sovereignx/test/battle/ability/cloud_nine.c

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#include "global.h"
#include "test/battle.h"
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SINGLE_BATTLE_TEST("Cloud Nine/Air Lock prevent basic weather effects, but without them disappearing - Sandstorm")
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{
u32 species = 0, ability = 0;
PARAMETRIZE { species = SPECIES_PSYDUCK; ability = ABILITY_CLOUD_NINE; }
PARAMETRIZE { species = SPECIES_RAYQUAZA; ability = ABILITY_AIR_LOCK; }
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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_SANDSTORM].effect == EFFECT_SANDSTORM);
PLAYER(species) { Ability(ability); }
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OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(opponent, MOVE_SANDSTORM); }
TURN {}
} SCENE {
ABILITY_POPUP(player, ability);
MESSAGE("The effects of weather disappeared.");
MESSAGE("Foe Wobbuffet used Sandstorm!");
MESSAGE("The sandstorm rages.");
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_SANDSTORM_CONTINUES);
NONE_OF {
HP_BAR(player);
HP_BAR(opponent);
MESSAGE("Foe Wobbuffet is buffeted by the sandstorm!");
}
MESSAGE("The sandstorm rages.");
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_SANDSTORM_CONTINUES);
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}
}
TO_DO_BATTLE_TEST("Cloud Nine/Air Lock prevent basic weather effects, but without them disappearing - Sun");
TO_DO_BATTLE_TEST("Cloud Nine/Air Lock prevent basic weather effects, but without them disappearing - Rain");
TO_DO_BATTLE_TEST("Cloud Nine/Air Lock prevent basic weather effects, but without them disappearing - Hail");
TO_DO_BATTLE_TEST("Cloud Nine/Air Lock prevent basic weather effects, but without them disappearing - Snow");
TO_DO_BATTLE_TEST("Cloud Nine/Air Lock prevent basic weather effects, but without them disappearing - Fog");
TO_DO_BATTLE_TEST("Cloud Nine/Air Lock prevent basic weather effects, but without them disappearing - Primal Sun");
TO_DO_BATTLE_TEST("Cloud Nine/Air Lock prevent basic weather effects, but without them disappearing - Primal Rain");
TO_DO_BATTLE_TEST("Cloud Nine/Air Lock prevent basic weather effects, but without them disappearing - Strong Winds");
// Moves and abilities that are affected by weather should have new tests that check for Clould Nine/Air Lock, like Mold-Breaker Abilities