sovereignx/test/battle/move_effect/dragon_cheer.c

77 lines
2.8 KiB
C

#include "global.h"
#include "test/battle.h"
SINGLE_BATTLE_TEST("Dragon Cheer fails in a single battle")
{
GIVEN {
ASSUME(gMovesInfo[MOVE_DRAGON_CHEER].effect == EFFECT_DRAGON_CHEER);
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(player, MOVE_DRAGON_CHEER); }
} SCENE {
MESSAGE("But it failed!");
}
}
DOUBLE_BATTLE_TEST("Dragon Cheer increases critical hit ratio by one on non-Dragon types")
{
PASSES_RANDOMLY(1, 8, RNG_CRITICAL_HIT);
GIVEN {
ASSUME(B_CRIT_CHANCE >= GEN_7);
ASSUME(gMovesInfo[MOVE_TACKLE].criticalHitStage == 0);
ASSUME(gMovesInfo[MOVE_DRAGON_CHEER].effect == EFFECT_DRAGON_CHEER);
PLAYER(SPECIES_WOBBUFFET);
PLAYER(SPECIES_WYNAUT);
OPPONENT(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(playerLeft, MOVE_DRAGON_CHEER, target: playerRight); MOVE(playerRight, MOVE_TACKLE, target: opponentLeft); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_DRAGON_CHEER, playerLeft);
MESSAGE("Wynaut is getting pumped!");
ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, playerRight);
MESSAGE("A critical hit!");
}
}
DOUBLE_BATTLE_TEST("Dragon Cheer increases critical hit ratio by two on Dragon types")
{
PASSES_RANDOMLY(1, 2, RNG_CRITICAL_HIT);
GIVEN {
ASSUME(B_CRIT_CHANCE >= GEN_7);
ASSUME(gMovesInfo[MOVE_TACKLE].criticalHitStage == 0);
ASSUME(gMovesInfo[MOVE_DRAGON_CHEER].effect == EFFECT_DRAGON_CHEER);
PLAYER(SPECIES_WOBBUFFET);
PLAYER(SPECIES_DRATINI);
OPPONENT(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(playerLeft, MOVE_DRAGON_CHEER, target: playerRight); MOVE(playerRight, MOVE_TACKLE, target: opponentLeft); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_DRAGON_CHEER, playerLeft);
MESSAGE("Dratini is getting pumped!");
ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, playerRight);
MESSAGE("A critical hit!");
}
}
DOUBLE_BATTLE_TEST("Dragon Cheer fails if critical hit stage was already increased by Focus Energy")
{
GIVEN {
ASSUME(gMovesInfo[MOVE_SLASH].criticalHitStage == 1);
ASSUME(gMovesInfo[MOVE_FOCUS_ENERGY].effect == EFFECT_FOCUS_ENERGY);
ASSUME(gMovesInfo[MOVE_DRAGON_CHEER].effect == EFFECT_DRAGON_CHEER);
PLAYER(SPECIES_WOBBUFFET);
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(playerLeft, MOVE_FOCUS_ENERGY); MOVE(playerRight, MOVE_DRAGON_CHEER, target: playerLeft); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_FOCUS_ENERGY, playerLeft);
MESSAGE("But it failed!");
}
}
TO_DO_BATTLE_TEST("Baton Pass passes Dragon Cheer's effect");