sovereignx/test/battle/move_effect/meteor_beam.c

62 lines
2 KiB
C
Raw Normal View History

#include "global.h"
#include "test/battle.h"
ASSUMPTIONS
{
ASSUME(gBattleMoves[MOVE_ELECTRO_SHOT].effect == EFFECT_METEOR_BEAM);
}
SINGLE_BATTLE_TEST("Electro Shot needs a charging Turn")
{
GIVEN {
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(player, MOVE_ELECTRO_SHOT); }
TURN { SKIP_TURN(player); }
} SCENE {
// Charging turn
ANIMATION(ANIM_TYPE_MOVE, MOVE_ELECTRO_SHOT, player);
MESSAGE("Wobbuffet absorbed electricity!");
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, player);
MESSAGE("Wobbuffet's Sp. Atk rose!");
// Attack turn
MESSAGE("Wobbuffet used Electro Shot!");
}
}
SINGLE_BATTLE_TEST("Electro Shot doesn't need to charge when it's raining")
{
GIVEN {
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(opponent, MOVE_RAIN_DANCE); MOVE(player, MOVE_ELECTRO_SHOT); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_RAIN_DANCE, opponent);
ANIMATION(ANIM_TYPE_MOVE, MOVE_ELECTRO_SHOT, player);
MESSAGE("Wobbuffet absorbed electricity!");
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, player);
MESSAGE("Wobbuffet's Sp. Atk rose!");
MESSAGE("Wobbuffet used Electro Shot!");
}
}
SINGLE_BATTLE_TEST("Electro Shot doesn't need to charge with Power Herb")
{
GIVEN {
PLAYER(SPECIES_WOBBUFFET) { Item(ITEM_POWER_HERB); }
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(player, MOVE_ELECTRO_SHOT); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_ELECTRO_SHOT, player);
MESSAGE("Wobbuffet absorbed electricity!");
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, player);
MESSAGE("Wobbuffet's Sp. Atk rose!");
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_HELD_ITEM_EFFECT, player);
MESSAGE("Wobbuffet became fully charged due to its Power Herb!");
MESSAGE("Wobbuffet used Electro Shot!");
}
}