#include "global.h" #include "test/battle.h" ASSUMPTIONS { ASSUME(gBattleMoves[MOVE_ELECTRO_SHOT].effect == EFFECT_METEOR_BEAM); } SINGLE_BATTLE_TEST("Electro Shot needs a charging Turn") { GIVEN { PLAYER(SPECIES_WOBBUFFET); OPPONENT(SPECIES_WOBBUFFET); } WHEN { TURN { MOVE(player, MOVE_ELECTRO_SHOT); } TURN { SKIP_TURN(player); } } SCENE { // Charging turn ANIMATION(ANIM_TYPE_MOVE, MOVE_ELECTRO_SHOT, player); MESSAGE("Wobbuffet absorbed electricity!"); ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, player); MESSAGE("Wobbuffet's Sp. Atk rose!"); // Attack turn MESSAGE("Wobbuffet used Electro Shot!"); } } SINGLE_BATTLE_TEST("Electro Shot doesn't need to charge when it's raining") { GIVEN { PLAYER(SPECIES_WOBBUFFET); OPPONENT(SPECIES_WOBBUFFET); } WHEN { TURN { MOVE(opponent, MOVE_RAIN_DANCE); MOVE(player, MOVE_ELECTRO_SHOT); } } SCENE { ANIMATION(ANIM_TYPE_MOVE, MOVE_RAIN_DANCE, opponent); ANIMATION(ANIM_TYPE_MOVE, MOVE_ELECTRO_SHOT, player); MESSAGE("Wobbuffet absorbed electricity!"); ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, player); MESSAGE("Wobbuffet's Sp. Atk rose!"); MESSAGE("Wobbuffet used Electro Shot!"); } } SINGLE_BATTLE_TEST("Electro Shot doesn't need to charge with Power Herb") { GIVEN { PLAYER(SPECIES_WOBBUFFET) { Item(ITEM_POWER_HERB); } OPPONENT(SPECIES_WOBBUFFET); } WHEN { TURN { MOVE(player, MOVE_ELECTRO_SHOT); } } SCENE { ANIMATION(ANIM_TYPE_MOVE, MOVE_ELECTRO_SHOT, player); MESSAGE("Wobbuffet absorbed electricity!"); ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, player); MESSAGE("Wobbuffet's Sp. Atk rose!"); ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_HELD_ITEM_EFFECT, player); MESSAGE("Wobbuffet became fully charged due to its Power Herb!"); MESSAGE("Wobbuffet used Electro Shot!"); } }