Adds missing Wind Rider activation and tests (#5207)
* Adds missing Wind Rider activation + tests * Adds test for opponent setting up Tailwind * Update src/battle_util.c Co-authored-by: Alex <93446519+AlexOn1ine@users.noreply.github.com> --------- Co-authored-by: Alex <93446519+AlexOn1ine@users.noreply.github.com>
This commit is contained in:
parent
a958e61110
commit
bc5f40e518
2 changed files with 140 additions and 0 deletions
|
@ -4766,6 +4766,19 @@ u32 AbilityBattleEffects(u32 caseID, u32 battler, u32 ability, u32 special, u32
|
||||||
effect++;
|
effect++;
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
|
case ABILITY_WIND_RIDER:
|
||||||
|
if (!gSpecialStatuses[battler].switchInAbilityDone
|
||||||
|
&& CompareStat(battler, STAT_ATK, MAX_STAT_STAGE, CMP_LESS_THAN)
|
||||||
|
&& gSideStatuses[GetBattlerSide(battler)] & SIDE_STATUS_TAILWIND)
|
||||||
|
{
|
||||||
|
gBattleScripting.savedBattler = gBattlerAttacker;
|
||||||
|
gBattlerAttacker = battler;
|
||||||
|
gSpecialStatuses[battler].switchInAbilityDone = TRUE;
|
||||||
|
SET_STATCHANGER(STAT_ATK, 1, FALSE);
|
||||||
|
BattleScriptPushCursorAndCallback(BattleScript_BattlerAbilityStatRaiseOnSwitchIn);
|
||||||
|
effect++;
|
||||||
|
}
|
||||||
|
break;
|
||||||
case ABILITY_DESOLATE_LAND:
|
case ABILITY_DESOLATE_LAND:
|
||||||
if (TryChangeBattleWeather(battler, ENUM_WEATHER_SUN_PRIMAL, TRUE))
|
if (TryChangeBattleWeather(battler, ENUM_WEATHER_SUN_PRIMAL, TRUE))
|
||||||
{
|
{
|
||||||
|
|
127
test/battle/ability/wind_rider.c
Normal file
127
test/battle/ability/wind_rider.c
Normal file
|
@ -0,0 +1,127 @@
|
||||||
|
#include "global.h"
|
||||||
|
#include "test/battle.h"
|
||||||
|
|
||||||
|
ASSUMPTIONS
|
||||||
|
{
|
||||||
|
ASSUME(gMovesInfo[MOVE_TAILWIND].effect == EFFECT_TAILWIND);
|
||||||
|
ASSUME(gMovesInfo[MOVE_TAILWIND].windMove == TRUE);
|
||||||
|
}
|
||||||
|
|
||||||
|
SINGLE_BATTLE_TEST("Wind Rider raises Attack by one stage if it sets up Tailwind")
|
||||||
|
{
|
||||||
|
GIVEN {
|
||||||
|
PLAYER(SPECIES_WOBBUFFET);
|
||||||
|
OPPONENT(SPECIES_BRAMBLIN) { Ability(ABILITY_WIND_RIDER); }
|
||||||
|
} WHEN {
|
||||||
|
TURN { MOVE(opponent, MOVE_TAILWIND); }
|
||||||
|
} SCENE {
|
||||||
|
ANIMATION(ANIM_TYPE_MOVE, MOVE_TAILWIND, opponent);
|
||||||
|
ABILITY_POPUP(opponent, ABILITY_WIND_RIDER);
|
||||||
|
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, opponent);
|
||||||
|
MESSAGE("Foe Bramblin's Attack rose!");
|
||||||
|
} THEN {
|
||||||
|
EXPECT_EQ(opponent->statStages[STAT_ATK], DEFAULT_STAT_STAGE + 1);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
DOUBLE_BATTLE_TEST("Wind Rider raises Attack by one stage if Tailwind is setup by its partner")
|
||||||
|
{
|
||||||
|
GIVEN {
|
||||||
|
PLAYER(SPECIES_WOBBUFFET);
|
||||||
|
PLAYER(SPECIES_WOBBUFFET);
|
||||||
|
OPPONENT(SPECIES_WOBBUFFET);
|
||||||
|
OPPONENT(SPECIES_BRAMBLIN) { Ability(ABILITY_WIND_RIDER); }
|
||||||
|
} WHEN {
|
||||||
|
TURN { MOVE(opponentLeft, MOVE_TAILWIND); }
|
||||||
|
} SCENE {
|
||||||
|
ANIMATION(ANIM_TYPE_MOVE, MOVE_TAILWIND, opponentLeft);
|
||||||
|
ABILITY_POPUP(opponentRight, ABILITY_WIND_RIDER);
|
||||||
|
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, opponentRight);
|
||||||
|
MESSAGE("Foe Bramblin's Attack rose!");
|
||||||
|
} THEN {
|
||||||
|
EXPECT_EQ(opponentRight->statStages[STAT_ATK], DEFAULT_STAT_STAGE + 1);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
SINGLE_BATTLE_TEST("Wind Rider doesn't raise Attack if opponent sets up Tailwind")
|
||||||
|
{
|
||||||
|
GIVEN {
|
||||||
|
PLAYER(SPECIES_WOBBUFFET);
|
||||||
|
OPPONENT(SPECIES_BRAMBLIN) { Ability(ABILITY_WIND_RIDER); }
|
||||||
|
} WHEN {
|
||||||
|
TURN { MOVE(player, MOVE_TAILWIND); }
|
||||||
|
} SCENE {
|
||||||
|
ANIMATION(ANIM_TYPE_MOVE, MOVE_TAILWIND, player);
|
||||||
|
NONE_OF {
|
||||||
|
ABILITY_POPUP(opponent, ABILITY_WIND_RIDER);
|
||||||
|
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, opponent);
|
||||||
|
MESSAGE("Foe Bramblin's Attack rose!");
|
||||||
|
}
|
||||||
|
} THEN {
|
||||||
|
EXPECT_EQ(opponent->statStages[STAT_ATK], DEFAULT_STAT_STAGE);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
SINGLE_BATTLE_TEST("Wind Rider raises Attack by one stage if switched into Tailwind on its side of the field")
|
||||||
|
{
|
||||||
|
GIVEN {
|
||||||
|
PLAYER(SPECIES_WOBBUFFET);
|
||||||
|
OPPONENT(SPECIES_WYNAUT);
|
||||||
|
OPPONENT(SPECIES_BRAMBLIN) { Ability(ABILITY_WIND_RIDER); }
|
||||||
|
} WHEN {
|
||||||
|
TURN { MOVE(opponent, MOVE_TAILWIND); }
|
||||||
|
TURN { SWITCH(opponent, 1); }
|
||||||
|
} SCENE {
|
||||||
|
ANIMATION(ANIM_TYPE_MOVE, MOVE_TAILWIND, opponent);
|
||||||
|
ABILITY_POPUP(opponent, ABILITY_WIND_RIDER);
|
||||||
|
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, opponent);
|
||||||
|
MESSAGE("Foe Bramblin's Wind Rider raised its Attack!");
|
||||||
|
ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, player);
|
||||||
|
} THEN {
|
||||||
|
EXPECT_EQ(opponent->statStages[STAT_ATK], DEFAULT_STAT_STAGE + 1);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
SINGLE_BATTLE_TEST("Wind Rider activates when it's no longer effected by Neutralizing Gas")
|
||||||
|
{
|
||||||
|
GIVEN {
|
||||||
|
PLAYER(SPECIES_WEEZING) { Ability(ABILITY_NEUTRALIZING_GAS); }
|
||||||
|
PLAYER(SPECIES_WOBBUFFET);
|
||||||
|
OPPONENT(SPECIES_BRAMBLIN) { Ability(ABILITY_WIND_RIDER); }
|
||||||
|
} WHEN {
|
||||||
|
TURN { MOVE(opponent, MOVE_TAILWIND); }
|
||||||
|
TURN { SWITCH(player, 1); }
|
||||||
|
} SCENE {
|
||||||
|
ABILITY_POPUP(player, ABILITY_NEUTRALIZING_GAS);
|
||||||
|
MESSAGE("Neutralizing Gas filled the area!");
|
||||||
|
ANIMATION(ANIM_TYPE_MOVE, MOVE_TAILWIND, opponent);
|
||||||
|
SWITCH_OUT_MESSAGE("Weezing");
|
||||||
|
MESSAGE("The effects of Neutralizing Gas wore off!");
|
||||||
|
ABILITY_POPUP(opponent, ABILITY_WIND_RIDER);
|
||||||
|
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, opponent);
|
||||||
|
MESSAGE("Foe Bramblin's Wind Rider raised its Attack!");
|
||||||
|
} THEN {
|
||||||
|
EXPECT_EQ(opponent->statStages[STAT_ATK], DEFAULT_STAT_STAGE + 1);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
SINGLE_BATTLE_TEST("Wind Rider absorbs Wind moves and raises Attack by one stage")
|
||||||
|
{
|
||||||
|
ASSUME(gMovesInfo[MOVE_GUST].windMove == TRUE);
|
||||||
|
GIVEN {
|
||||||
|
PLAYER(SPECIES_WOBBUFFET);
|
||||||
|
OPPONENT(SPECIES_BRAMBLIN) { Ability(ABILITY_WIND_RIDER); }
|
||||||
|
} WHEN {
|
||||||
|
TURN { MOVE(player, MOVE_GUST); }
|
||||||
|
} SCENE {
|
||||||
|
NONE_OF {
|
||||||
|
ANIMATION(ANIM_TYPE_MOVE, MOVE_GUST, player);
|
||||||
|
HP_BAR(opponent);
|
||||||
|
}
|
||||||
|
ABILITY_POPUP(opponent, ABILITY_WIND_RIDER);
|
||||||
|
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, opponent);
|
||||||
|
MESSAGE("Foe Bramblin's Attack rose!");
|
||||||
|
} THEN {
|
||||||
|
EXPECT_EQ(opponent->statStages[STAT_ATK], DEFAULT_STAT_STAGE + 1);
|
||||||
|
}
|
||||||
|
}
|
Loading…
Reference in a new issue