#include "global.h" #include "test/battle.h" SINGLE_BATTLE_TEST("Own Tempo prevents Intimidate but no other stat down changes") { GIVEN { ASSUME(B_UPDATED_INTIMIDATE >= GEN_8); ASSUME(gMovesInfo[MOVE_CONFUSE_RAY].effect == EFFECT_CONFUSE); PLAYER(SPECIES_EKANS) { Ability(ABILITY_INTIMIDATE); }; OPPONENT(SPECIES_SLOWPOKE) { Ability(ABILITY_OWN_TEMPO); }; } WHEN { TURN { MOVE(player, MOVE_SCARY_FACE); } } SCENE { ABILITY_POPUP(player, ABILITY_INTIMIDATE); ABILITY_POPUP(opponent, ABILITY_OWN_TEMPO); MESSAGE("Foe Slowpoke's Own Tempo prevents stat loss!"); ANIMATION(ANIM_TYPE_MOVE, MOVE_SCARY_FACE, player); NONE_OF { ABILITY_POPUP(opponent, ABILITY_OWN_TEMPO); MESSAGE("Foe Slowpoke's Own Tempo prevents stat loss!"); } } } SINGLE_BATTLE_TEST("Own Tempo prevents confusion from moves by the opponent") { GIVEN { ASSUME(gMovesInfo[MOVE_CONFUSE_RAY].effect == EFFECT_CONFUSE); PLAYER(SPECIES_WOBBUFFET); OPPONENT(SPECIES_SLOWPOKE) { Ability(ABILITY_OWN_TEMPO); }; } WHEN { TURN { MOVE(player, MOVE_CONFUSE_RAY); } } SCENE { ABILITY_POPUP(opponent, ABILITY_OWN_TEMPO); MESSAGE("Foe Slowpoke's Own Tempo prevents confusion!"); } } SINGLE_BATTLE_TEST("Own Tempo prevents confusion from moves by the user") { GIVEN { ASSUME(MoveHasAdditionalEffectSelf(MOVE_PETAL_DANCE, MOVE_EFFECT_THRASH)); PLAYER(SPECIES_WOBBUFFET); OPPONENT(SPECIES_SLOWPOKE) { Ability(ABILITY_OWN_TEMPO); }; } WHEN { TURN { MOVE(opponent, MOVE_PETAL_DANCE); } TURN { MOVE(opponent, MOVE_PETAL_DANCE); } TURN { MOVE(opponent, MOVE_PETAL_DANCE); } TURN { MOVE(opponent, MOVE_PETAL_DANCE); } } SCENE { ANIMATION(ANIM_TYPE_MOVE, MOVE_PETAL_DANCE, opponent); ANIMATION(ANIM_TYPE_MOVE, MOVE_PETAL_DANCE, opponent); ANIMATION(ANIM_TYPE_MOVE, MOVE_PETAL_DANCE, opponent); ANIMATION(ANIM_TYPE_MOVE, MOVE_PETAL_DANCE, opponent); NONE_OF { MESSAGE("Foe Slowpoke became confused due to fatigue!"); } } } SINGLE_BATTLE_TEST("Own Tempo is ignored by Mold Breaker") { KNOWN_FAILING; // Ideally the func CanBeConfused should be split into AttackerCanBeConfused and TargetCanBeConfused or we do it in the same func but have a check for when battlerAtk == battlerDef GIVEN { ASSUME(gMovesInfo[MOVE_CONFUSE_RAY].effect == EFFECT_CONFUSE); PLAYER(SPECIES_PINSIR) { Ability(ABILITY_MOLD_BREAKER); } OPPONENT(SPECIES_SLOWPOKE) { Ability(ABILITY_OWN_TEMPO); }; } WHEN { TURN { MOVE(player, MOVE_CONFUSE_RAY); } } SCENE { NONE_OF { ABILITY_POPUP(opponent, ABILITY_OWN_TEMPO); MESSAGE("Foe Slowpoke's Own Tempo prevents confusion!"); } } } SINGLE_BATTLE_TEST("Own Tempo cures confusion obtained from an opponent with Mold Breaker") { KNOWN_FAILING; GIVEN { ASSUME(gMovesInfo[MOVE_CONFUSE_RAY].effect == EFFECT_CONFUSE); PLAYER(SPECIES_PINSIR) { Ability(ABILITY_MOLD_BREAKER); }; OPPONENT(SPECIES_SLOWPOKE) { Ability(ABILITY_OWN_TEMPO); }; } WHEN { TURN { MOVE(player, MOVE_CONFUSE_RAY); } } SCENE { ANIMATION(ANIM_TYPE_MOVE, MOVE_CONFUSE_RAY, player); MESSAGE("Foe Slowpoke became confused!"); NONE_OF { ANIMATION(ANIM_TYPE_STATUS, B_ANIM_STATUS_CONFUSION, opponent); } ABILITY_POPUP(opponent, ABILITY_OWN_TEMPO); MESSAGE("Foe Slowpoke's Own Tempo cured its confusion problem!"); } } SINGLE_BATTLE_TEST("Own Tempo cures confusion if it's obtained via Skill Swap") { GIVEN { ASSUME(gMovesInfo[MOVE_CONFUSE_RAY].effect == EFFECT_CONFUSE); ASSUME(gMovesInfo[MOVE_SKILL_SWAP].effect == EFFECT_SKILL_SWAP); PLAYER(SPECIES_SLOWPOKE) { Ability(ABILITY_OWN_TEMPO); }; OPPONENT(SPECIES_WOBBUFFET); } WHEN { TURN { MOVE(player, MOVE_CONFUSE_RAY); } TURN { MOVE(player, MOVE_SKILL_SWAP); MOVE(opponent, MOVE_TACKLE); } } SCENE { ANIMATION(ANIM_TYPE_MOVE, MOVE_CONFUSE_RAY, player); MESSAGE("Foe Wobbuffet became confused!"); ANIMATION(ANIM_TYPE_MOVE, MOVE_SKILL_SWAP, player); ABILITY_POPUP(opponent, ABILITY_OWN_TEMPO); MESSAGE("Foe Wobbuffet's Own Tempo cured its confusion problem!"); ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, opponent); } } SINGLE_BATTLE_TEST("Own Tempo prevents confusion from items") { GIVEN { ASSUME(gItemsInfo[ITEM_BERSERK_GENE].holdEffect == HOLD_EFFECT_BERSERK_GENE); PLAYER(SPECIES_WOBBUFFET); OPPONENT(SPECIES_SLOWPOKE) { Ability(ABILITY_OWN_TEMPO); Item(ITEM_BERSERK_GENE); }; } WHEN { TURN { MOVE(opponent, MOVE_TACKLE); } } SCENE { ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_HELD_ITEM_EFFECT, opponent); ABILITY_POPUP(opponent, ABILITY_OWN_TEMPO); ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, opponent); } }