sovereignx/test/battle/ability/dancer.c

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#include "global.h"
#include "test/battle.h"
SINGLE_BATTLE_TEST("Dancer can copy a dance move immediately after it was used and allow the user of Dancer to still use its move")
{
GIVEN {
ASSUME(gMovesInfo[MOVE_QUIVER_DANCE].danceMove == TRUE);
PLAYER(SPECIES_WOBBUFFET)
OPPONENT(SPECIES_ORICORIO) { Ability(ABILITY_DANCER); }
} WHEN {
TURN { MOVE(player, MOVE_QUIVER_DANCE); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_QUIVER_DANCE, player);
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, player);
ABILITY_POPUP(opponent, ABILITY_DANCER);
ANIMATION(ANIM_TYPE_MOVE, MOVE_QUIVER_DANCE, opponent);
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, opponent);
ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, opponent); // Same turn
}
}
SINGLE_BATTLE_TEST("Dancer can copy Teeter Dance")
{
GIVEN {
ASSUME(gMovesInfo[MOVE_TEETER_DANCE].danceMove == TRUE);
PLAYER(SPECIES_WOBBUFFET)
OPPONENT(SPECIES_ORICORIO) { Ability(ABILITY_DANCER); Item(ITEM_LUM_BERRY); }
} WHEN {
TURN { MOVE(player, MOVE_TEETER_DANCE); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_TEETER_DANCE, player);
ABILITY_POPUP(opponent, ABILITY_DANCER);
ANIMATION(ANIM_TYPE_MOVE, MOVE_TEETER_DANCE, opponent);
}
}
DOUBLE_BATTLE_TEST("Dancer can copy Teeter Dance and confuse both opposing targets")
{
GIVEN {
ASSUME(gMovesInfo[MOVE_TEETER_DANCE].danceMove == TRUE);
ASSUME(gItemsInfo[ITEM_LUM_BERRY].holdEffect == HOLD_EFFECT_CURE_STATUS);
PLAYER(SPECIES_WOBBUFFET)
PLAYER(SPECIES_WYNAUT) { Item(ITEM_LUM_BERRY); }
OPPONENT(SPECIES_ORICORIO) { Ability(ABILITY_DANCER); Item(ITEM_LUM_BERRY); }
OPPONENT(SPECIES_SLOWPOKE) { Ability(ABILITY_OWN_TEMPO); }
} WHEN {
TURN { MOVE(playerLeft, MOVE_TEETER_DANCE); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_TEETER_DANCE, playerLeft);
ABILITY_POPUP(opponentLeft, ABILITY_DANCER);
ANIMATION(ANIM_TYPE_MOVE, MOVE_TEETER_DANCE, opponentLeft);
MESSAGE("Wobbuffet became confused!");
MESSAGE("Wynaut became confused!");
}
}
DOUBLE_BATTLE_TEST("Dancer triggers from slowest to fastest")
{
GIVEN {
ASSUME(gMovesInfo[MOVE_DRAGON_DANCE].danceMove == TRUE);
PLAYER(SPECIES_WOBBUFFET) { Ability(ABILITY_DANCER); Speed(10); }
PLAYER(SPECIES_WYNAUT) { Speed(50); }
OPPONENT(SPECIES_ORICORIO) { Ability(ABILITY_DANCER); Speed(20); }
OPPONENT(SPECIES_WOBBUFFET) { Ability(ABILITY_DANCER); Speed(3); }
} WHEN {
TURN { MOVE(playerRight, MOVE_DRAGON_DANCE); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_DRAGON_DANCE, playerRight);
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, playerRight);
ABILITY_POPUP(opponentRight, ABILITY_DANCER);
ANIMATION(ANIM_TYPE_MOVE, MOVE_DRAGON_DANCE, opponentRight);
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, opponentRight);
ABILITY_POPUP(playerLeft, ABILITY_DANCER);
ANIMATION(ANIM_TYPE_MOVE, MOVE_DRAGON_DANCE, playerLeft);
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, playerLeft);
ABILITY_POPUP(opponentLeft, ABILITY_DANCER);
ANIMATION(ANIM_TYPE_MOVE, MOVE_DRAGON_DANCE, opponentLeft);
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, opponentLeft);
}
}
SINGLE_BATTLE_TEST("Dancer doesn't trigger if the original user flinches")
{
GIVEN {
ASSUME(MoveHasAdditionalEffectWithChance(MOVE_FAKE_OUT, MOVE_EFFECT_FLINCH, 100));
ASSUME(gMovesInfo[MOVE_DRAGON_DANCE].danceMove == TRUE);
PLAYER(SPECIES_WOBBUFFET)
OPPONENT(SPECIES_ORICORIO) { Ability(ABILITY_DANCER); }
} WHEN {
TURN { MOVE(opponent, MOVE_FAKE_OUT); MOVE(player, MOVE_DRAGON_DANCE); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_FAKE_OUT, opponent);
MESSAGE("Wobbuffet flinched!");
NONE_OF {
ABILITY_POPUP(opponent, ABILITY_DANCER);
ANIMATION(ANIM_TYPE_MOVE, MOVE_DRAGON_DANCE, opponent);
}
}
}
DOUBLE_BATTLE_TEST("Dancer still triggers if another dancer flinches")
{
GIVEN {
ASSUME(MoveHasAdditionalEffectWithChance(MOVE_FAKE_OUT, MOVE_EFFECT_FLINCH, 100));
ASSUME(gMovesInfo[MOVE_DRAGON_DANCE].danceMove == TRUE);
PLAYER(SPECIES_WOBBUFFET) { Ability(ABILITY_DANCER); Speed(10); }
PLAYER(SPECIES_WYNAUT) { Speed(5); }
OPPONENT(SPECIES_ORICORIO) { Ability(ABILITY_DANCER); Speed(20); }
OPPONENT(SPECIES_WOBBUFFET) { Speed(3); }
} WHEN {
TURN { MOVE(opponentLeft, MOVE_FAKE_OUT, target: playerLeft); MOVE(playerRight, MOVE_DRAGON_DANCE); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_FAKE_OUT, opponentLeft);
ANIMATION(ANIM_TYPE_MOVE, MOVE_DRAGON_DANCE, playerRight);
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, playerRight);
ABILITY_POPUP(playerLeft, ABILITY_DANCER);
MESSAGE("Wobbuffet flinched!");
NONE_OF {
MESSAGE("Wobbuffet used Dragon Dance!");
ANIMATION(ANIM_TYPE_MOVE, MOVE_DRAGON_DANCE, playerLeft);
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, playerLeft);
}
ABILITY_POPUP(opponentLeft, ABILITY_DANCER);
MESSAGE("Foe Oricorio used Dragon Dance!");
ANIMATION(ANIM_TYPE_MOVE, MOVE_DRAGON_DANCE, opponentLeft);
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, opponentLeft);
}
}