#include "global.h" #include "test/battle.h" ASSUMPTIONS { ASSUME(gMovesInfo[MOVE_PURSUIT].effect == EFFECT_PURSUIT); } SINGLE_BATTLE_TEST("Pursuited mon correctly switches out after it got hit and activated ability Tangling Hair") { GIVEN { PLAYER(SPECIES_DUGTRIO) { Ability(ABILITY_TANGLING_HAIR); } PLAYER(SPECIES_WOBBUFFET); OPPONENT(SPECIES_WYNAUT); OPPONENT(SPECIES_WOBBUFFET); } WHEN { TURN { SWITCH(player, 1); MOVE(opponent, MOVE_PURSUIT); } } SCENE { MESSAGE("Dugtrio, that's enough! Come back!"); ANIMATION(ANIM_TYPE_MOVE, MOVE_PURSUIT, opponent); ABILITY_POPUP(player, ABILITY_TANGLING_HAIR); ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, opponent); MESSAGE("Foe Wynaut's Speed fell!"); MESSAGE("Go! Wobbuffet!"); } } // Checked so that Pursuit has only 1 PP and it forces the player to use Struggle. SINGLE_BATTLE_TEST("Pursuit becomes a locked move after being used on switch-out while holding a Choice Item") { GIVEN { ASSUME(gItemsInfo[ITEM_CHOICE_BAND].holdEffect == HOLD_EFFECT_CHOICE_BAND); PLAYER(SPECIES_WOBBUFFET) { Item(ITEM_CHOICE_BAND); MovesWithPP({MOVE_PURSUIT, 1}, {MOVE_CELEBRATE, 10}, {MOVE_WATER_GUN, 10}, {MOVE_TACKLE, 10}); } OPPONENT(SPECIES_WYNAUT); OPPONENT(SPECIES_WOBBUFFET); } WHEN { TURN { SWITCH(opponent, 1); MOVE(player, MOVE_PURSUIT); } TURN { FORCED_MOVE(player); } } SCENE { ANIMATION(ANIM_TYPE_MOVE, MOVE_PURSUIT, player); HP_BAR(opponent); MESSAGE("2 sent out Wobbuffet!"); MESSAGE("Wobbuffet used Struggle!"); ANIMATION(ANIM_TYPE_MOVE, MOVE_STRUGGLE, player); } } TO_DO_BATTLE_TEST("Baton Pass doesn't cause Pursuit to increase its power or priority");