a64e1c63c1
* Made gBattleMoves handle the InGame name and description of battle moves No more multiple arrays in separate, individual files. Note: -Keep an eye on Task_LearnedMove. * Reintroduced move names Misc: -Fixed Trick-or-Treat and Light of Ruin's expanded names. -Introduced a new field for Z-Move names, and a constant for their name length. -Added a few TODOs to GetBattleMoveName. -Updated GetMaxMoveName and GetZMoveName. There's no reason not to let GetBattleMoveName handle everything on its own. * Updated GetBattleMoveName to handle Z-Move Names Misc: -Removed pointless TODO about MOVE_NAME_LENGTH. -The compiler doesn't allow to have a move name with a value higher than MOVE_NAME_LENGTH, therefore it's pointless to worry about it. * Fixed a couple of expanded move names * Removed zMoveName variable of struct BattleMove and extended the name variable's size * Ditched no longer used MOVE_NAME_LENGTH constant * Corrected the names of the max moves I should have done this after updating the size of the name variable of the struct BattleMove, but I didn't think about it at all until Cancer Fairy indirectly gave me the idea. * Fixed U-turn's name * Brought back MOVE_NAME_LENGTH I think it doesn't make sense to have a Z_MOVE_NAME_LENGTH because the length in question is used for all battle moves, not just the Z-Moves. * Introduced a union for Move/Z-Move names in the struct BattleMove * Fixed the union for gBattleMoves move names Also updated GetBattleMoveName to properly handle Max Move names. Also also renamed the "zMoveName" variable to "bigMoveName" which better reflects its purpose. Z-Move names weren't the only thing it covered, since it also handles Max Move names. * Removed deprecated GetZMoveName and GetMaxMoveName * Reintroduced mention to gMoveNames in sGFRomHeader * Fixed move names and ported move descriptions * Fused the struct ContestMove into the struct BattleMove * Removed no longer used Z_MOVE_NAME_LENGTH constant * Renamed the struct BattleMove's bigMoveName variable and introduced macros to prettify move names * Reintroduced the contest parameters for Pokémon moves * Renamed gBattleMoves to gMovesInfo This is consistent with gSpeciesInfo, the array that contains most of the species data. * Renamed the BattleMove struct to MovesInfo This is consistent with the struct SpeciesInfo, which contains the variables used by the gSpeciesInfo array. * Removed empty lines separating battle params from contest params in gMovesInfo * Renamed MovesInfo to MoveInfo * Added Cancer Fairy's HANDLE_EXPANDED_MOVE_NAME macro Used to handle moves with expanded names in a more comfortable manner. Also fixed Trick-or-Treat's expanded name. * Renamed GetBattleMoveName to GetMoveName * Added a comment pointing out that the shared move descriptions are shared move descriptions * Re-aligned one of the escape characters of CHECK_MOVE_FLAG * Renamed the battle_moves.h file to moves_info.h instead for consistency's sake * Applied Eduardo's adjustments * Using compound string for regular move names as well, saving 1180 bytes and making their use consistent * Move description formatting * Updated Pursuit test after merge * Renamed the BATTLE_CATEGORY constants to DAMAGE_CATEGORY --------- Co-authored-by: Nephrite <thechurchofcage@gmail.com> Co-authored-by: Bassoonian <iasperbassoonian@gmail.com> Co-authored-by: Eduardo Quezada D'Ottone <eduardo602002@gmail.com>
119 lines
4.1 KiB
C
119 lines
4.1 KiB
C
#include "global.h"
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#include "test/battle.h"
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ASSUMPTIONS
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{
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ASSUME(gMovesInfo[MOVE_CORROSIVE_GAS].effect == EFFECT_CORROSIVE_GAS);
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}
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SINGLE_BATTLE_TEST("Corrosive Gas destroys the target's item or fails if the target has no item")
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{
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u16 item;
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PARAMETRIZE {item = ITEM_NONE; }
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PARAMETRIZE {item = ITEM_POTION; }
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_WOBBUFFET) {Item(item); }
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} WHEN {
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TURN { MOVE(player, MOVE_CORROSIVE_GAS); }
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} SCENE {
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MESSAGE("Wobbuffet used CorrosiveGas!");
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if (item == ITEM_POTION) {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_CORROSIVE_GAS, player);
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MESSAGE("Wobbuffet corroded Foe Wobbuffet's Potion!");
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}
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else {
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MESSAGE("It had no effect on Foe Wobbuffet!");
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}
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} THEN {
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EXPECT_EQ(opponent->item, ITEM_NONE);
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}
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}
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SINGLE_BATTLE_TEST("Corrosive Gas doesn't destroy the item of a Pokemon with the Sticky Hold ability")
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{
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_MUK) {Item(ITEM_POISON_BARB); Ability(ABILITY_STICKY_HOLD); }
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} WHEN {
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TURN { MOVE(player, MOVE_CORROSIVE_GAS); }
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} SCENE {
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MESSAGE("Wobbuffet used CorrosiveGas!");
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ANIMATION(ANIM_TYPE_MOVE, MOVE_CORROSIVE_GAS, player);
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NOT MESSAGE("Wobbuffet corroded Foe Wobbuffet's Potion!");
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ABILITY_POPUP(opponent, ABILITY_STICKY_HOLD);
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MESSAGE("Foe Muk's Sticky Hold made CorrosiveGas ineffective!");
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} THEN {
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EXPECT_EQ(opponent->item, ITEM_POISON_BARB);
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}
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}
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SINGLE_BATTLE_TEST("Items lost to Corrosive Gas cannot be restored by Recycle")
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{
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GIVEN {
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ASSUME(gMovesInfo[MOVE_RECYCLE].effect == EFFECT_RECYCLE);
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PLAYER(SPECIES_WOBBUFFET) {Speed(15); }
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OPPONENT(SPECIES_WOBBUFFET) {Item(ITEM_ORAN_BERRY); Speed(10); }
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} WHEN {
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TURN { MOVE(player, MOVE_CORROSIVE_GAS); MOVE(opponent, MOVE_RECYCLE); }
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} SCENE {
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MESSAGE("Wobbuffet used CorrosiveGas!");
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ANIMATION(ANIM_TYPE_MOVE, MOVE_CORROSIVE_GAS, player);
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MESSAGE("Wobbuffet corroded Foe Wobbuffet's Oran Berry!");
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MESSAGE("Foe Wobbuffet used Recycle!");
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MESSAGE("But it failed!");
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} THEN {
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EXPECT_EQ(opponent->item, ITEM_NONE);
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}
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}
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DOUBLE_BATTLE_TEST("Corrosive Gas destroys foes and ally's items if they have one")
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{
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// Check it affects all targets in all possible configurations.
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u32 j, k, l;
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u16 itemOpponentLeft, itemOpponentRight, itemPlayerLeft;
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for (j = 0; j < 2; j++) {
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for (k = 0; k < 2; k++) {
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for (l = 0; l < 2; l++) {
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PARAMETRIZE {itemOpponentLeft = (j & 1) ? ITEM_ORAN_BERRY : ITEM_NONE;
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itemOpponentRight = (k & 1) ? ITEM_CHESTO_BERRY : ITEM_NONE;
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itemPlayerLeft = (l & 1) ? ITEM_CHERI_BERRY : ITEM_NONE; }
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}
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}
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}
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET) {Item(itemPlayerLeft);}
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PLAYER(SPECIES_WYNAUT) {Item(ITEM_SITRUS_BERRY);}
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OPPONENT(SPECIES_ABRA) {Item(itemOpponentLeft);}
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OPPONENT(SPECIES_KADABRA) {Item(itemOpponentRight);}
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} WHEN {
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TURN { MOVE(playerRight, MOVE_CORROSIVE_GAS); }
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} SCENE {
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MESSAGE("Wynaut used CorrosiveGas!");
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if (itemPlayerLeft == ITEM_CHERI_BERRY) {
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MESSAGE("Wynaut corroded Wobbuffet's Cheri Berry!");
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} else {
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MESSAGE("It had no effect on Wobbuffet!");
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}
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if (itemOpponentLeft == ITEM_ORAN_BERRY) {
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MESSAGE("Wynaut corroded Foe Abra's Oran Berry!");
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} else {
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MESSAGE("It had no effect on Foe Abra!");
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}
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if (itemOpponentRight == ITEM_CHESTO_BERRY) {
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MESSAGE("Wynaut corroded Foe Kadabra's Chesto Berry!");
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} else {
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MESSAGE("It had no effect on Foe Kadabra!");
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}
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} THEN {
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EXPECT_EQ(playerRight->item, ITEM_SITRUS_BERRY); // Attacker doesn't lose its item.
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EXPECT_EQ(playerLeft->item, ITEM_NONE);
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EXPECT_EQ(opponentLeft->item, ITEM_NONE);
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EXPECT_EQ(opponentRight->item, ITEM_NONE);
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}
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}
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