Missing Strength sap tests (#3860)
* add missing strength sap tests * a --------- Co-authored-by: Bassoonian <iasperbassoonian@gmail.com>
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3 changed files with 153 additions and 1 deletions
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@ -1613,15 +1613,28 @@ BattleScript_StrengthSapTryHp:
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attackanimation
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waitanimation
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BattleScript_StrengthSapHp:
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jumpifability BS_TARGET, ABILITY_LIQUID_OOZE, BattleScript_StrengthSapManipulateDmg
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jumpifstatus3 BS_ATTACKER, STATUS3_HEAL_BLOCK, BattleScript_MoveEnd
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jumpiffullhp BS_ATTACKER, BattleScript_MoveEnd
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BattleScript_StrengthSapManipulateDmg:
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manipulatedamage DMG_BIG_ROOT
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orword gHitMarker, HITMARKER_IGNORE_SUBSTITUTE
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jumpifability BS_TARGET, ABILITY_LIQUID_OOZE, BattleScript_StrengthSapLiquidOoze
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healthbarupdate BS_ATTACKER
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datahpupdate BS_ATTACKER
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printstring STRINGID_PKMNENERGYDRAINED
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waitmessage B_WAIT_TIME_LONG
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goto BattleScript_MoveEnd
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BattleScript_StrengthSapLiquidOoze:
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call BattleScript_AbilityPopUpTarget
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manipulatedamage DMG_CHANGE_SIGN
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setbyte cMULTISTRING_CHOOSER, B_MSG_ABSORB_OOZE
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healthbarupdate BS_ATTACKER
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datahpupdate BS_ATTACKER
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printfromtable gAbsorbDrainStringIds
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waitmessage B_WAIT_TIME_LONG
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tryfaintmon BS_ATTACKER
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goto BattleScript_MoveEnd
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BattleScript_StrengthSapMustLower:
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statbuffchange STAT_CHANGE_ALLOW_PTR, BattleScript_MoveEnd
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jumpifbyte CMP_EQUAL, cMULTISTRING_CHOOSER, B_MSG_STAT_FELL_EMPTY, BattleScript_MoveEnd
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@ -304,7 +304,7 @@ static const u8 sText_PkmnsXPreventsYLoss[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}
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static const u8 sText_PkmnsXInfatuatedY[] = _("{B_DEF_NAME_WITH_PREFIX}'s {B_DEF_ABILITY}\ninfatuated {B_ATK_NAME_WITH_PREFIX}!");
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static const u8 sText_PkmnsXMadeYIneffective[] = _("{B_DEF_NAME_WITH_PREFIX}'s {B_DEF_ABILITY}\nmade {B_CURRENT_MOVE} ineffective!");
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static const u8 sText_PkmnsXCuredYProblem[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_SCR_ACTIVE_ABILITY}\ncured its {B_BUFF1} problem!");
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static const u8 sText_ItSuckedLiquidOoze[] = _("It sucked up the\nLIQUID OOZE!");
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static const u8 sText_ItSuckedLiquidOoze[] = _("It sucked up the\nliquid ooze!");
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static const u8 sText_PkmnTransformed[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX} transformed!");
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static const u8 sText_PkmnsXTookAttack[] = _("{B_DEF_NAME_WITH_PREFIX}'s {B_DEF_ABILITY}\ntook the attack!");
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const u8 gText_PkmnsXPreventsSwitching[] = _("{B_BUFF1}'s {B_LAST_ABILITY}\nprevents switching!\p");
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@ -57,3 +57,142 @@ SINGLE_BATTLE_TEST("Strength Sap works exactly the same when attacker is behind
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EXPECT_EQ(results[i].hp * -1, atkStat);
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}
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}
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// This test checks all stat stages from -6 to +6.
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SINGLE_BATTLE_TEST("Strength Sap lowers Attack by 1 and restores HP based on target's Attack Stat and stat Change", s16 hp)
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{
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s32 j = 0, statStage = 0;
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for (j = 0; j <= MAX_STAT_STAGE; j++) {
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if (j == DEFAULT_STAT_STAGE - 1) { continue; } // Ignore -6, because Strength Sap won't work otherwise
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PARAMETRIZE{ statStage = j; }
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}
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GIVEN {
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ASSUME(gBattleMoves[MOVE_WORK_UP].effect == EFFECT_ATTACK_SPATK_UP);
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ASSUME(gBattleMoves[MOVE_GROWL].effect == EFFECT_ATTACK_DOWN);
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PLAYER(SPECIES_WOBBUFFET) { HP(50); }
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OPPONENT(SPECIES_WOBBUFFET) { Attack(60); }
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} WHEN {
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if (statStage > DEFAULT_STAT_STAGE) { // +
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for (j = statStage; j > DEFAULT_STAT_STAGE; j--) {
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TURN { MOVE(opponent, MOVE_HOWL); }
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}
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} else if (statStage < DEFAULT_STAT_STAGE) { // -
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for (j = statStage; j < DEFAULT_STAT_STAGE - 1; j++) { // - 1 because Strength Sap always lowers Attack
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TURN { MOVE(player, MOVE_GROWL); }
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}
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}
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TURN { MOVE(player, MOVE_STRENGTH_SAP); }
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} SCENE {
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if (statStage > DEFAULT_STAT_STAGE) { // +
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for (j = statStage; j > DEFAULT_STAT_STAGE; j--) {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_HOWL, opponent);
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}
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} else if (statStage < DEFAULT_STAT_STAGE) { // -
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for (j = statStage; j < DEFAULT_STAT_STAGE - 1; j++) {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_GROWL, player);
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}
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}
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MESSAGE("Wobbuffet used Strength Sap!");
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ANIMATION(ANIM_TYPE_MOVE, MOVE_STRENGTH_SAP, player);
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ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, opponent);
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MESSAGE("Foe Wobbuffet's Attack fell!");
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HP_BAR(player, captureDamage: &results[i].hp);
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MESSAGE("Foe Wobbuffet had its energy drained!");
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} THEN {
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if (statStage < DEFAULT_STAT_STAGE) {
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EXPECT_EQ(results[i].hp * -1, (60 * gStatStageRatios[statStage + 1][0] / gStatStageRatios[statStage + 1][1]));
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} else {
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EXPECT_EQ(results[i].hp * -1, (60 * gStatStageRatios[statStage][0] / gStatStageRatios[statStage][1]));
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}
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} FINALLY {
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// This makes sure gStatStageRatios works correctly and the lower the attack stage the lower hp obtained.
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for (j = 0; j < MAX_STAT_STAGE - 1; j++) {
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EXPECT_GT(abs(results[j + 1].hp), abs(results[j].hp));
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}
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}
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}
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SINGLE_BATTLE_TEST("Strength Sap fails if target is at -6 Atk")
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{
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GIVEN {
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ASSUME(gBattleMoves[MOVE_CHARM].effect == EFFECT_ATTACK_DOWN_2);
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(player, MOVE_CHARM); }
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TURN { MOVE(player, MOVE_CHARM); }
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TURN { MOVE(player, MOVE_CHARM); }
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TURN { MOVE(player, MOVE_STRENGTH_SAP); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_CHARM, player);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_CHARM, player);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_CHARM, player);
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MESSAGE("Wobbuffet used Strength Sap!");
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NONE_OF {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_STRENGTH_SAP, player);
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ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, opponent);
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MESSAGE("Foe Wobbuffet's Attack fell!");
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HP_BAR(player);
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MESSAGE("Foe Wobbuffet had its energy drained!");
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}
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MESSAGE("Foe Wobbuffet's Attack won't go lower!");
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}
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}
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SINGLE_BATTLE_TEST("Strength Sap restores more HP if Big Root is held", s16 hp)
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{
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u32 item;
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PARAMETRIZE { item = ITEM_NONE; }
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PARAMETRIZE { item = ITEM_BIG_ROOT; }
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GIVEN {
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ASSUME(gItems[ITEM_BIG_ROOT].holdEffect == HOLD_EFFECT_BIG_ROOT);
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PLAYER(SPECIES_WOBBUFFET) { HP(200); Item(item); }
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OPPONENT(SPECIES_WOBBUFFET) { Attack(100); }
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} WHEN {
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TURN { MOVE(player, MOVE_STRENGTH_SAP); }
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} SCENE {
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MESSAGE("Wobbuffet used Strength Sap!");
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ANIMATION(ANIM_TYPE_MOVE, MOVE_STRENGTH_SAP, player);
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ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, opponent);
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MESSAGE("Foe Wobbuffet's Attack fell!");
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HP_BAR(player, captureDamage: &results[i].hp);
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MESSAGE("Foe Wobbuffet had its energy drained!");
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} FINALLY {
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EXPECT_GT(abs(results[1].hp), abs(results[0].hp));
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}
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}
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SINGLE_BATTLE_TEST("Strength Sap makes attacker lose HP if target's ability is Liquid Ooze")
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{
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s16 lostHp;
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s32 atkStat;
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PARAMETRIZE { atkStat = 100; }
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PARAMETRIZE { atkStat = 490; } // Checks that attacker can faint with no problems.
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET);
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_WOBBUFFET) { Attack(atkStat); Ability(ABILITY_LIQUID_OOZE); }
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} WHEN {
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TURN { MOVE(player, MOVE_STRENGTH_SAP); if (atkStat == 490) { SEND_OUT(player, 1); } }
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} SCENE {
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MESSAGE("Wobbuffet used Strength Sap!");
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ANIMATION(ANIM_TYPE_MOVE, MOVE_STRENGTH_SAP, player);
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ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, opponent);
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MESSAGE("Foe Wobbuffet's Attack fell!");
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ABILITY_POPUP(opponent, ABILITY_LIQUID_OOZE);
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HP_BAR(player, captureDamage: &lostHp);
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MESSAGE("It sucked up the liquid ooze!");
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if (atkStat >= 490) {
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MESSAGE("Wobbuffet fainted!");
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MESSAGE("Go! Wobbuffet!");
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}
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} THEN {
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EXPECT_EQ(lostHp, atkStat);
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}
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}
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