sovereignx/test/battle/move_effect_secondary/ion_deluge.c

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#include "global.h"
#include "test/battle.h"
ASSUMPTIONS
{
ASSUME(MoveHasAdditionalEffect(MOVE_PLASMA_FISTS, MOVE_EFFECT_ION_DELUGE) == TRUE);
}
SINGLE_BATTLE_TEST("Ion Duldge turns normal moves into electric for the remainder of the current turn")
{
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_ION_DELUGE].effect == EFFECT_ION_DELUGE);
PLAYER(SPECIES_KRABBY);
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(player, MOVE_ION_DELUGE); MOVE(opponent, MOVE_TACKLE); }
TURN { MOVE(opponent, MOVE_TACKLE); }
} SCENE {
MESSAGE("Krabby used Ion Deluge!");
ANIMATION(ANIM_TYPE_MOVE, MOVE_ION_DELUGE, player);
MESSAGE("A deluge of ions showers the battlefield!");
MESSAGE("The opposing Wobbuffet used Tackle!");
ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, opponent);
MESSAGE("It's super effective!");
ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, opponent);
NOT MESSAGE("It's super effective!");
}
}
SINGLE_BATTLE_TEST("Plasma Fists turns normal moves into electric for the remainder of the current turn")
{
GIVEN {
PLAYER(SPECIES_KRABBY);
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(player, MOVE_PLASMA_FISTS); MOVE(opponent, MOVE_TACKLE); }
TURN { MOVE(opponent, MOVE_TACKLE); }
} SCENE {
MESSAGE("Krabby used Plasma Fists!");
ANIMATION(ANIM_TYPE_MOVE, MOVE_PLASMA_FISTS, player);
MESSAGE("A deluge of ions showers the battlefield!");
MESSAGE("The opposing Wobbuffet used Tackle!");
ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, opponent);
MESSAGE("It's super effective!");
ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, opponent);
NOT MESSAGE("It's super effective!");
}
}
SINGLE_BATTLE_TEST("Plasma Fists does not set up Ion Deluge if it does not connect")
{
GIVEN {
ASSUME(gSpeciesInfo[SPECIES_PHANPY].types[0] == TYPE_GROUND || gSpeciesInfo[SPECIES_PHANPY].types[1] == TYPE_GROUND);
PLAYER(SPECIES_KRABBY);
OPPONENT(SPECIES_PHANPY);
} WHEN {
TURN { MOVE(player, MOVE_PLASMA_FISTS); MOVE(opponent, MOVE_TACKLE); }
} SCENE {
MESSAGE("Krabby used Plasma Fists!");
NONE_OF {
ANIMATION(ANIM_TYPE_MOVE, MOVE_PLASMA_FISTS, player);
MESSAGE("A deluge of ions showers the battlefield!");
}
MESSAGE("The opposing Phanpy used Tackle!");
ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, opponent);
NOT MESSAGE("It's super effective!");
}
}
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SINGLE_BATTLE_TEST("Plasma Fists type-changing effect does not override Pixilate")
{
GIVEN {
PLAYER(SPECIES_KRABBY) { Speed(300); };
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OPPONENT(SPECIES_SYLVEON) { Speed(1); Ability(ABILITY_PIXILATE); }
} WHEN {
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TURN { MOVE(player, MOVE_PLASMA_FISTS); MOVE(opponent, MOVE_TACKLE); }
} SCENE {
MESSAGE("Krabby used Plasma Fists!");
ANIMATION(ANIM_TYPE_MOVE, MOVE_PLASMA_FISTS, player);
MESSAGE("A deluge of ions showers the battlefield!");
MESSAGE("The opposing Sylveon used Tackle!");
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ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, opponent);
NOT MESSAGE("It's super effective!");
}
}
SINGLE_BATTLE_TEST("Plasma Fists type-changing effect is applied after Normalize")
{
GIVEN {
PLAYER(SPECIES_KRABBY);
OPPONENT(SPECIES_SKITTY) { Ability(ABILITY_NORMALIZE); }
} WHEN {
TURN { MOVE(player, MOVE_PLASMA_FISTS); MOVE(opponent, MOVE_EMBER); }
} SCENE {
MESSAGE("Krabby used Plasma Fists!");
ANIMATION(ANIM_TYPE_MOVE, MOVE_PLASMA_FISTS, player);
MESSAGE("A deluge of ions showers the battlefield!");
MESSAGE("The opposing Skitty used Ember!");
ANIMATION(ANIM_TYPE_MOVE, MOVE_EMBER, opponent);
MESSAGE("It's super effective!");
}
}
SINGLE_BATTLE_TEST("Plasma Fists turns normal type dynamax-moves into electric type moves")
{
GIVEN {
PLAYER(SPECIES_KRABBY) { Speed(100); }
OPPONENT(SPECIES_WOBBUFFET) { Speed(1); }
} WHEN {
Gimmick Refactor (#4449) * consolidated gimmick checks, triggers, communication, and activation; updated test runner * fixed improper use of .usableGimmick * cleaning up battle_dynamax.c, changing function args to u32s * fixed '#ifdef TESTING' causing errors * updated z-moves to use gimmick interface, pared down redundancies; no AI/tests * added support for z-moves in tests, consolidated gimmick fields * removed ShouldUseMaxMove and .usingMaxMove * renamed TryChangeZIndicator, updated z move display * added several z-move tests and fixed various z-move interactions; fixed z-move category calc * fixed useless battler arg in GetTypeBasedZMove * added basic test check for bad Z-Move or Mega usage * reworked test runner gimmick functionality; added support for Ultra Burst + Z-Move to test Light That Burns the Sky * fixed gimmick test logic; fixed damage category override * fixed mega rayquaza test fail * consolidated gimmick indicator logic; added graphics to gGimmicksInfo * removed TeraData struct * reimplemented AI logic for Z-Moves; no changes * updated Z-Move and Ultra Burst trigger gfx * added testrunner check for multiple gimmick use * fixed duplicate z-move call in test * reorganized data/graphics/gimmicks.h * added signature Z-Move ability tests; implemented Guardian of Alola * fixed bad test update * fixed Thousand Arrows not affecting Tera Flying; clean-up * fixed -ate tests * fixed tera tests * fixed tera tests really * fixed last batch of tests * fixed -ate mega test again * code review * code review pt.2 * tweaked CanTera again * dynamax flag only required for player
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TURN { MOVE(player, MOVE_PLASMA_FISTS); MOVE(opponent, MOVE_TACKLE, gimmick: GIMMICK_DYNAMAX); }
} SCENE {
MESSAGE("Krabby used Plasma Fists!");
ANIMATION(ANIM_TYPE_MOVE, MOVE_PLASMA_FISTS, player);
MESSAGE("A deluge of ions showers the battlefield!");
MESSAGE("The opposing Wobbuffet used Max Lightning!");
MESSAGE("It's super effective!");
}
}