sovereignx/test/battle/move_effect_secondary/paralysis.c
Eduardo Quezada 5ec08ee98c
Small Battle Test reorganization (#4504)
* Fixed test folders + Chud Chew test name fixes

* Adjusted file names + merged Burn Up and Double Shock files

* Added Spit Up/Swallow files that point to Stockpile's file

* Multiple changes (see description)

- Moved secondary effect files to their own folder.
- Split hit_set_entry_hazards.c to separate files for Spikes/Stealth Rock.
- Grouped Hex/Venoshock to the same file
2024-05-06 09:36:52 +02:00

70 lines
2.1 KiB
C

#include "global.h"
#include "test/battle.h"
ASSUMPTIONS
{
ASSUME(MoveHasAdditionalEffect(MOVE_THUNDER_SHOCK, MOVE_EFFECT_PARALYSIS) == TRUE);
}
SINGLE_BATTLE_TEST("Thunder Shock inflicts paralysis")
{
GIVEN {
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(player, MOVE_THUNDER_SHOCK); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_THUNDER_SHOCK, player);
HP_BAR(opponent);
ANIMATION(ANIM_TYPE_STATUS, B_ANIM_STATUS_PRZ, opponent);
STATUS_ICON(opponent, paralysis: TRUE);
}
}
SINGLE_BATTLE_TEST("Thunder Shock cannot paralyze an Electric-type")
{
GIVEN {
ASSUME(B_PARALYZE_ELECTRIC >= GEN_6);
ASSUME(gSpeciesInfo[SPECIES_PIKACHU].types[0] == TYPE_ELECTRIC);
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_PIKACHU);
} WHEN {
TURN { MOVE(player, MOVE_THUNDER_SHOCK); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_THUNDER_SHOCK, player);
HP_BAR(opponent);
NONE_OF {
ANIMATION(ANIM_TYPE_STATUS, B_ANIM_STATUS_PRZ, opponent);
STATUS_ICON(opponent, paralysis: TRUE);
}
}
}
#if B_STATUS_TYPE_IMMUNITY > GEN_1
SINGLE_BATTLE_TEST("Body Slam should paralyze Normal-types")
#else
SINGLE_BATTLE_TEST("Body Slam shouldn't paralyze Normal-types")
#endif
{
GIVEN {
ASSUME(gSpeciesInfo[SPECIES_TAUROS].types[0] == TYPE_NORMAL);
ASSUME(MoveHasAdditionalEffect(MOVE_BODY_SLAM, MOVE_EFFECT_PARALYSIS) == TRUE);
ASSUME(gMovesInfo[MOVE_BODY_SLAM].type == TYPE_NORMAL);
PLAYER(SPECIES_TAUROS);
OPPONENT(SPECIES_TAUROS);
} WHEN {
TURN { MOVE(player, MOVE_BODY_SLAM); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_BODY_SLAM, player);
HP_BAR(opponent);
#if B_STATUS_TYPE_IMMUNITY > GEN_1
ANIMATION(ANIM_TYPE_STATUS, B_ANIM_STATUS_PRZ, opponent);
STATUS_ICON(opponent, paralysis: TRUE);
#else
NONE_OF {
ANIMATION(ANIM_TYPE_STATUS, B_ANIM_STATUS_PRZ, opponent);
STATUS_ICON(opponent, paralysis: TRUE);
}
#endif
}
}