#include "global.h" #include "test/battle.h" SINGLE_BATTLE_TEST("Destiny Bond faints the opposing mon if it fainted from the attack") { GIVEN { PLAYER(SPECIES_WOBBUFFET) { HP(1); } OPPONENT(SPECIES_WOBBUFFET); } WHEN { TURN { MOVE(player, MOVE_DESTINY_BOND); MOVE(opponent, MOVE_TACKLE); } } SCENE { ANIMATION(ANIM_TYPE_MOVE, MOVE_DESTINY_BOND, player); ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, opponent); MESSAGE("Wobbuffet took its attacker down with it!"); MESSAGE("The opposing Wobbuffet fainted!"); } } TO_DO_BATTLE_TEST("Destiny Bond's effect disappears if the user takes a new turn - Move"); TO_DO_BATTLE_TEST("Destiny Bond's effect disappears if the user takes a new turn - Sleep"); TO_DO_BATTLE_TEST("Destiny Bond's effect disappears if the user takes a new turn - Paralysis"); TO_DO_BATTLE_TEST("Destiny Bond's effect disappears if the user takes a new turn - Flinching"); TO_DO_BATTLE_TEST("Destiny Bond's effect doesn't trigger on indirect damage - Sandstorm"); TO_DO_BATTLE_TEST("Destiny Bond's effect doesn't trigger on indirect damage - Leech Seed"); TO_DO_BATTLE_TEST("Destiny Bond's effect doesn't trigger on indirect damage - Future Sight"); TO_DO_BATTLE_TEST("Destiny Bond's effect bypasses Focus Sash"); TO_DO_BATTLE_TEST("Destiny Bond's effect bypasses Sturdy"); TO_DO_BATTLE_TEST("Destiny Bond's effect bypasses Magic Guard"); TO_DO_BATTLE_TEST("Destiny Bond's effect can trigger on the next turn if the user hasn't moved yet"); TO_DO_BATTLE_TEST("Destiny Bond can be used multiple times in a row (Gen 2-6)"); TO_DO_BATTLE_TEST("Destiny Bond always fails if it was successfully used the previous turn (Gen 7+)"); TO_DO_BATTLE_TEST("Destiny Bond cannot be used in Raids"); // can't be used at all in Raid, see "Documenting Dynamax" SINGLE_BATTLE_TEST("(DYNAMAX) Dynamaxed Pokemon are not affected by Destiny Bond") { GIVEN { PLAYER(SPECIES_WOBBUFFET) { Speed(50); }; OPPONENT(SPECIES_WOBBUFFET) { HP(1); Speed(100); } } WHEN { TURN { MOVE(opponent, MOVE_DESTINY_BOND); MOVE(player, MOVE_TACKLE, gimmick: GIMMICK_DYNAMAX); } } SCENE { MESSAGE("The opposing Wobbuffet used Destiny Bond!"); MESSAGE("Wobbuffet used Max Strike!"); MESSAGE("The opposing Wobbuffet fainted!"); NONE_OF { HP_BAR(player); } } }