#include "global.h" #include "test/battle.h" ASSUMPTIONS { ASSUME(gItemsInfo[ITEM_FULL_RESTORE].battleUsage == EFFECT_ITEM_HEAL_AND_CURE_STATUS); } SINGLE_BATTLE_TEST("Full Restore restores a battler's HP and cures any primary status") { u16 status; PARAMETRIZE{ status = STATUS1_BURN; } PARAMETRIZE{ status = STATUS1_FREEZE; } PARAMETRIZE{ status = STATUS1_PARALYSIS; } PARAMETRIZE{ status = STATUS1_POISON; } PARAMETRIZE{ status = STATUS1_TOXIC_POISON; } PARAMETRIZE{ status = STATUS1_SLEEP; } PARAMETRIZE{ status = STATUS1_NONE; } GIVEN { PLAYER(SPECIES_WOBBUFFET) { HP(1); MaxHP(300); Status1(status); } OPPONENT(SPECIES_WOBBUFFET); } WHEN { TURN { USE_ITEM(player, ITEM_FULL_RESTORE, partyIndex: 0); } } SCENE { MESSAGE("Wobbuffet had its HP restored!"); if (status != STATUS1_NONE) { MESSAGE("Wobbuffet had its status healed!"); // The message is not printed if status wasn't healed. } } THEN { EXPECT_EQ(player->hp, player->maxHP); EXPECT_EQ(player->status1, STATUS1_NONE); } } SINGLE_BATTLE_TEST("Full Restore restores a party members HP and cures any primary status") { u16 status; PARAMETRIZE{ status = STATUS1_BURN; } PARAMETRIZE{ status = STATUS1_FREEZE; } PARAMETRIZE{ status = STATUS1_PARALYSIS; } PARAMETRIZE{ status = STATUS1_POISON; } PARAMETRIZE{ status = STATUS1_TOXIC_POISON; } PARAMETRIZE{ status = STATUS1_SLEEP; } PARAMETRIZE{ status = STATUS1_NONE; } GIVEN { PLAYER(SPECIES_WOBBUFFET) { HP(1); MaxHP(300); Status1(status); } PLAYER(SPECIES_WYNAUT) { HP(1); MaxHP(300); Status1(status); } OPPONENT(SPECIES_WOBBUFFET); } WHEN { TURN { USE_ITEM(player, ITEM_FULL_RESTORE, partyIndex: 1); } TURN { SWITCH(player, 1); } } SCENE { MESSAGE("Wynaut had its HP restored!"); if (status != STATUS1_NONE) { MESSAGE("Wynaut had its status healed!"); // The message is not printed if status wasn't healed. } } THEN { EXPECT_EQ(player->hp, player->maxHP); EXPECT_EQ(player->species, SPECIES_WYNAUT); EXPECT_EQ(player->status1, STATUS1_NONE); } } SINGLE_BATTLE_TEST("Full Restore heals a battler from any primary status") { u16 status; PARAMETRIZE{ status = STATUS1_BURN; } PARAMETRIZE{ status = STATUS1_FREEZE; } PARAMETRIZE{ status = STATUS1_PARALYSIS; } PARAMETRIZE{ status = STATUS1_POISON; } PARAMETRIZE{ status = STATUS1_TOXIC_POISON; } PARAMETRIZE{ status = STATUS1_SLEEP; } GIVEN { PLAYER(SPECIES_WOBBUFFET) { Status1(status); } OPPONENT(SPECIES_WYNAUT); } WHEN { TURN { USE_ITEM(player, ITEM_FULL_RESTORE, partyIndex: 0); } } SCENE { NOT MESSAGE("Wobbuffet had its HP restored!"); // The message is not printed if mon has max HP. MESSAGE("Wobbuffet had its status healed!"); } THEN { EXPECT_EQ(player->status1, STATUS1_NONE); } } SINGLE_BATTLE_TEST("Full Restore heals a party member from any primary status") { u16 status; PARAMETRIZE{ status = STATUS1_BURN; } PARAMETRIZE{ status = STATUS1_FREEZE; } PARAMETRIZE{ status = STATUS1_PARALYSIS; } PARAMETRIZE{ status = STATUS1_POISON; } PARAMETRIZE{ status = STATUS1_TOXIC_POISON; } PARAMETRIZE{ status = STATUS1_SLEEP; } GIVEN { PLAYER(SPECIES_WOBBUFFET); PLAYER(SPECIES_WYNAUT) { Status1(status); } OPPONENT(SPECIES_WYNAUT); } WHEN { TURN { USE_ITEM(player, ITEM_FULL_RESTORE, partyIndex: 1); } TURN { SWITCH(player, 1); } } SCENE { NOT MESSAGE("Wynaut had its HP restored!"); // The message is not printed if mon has max HP. MESSAGE("Wynaut had its status healed!"); } THEN { EXPECT_EQ(player->species, SPECIES_WYNAUT); EXPECT_EQ(player->status1, STATUS1_NONE); } } SINGLE_BATTLE_TEST("Full Restore restores a battler's HP and cures confusion") { GIVEN { PLAYER(SPECIES_WOBBUFFET) { HP(1); MaxHP(300); } OPPONENT(SPECIES_WOBBUFFET); } WHEN { TURN{ MOVE(opponent, MOVE_CONFUSE_RAY); } TURN{ USE_ITEM(player, ITEM_FULL_RESTORE, partyIndex: 0); } TURN{ MOVE(player, MOVE_TACKLE); } } SCENE { MESSAGE("Wobbuffet had its HP restored!"); NONE_OF { MESSAGE("Wobbuffet is confused!"); } } THEN { EXPECT_EQ(player->hp, player->maxHP); } } SINGLE_BATTLE_TEST("Full Restore resets Toxic Counter") { GIVEN { PLAYER(SPECIES_WOBBUFFET); OPPONENT(SPECIES_WOBBUFFET); } WHEN { TURN { MOVE(opponent, MOVE_TOXIC); } TURN { ; } TURN { USE_ITEM(player, ITEM_FULL_RESTORE, partyIndex: 0); } } SCENE { MESSAGE("Foe Wobbuffet used Toxic!"); MESSAGE("Wobbuffet had its HP restored!"); MESSAGE("Wobbuffet had its status healed!"); } THEN { EXPECT_EQ(player->status1, STATUS1_NONE); } }