sovereignx/test/battle/ability/minds_eye.c
kittenchilly db24128ee3
Update battle messages to Gen 5+ standards (#3240)
Co-authored-by: Eduardo Quezada <eduardo602002@gmail.com>
2024-10-21 14:52:45 -03:00

71 lines
2.4 KiB
C

#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("The opposing 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); }
}
}