#include "global.h" #include "test/battle.h" ASSUMPTIONS { ASSUME(gMovesInfo[MOVE_SLEEP_TALK].effect == EFFECT_SLEEP_TALK); ASSUME(gMovesInfo[MOVE_RAZOR_WIND].sleepTalkBanned == TRUE); ASSUME(gMovesInfo[MOVE_FLY].sleepTalkBanned == TRUE); ASSUME(gMovesInfo[MOVE_DIG].sleepTalkBanned == TRUE); } SINGLE_BATTLE_TEST("Sleep Talk fails if not asleep") { u32 status; PARAMETRIZE { status = STATUS1_SLEEP; } PARAMETRIZE { status = STATUS1_NONE; } GIVEN { PLAYER(SPECIES_WOBBUFFET) { Status1(status); Moves(MOVE_SLEEP_TALK, MOVE_TACKLE, MOVE_POUND, MOVE_SCRATCH); } OPPONENT(SPECIES_WOBBUFFET); } WHEN { TURN { MOVE(player, MOVE_SLEEP_TALK); } } SCENE { if (status == STATUS1_SLEEP) { ANIMATION(ANIM_TYPE_MOVE, MOVE_SLEEP_TALK, player); NOT MESSAGE("But it failed!"); } else { NOT ANIMATION(ANIM_TYPE_MOVE, MOVE_SLEEP_TALK, player); MESSAGE("But it failed!"); } } } SINGLE_BATTLE_TEST("Sleep Talk works if user has Comatose") { GIVEN { PLAYER(SPECIES_KOMALA) { Moves(MOVE_SLEEP_TALK, MOVE_TACKLE, MOVE_POUND, MOVE_SCRATCH); } OPPONENT(SPECIES_WOBBUFFET); } WHEN { TURN { MOVE(player, MOVE_SLEEP_TALK); } } SCENE { ANIMATION(ANIM_TYPE_MOVE, MOVE_SLEEP_TALK, player); NOT MESSAGE("But it failed!"); } } SINGLE_BATTLE_TEST("Sleep Talk fails if no moves work") { GIVEN { PLAYER(SPECIES_WOBBUFFET) { Status1(STATUS1_SLEEP); Moves(MOVE_SLEEP_TALK, MOVE_RAZOR_WIND, MOVE_FLY, MOVE_DIG); } OPPONENT(SPECIES_WOBBUFFET); } WHEN { TURN { MOVE(player, MOVE_SLEEP_TALK); } } SCENE { NOT ANIMATION(ANIM_TYPE_MOVE, MOVE_SLEEP_TALK, player); MESSAGE("But it failed!"); } } SINGLE_BATTLE_TEST("Sleep Talk can still use moves with no PP") { GIVEN { PLAYER(SPECIES_WOBBUFFET) { Status1(STATUS1_SLEEP); MovesWithPP({MOVE_SLEEP_TALK, 10}, {MOVE_TACKLE, 0}, {MOVE_FLY, 10}, {MOVE_DIG, 10}); } OPPONENT(SPECIES_WOBBUFFET); } WHEN { TURN { MOVE(player, MOVE_SLEEP_TALK); } } SCENE { ANIMATION(ANIM_TYPE_MOVE, MOVE_SLEEP_TALK, player); NOT MESSAGE("But it failed!"); ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE); } } SINGLE_BATTLE_TEST("Sleep Talk can use moves while choiced into Sleep Talk") { GIVEN { PLAYER(SPECIES_WOBBUFFET) { Item(ITEM_CHOICE_BAND); Status1(STATUS1_SLEEP); Moves(MOVE_SLEEP_TALK, MOVE_TACKLE, MOVE_FLY, MOVE_DIG); } OPPONENT(SPECIES_WOBBUFFET); } WHEN { TURN { MOVE(player, MOVE_SLEEP_TALK); } TURN { MOVE(player, MOVE_SLEEP_TALK); } } SCENE { ANIMATION(ANIM_TYPE_MOVE, MOVE_SLEEP_TALK, player); NOT MESSAGE("But it failed!"); ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE); ANIMATION(ANIM_TYPE_MOVE, MOVE_SLEEP_TALK, player); NOT MESSAGE("But it failed!"); ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE); } }