#include "global.h" #include "test/battle.h" SINGLE_BATTLE_TEST("Mind's Eye allows to hit Ghost-type Pokémon with Normal- and Fighting-type moves") { u32 move; PARAMETRIZE { move = MOVE_TACKLE; } PARAMETRIZE { move = MOVE_KARATE_CHOP; } GIVEN { PLAYER(SPECIES_WOBBUFFET) { Ability(ABILITY_MINDS_EYE); }; OPPONENT(SPECIES_GASTLY); } WHEN { TURN { MOVE(player, move); } } SCENE { ANIMATION(ANIM_TYPE_MOVE, move, player); HP_BAR(opponent); } } // No current official way to test this, effect based on Smogon's NatDex format. SINGLE_BATTLE_TEST("Mind's Eye doesn't bypass a Ghost-type's Wonder Guard") { u32 move; PARAMETRIZE { move = MOVE_TACKLE; } PARAMETRIZE { move = MOVE_KARATE_CHOP; } GIVEN { PLAYER(SPECIES_WOBBUFFET) { Ability(ABILITY_SCRAPPY); }; OPPONENT(SPECIES_SHEDINJA) { Ability(ABILITY_WONDER_GUARD); }; } WHEN { TURN { MOVE(player, move); } } SCENE { NONE_OF { ANIMATION(ANIM_TYPE_MOVE, move, player); HP_BAR(opponent); } ABILITY_POPUP(opponent, ABILITY_WONDER_GUARD); MESSAGE("Foe Shedinja avoided damage with Wonder Guard!"); } } //// AI TESTS //// AI_SINGLE_BATTLE_TEST("AI doesn't use accuracy-lowering moves if it knows that the foe has Mind's Eye") { u32 abilityAI = ABILITY_NONE, moveAI = MOVE_NONE, j = 0; for (j = MOVE_NONE + 1; j < MOVES_COUNT; j++) { if (gMovesInfo[j].effect == EFFECT_ACCURACY_DOWN || gMovesInfo[j].effect == EFFECT_ACCURACY_DOWN_2) { PARAMETRIZE { moveAI = j; abilityAI = ABILITY_SWIFT_SWIM; } PARAMETRIZE { moveAI = j; abilityAI = ABILITY_MOLD_BREAKER; } } } GIVEN { AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT); PLAYER(SPECIES_WOBBUFFET) { Ability(ABILITY_MINDS_EYE); } OPPONENT(SPECIES_BASCULEGION) { Moves(MOVE_CELEBRATE, moveAI); Ability(abilityAI); } } WHEN { TURN { MOVE(player, MOVE_TACKLE); } TURN { MOVE(player, MOVE_TACKLE); if (abilityAI == ABILITY_MOLD_BREAKER) { SCORE_GT(opponent, moveAI, MOVE_CELEBRATE); } else { SCORE_EQ(opponent, moveAI, MOVE_CELEBRATE); } } } SCENE { ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, player); if (abilityAI == ABILITY_MOLD_BREAKER) { ANIMATION(ANIM_TYPE_MOVE, moveAI, opponent); } } }