the user lose 1/2 of its Max HP")
{
GIVEN {
PLAYER(SPECIES_WOBBUFFET) { HP(400); MaxHP(400); }
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(player, MOVE_STEEL_BEAM); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_STEEL_BEAM, player);
HP_BAR(player, damage: 200);
NOT MESSAGE("Wobbuffet fainted!"); // Wobb had more than 1/2 of its HP, so it can't faint.
}
}
DOUBLE_BATTLE_TEST("Steel Beam makes the user lose 1/2 of its Max HP in a double battle")
{
GIVEN {
PLAYER(SPECIES_WOBBUFFET) { HP(400); MaxHP(400); }
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(playerLeft, MOVE_STEEL_BEAM, target:opponentLeft); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_STEEL_BEAM, playerLeft);
HP_BAR(playerLeft, damage: 200);
NOT MESSAGE("Wobbuffet fainted!"); // Wobb had more than 1/2 of its HP, so it can't faint.
}
}
SINGLE_BATTLE_TEST("Steel Beam causes the user to faint when below 1/2 of its Max HP")
{
GIVEN {
PLAYER(SPECIES_WOBBUFFET) { HP(200); MaxHP(400); }
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(player, MOVE_STEEL_BEAM); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_STEEL_BEAM, player);
HP_BAR(player, hp: 0);
MESSAGE("Wobbuffet fainted!");
}
}
DOUBLE_BATTLE_TEST("Steel Beam causes the user to faint when below 1/2 of its Max HP in a double battle")
{
GIVEN {
PLAYER(SPECIES_WOBBUFFET) { HP(200); MaxHP(400); }
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(playerLeft, MOVE_STEEL_BEAM, target:opponentLeft); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_STEEL_BEAM, playerLeft);
HP_BAR(playerLeft, hp: 0);
MESSAGE("Wobbuffet fainted!");
}
}
SINGLE_BATTLE_TEST("Steel Beam causes the user & the target to faint when below 1/2 of its Max HP")
{
GIVEN {
PLAYER(SPECIES_WOBBUFFET) { HP(200) ; MaxHP(400); }
OPPONENT(SPECIES_WOBBUFFET) { HP(1); }
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(player, MOVE_STEEL_BEAM); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_STEEL_BEAM, player);
HP_BAR(opponent, hp: 0);
MESSAGE("The opposing Wobbuffet fainted!");
HP_BAR(player, hp: 0);
MESSAGE("Wobbuffet fainted!");
}
}
SINGLE_BATTLE_TEST("Steel Beam hp loss is prevented by Magic Guard")
{
GIVEN {
PLAYER(SPECIES_CLEFAIRY) { Ability(ABILITY_MAGIC_GUARD); }
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(player, MOVE_STEEL_BEAM); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_STEEL_BEAM, player);
HP_BAR(opponent);
NOT HP_BAR(player);
}
}
SINGLE_BATTLE_TEST("Steel Beam makes the user lose HP even if the opposing mon protected")
{
GIVEN {
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(opponent, MOVE_PROTECT); MOVE(player, MOVE_STEEL_BEAM); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_PROTECT, opponent);
NOT ANIMATION(ANIM_TYPE_MOVE, MOVE_STEEL_BEAM, player);
HP_BAR(player);
}
}
SINGLE_BATTLE_TEST("Steel Beam does not cause the user to lose HP if there is no target")
{
GIVEN {
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(opponent, MOVE_MEMENTO); MOVE(player, MOVE_STEEL_BEAM); SEND_OUT(opponent, 1); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_MEMENTO, opponent);
NONE_OF {
ANIMATION(ANIM_TYPE_MOVE, MOVE_STEEL_BEAM, player);
HP_BAR(player);
}
MESSAGE("Wobbuffet used Steel Beam!");
MESSAGE("But it failed!");
MESSAGE("2 sent out Wobbuffet!");
}
}
SINGLE_BATTLE_TEST("Steel Beam is not blocked by Damp")
{
GIVEN {
PLAYER(SPECIES_WOBBUFFET) { HP(400); MaxHP(400); }
OPPONENT(SPECIES_GOLDUCK) { Ability(ABILITY_DAMP); }
} WHEN {
TURN { MOVE(player, MOVE_STEEL_BEAM); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_STEEL_BEAM, player);
HP_BAR(player, damage: 200);
NONE_OF {
ABILITY_POPUP(opponent, ABILITY_DAMP);
MESSAGE("The opposing Golduck's Damp prevents Wobbuffet from using Steel Beam!");
}
}
}