sovereignx/test/battle/hold_effect/restore_hp.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

65 lines
2.6 KiB
C

#include "global.h"
#include "test/battle.h"
DOUBLE_BATTLE_TEST("Restore HP Item effects do not miss timing")
{
u16 item;
PARAMETRIZE { item = ITEM_BERRY_JUICE; }
PARAMETRIZE { item = ITEM_ORAN_BERRY; }
PARAMETRIZE { item = ITEM_SITRUS_BERRY; }
GIVEN {
ASSUME(gItemsInfo[ITEM_ORAN_BERRY].holdEffect == HOLD_EFFECT_RESTORE_HP);
ASSUME(gItemsInfo[ITEM_BERRY_JUICE].holdEffect == HOLD_EFFECT_RESTORE_HP);
ASSUME(gItemsInfo[ITEM_SITRUS_BERRY].holdEffect == HOLD_EFFECT_RESTORE_PCT_HP);
PLAYER(SPECIES_WOBBUFFET);
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WYNAUT) { MaxHP(100); HP(51); Item(item); }
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(playerLeft, MOVE_FIRE_PLEDGE, target: opponentRight); MOVE(playerRight, MOVE_GRASS_PLEDGE, target: opponentRight); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_FIRE_PLEDGE, playerRight);
MESSAGE("A sea of fire enveloped the opposing team!");
MESSAGE("The opposing Wynaut was hurt by the sea of fire!");
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_HELD_ITEM_EFFECT, opponentLeft);
MESSAGE("The opposing Wobbuffet was hurt by the sea of fire!");
}
}
DOUBLE_BATTLE_TEST("Restore HP Item effects do not miss timing after a recoil move")
{
u16 item;
PARAMETRIZE { item = ITEM_BERRY_JUICE; }
PARAMETRIZE { item = ITEM_ORAN_BERRY; }
PARAMETRIZE { item = ITEM_SITRUS_BERRY; }
GIVEN {
ASSUME(gMovesInfo[MOVE_TAKE_DOWN].recoil == 25);
ASSUME(gItemsInfo[ITEM_ORAN_BERRY].holdEffect == HOLD_EFFECT_RESTORE_HP);
ASSUME(gItemsInfo[ITEM_BERRY_JUICE].holdEffect == HOLD_EFFECT_RESTORE_HP);
ASSUME(gItemsInfo[ITEM_SITRUS_BERRY].holdEffect == HOLD_EFFECT_RESTORE_PCT_HP);
PLAYER(SPECIES_WOBBUFFET);
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WYNAUT) { MaxHP(100); HP(51); Item(item); }
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN {
MOVE(opponentLeft, MOVE_TAKE_DOWN, target: playerLeft);
MOVE(opponentRight, MOVE_CELEBRATE);
MOVE(playerLeft, MOVE_CELEBRATE);
MOVE(playerRight, MOVE_CELEBRATE);
}
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_TAKE_DOWN, opponentLeft);
HP_BAR(playerLeft);
HP_BAR(opponentLeft);
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_HELD_ITEM_EFFECT, opponentLeft);
HP_BAR(opponentLeft);
ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, opponentRight);
ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, playerLeft);
ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, playerRight);
}
}