sovereignx/test/battle/move_effect_secondary/flinch.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"
ASSUMPTIONS
{
ASSUME(MoveHasAdditionalEffect(MOVE_HEADBUTT, MOVE_EFFECT_FLINCH) == TRUE);
}
SINGLE_BATTLE_TEST("Headbutt flinches the target if attacker is faster")
{
bool8 isFaster;
u16 spdPlayer, spdOpponent;
PARAMETRIZE { isFaster = TRUE; spdPlayer = 10; spdOpponent = 5; }
PARAMETRIZE { isFaster = FALSE; spdPlayer = 5; spdOpponent = 10; }
GIVEN {
PLAYER(SPECIES_WOBBUFFET) { Speed(spdPlayer); }
OPPONENT(SPECIES_WOBBUFFET) { Speed(spdOpponent); }
} WHEN {
TURN { MOVE(player, MOVE_HEADBUTT); }
TURN { MOVE(player, MOVE_HEADBUTT); }
} SCENE {
// 1st turn
ANIMATION(ANIM_TYPE_MOVE, MOVE_HEADBUTT, player);
HP_BAR(opponent);
if (isFaster) {
MESSAGE("The opposing Wobbuffet flinched and couldn't move!");
NOT ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, opponent);
} else {
NOT MESSAGE("The opposing Wobbuffet flinched and couldn't move!");
}
// 2nd turn
ANIMATION(ANIM_TYPE_MOVE, MOVE_HEADBUTT, player);
HP_BAR(opponent);
if (isFaster) {
MESSAGE("The opposing Wobbuffet flinched and couldn't move!");
NOT ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, opponent);
} else {
NOT MESSAGE("The opposing Wobbuffet flinched and couldn't move!");
}
}
}
SINGLE_BATTLE_TEST("Protect always works when used after flinching")
{
GIVEN {
PLAYER(SPECIES_WOBBUFFET) { Speed(5); }
OPPONENT(SPECIES_WOBBUFFET) { Speed(100); }
} WHEN {
TURN { MOVE(player, MOVE_PROTECT); MOVE(opponent, MOVE_HEADBUTT); }
TURN { MOVE(player, MOVE_TACKLE); MOVE(opponent, MOVE_HEADBUTT); }
TURN { MOVE(player, MOVE_PROTECT); MOVE(opponent, MOVE_HEADBUTT); }
} SCENE {
// 1st turn
ANIMATION(ANIM_TYPE_MOVE, MOVE_PROTECT, player);
MESSAGE("Wobbuffet protected itself!");
// 2nd turn
ANIMATION(ANIM_TYPE_MOVE, MOVE_HEADBUTT, opponent);
HP_BAR(player);
MESSAGE("Wobbuffet flinched and couldn't move!");
NOT ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, player);
// 3rd turn
ANIMATION(ANIM_TYPE_MOVE, MOVE_PROTECT, player);
MESSAGE("Wobbuffet protected itself!");
NOT ANIMATION(ANIM_TYPE_MOVE, MOVE_HEADBUTT, opponent);
}
}