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>
143 lines
5.1 KiB
C
143 lines
5.1 KiB
C
#include "global.h"
|
|
#include "test/battle.h"
|
|
|
|
ASSUMPTIONS
|
|
{
|
|
ASSUME(gMovesInfo[MOVE_GLAIVE_RUSH].effect == EFFECT_GLAIVE_RUSH);
|
|
}
|
|
|
|
SINGLE_BATTLE_TEST("If Glaive Rush is successful moves targeted at the user do not check accuracy")
|
|
{
|
|
PASSES_RANDOMLY(100, 100, RNG_ACCURACY);
|
|
GIVEN {
|
|
ASSUME(gMovesInfo[MOVE_MEGA_PUNCH].accuracy == 85);
|
|
PLAYER(SPECIES_WOBBUFFET);
|
|
OPPONENT(SPECIES_WOBBUFFET);
|
|
} WHEN {
|
|
TURN { MOVE(player, MOVE_GLAIVE_RUSH); MOVE(opponent, MOVE_MEGA_PUNCH); }
|
|
} SCENE {
|
|
MESSAGE("Wobbuffet used Glaive Rush!");
|
|
ANIMATION(ANIM_TYPE_MOVE, MOVE_GLAIVE_RUSH, player);
|
|
ANIMATION(ANIM_TYPE_MOVE, MOVE_MEGA_PUNCH, opponent);
|
|
}
|
|
}
|
|
|
|
SINGLE_BATTLE_TEST("If Glaive Rush is successful, moves targeted at the user deal double damage")
|
|
{
|
|
s16 glaiveRushEffectedDmg;
|
|
s16 normalDmg;
|
|
|
|
GIVEN {
|
|
PLAYER(SPECIES_WOBBUFFET);
|
|
OPPONENT(SPECIES_WOBBUFFET);
|
|
} WHEN {
|
|
TURN { MOVE(player, MOVE_GLAIVE_RUSH); MOVE(opponent, MOVE_TACKLE); }
|
|
TURN { MOVE(player, MOVE_CELEBRATE); MOVE(opponent, MOVE_TACKLE); }
|
|
} SCENE {
|
|
ANIMATION(ANIM_TYPE_MOVE, MOVE_GLAIVE_RUSH, player);
|
|
ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, opponent);
|
|
HP_BAR(player, captureDamage: &glaiveRushEffectedDmg);
|
|
ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, player);
|
|
ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, opponent);
|
|
HP_BAR(player, captureDamage: &normalDmg);
|
|
} THEN {
|
|
EXPECT_MUL_EQ(normalDmg, Q_4_12(2.0), glaiveRushEffectedDmg);
|
|
}
|
|
}
|
|
|
|
SINGLE_BATTLE_TEST("If Glaive Rush is successful, moves targeted at the user deal double damage until the user moves again")
|
|
{
|
|
s16 glaiveRushEffectedDmg;
|
|
s16 normalDmg;
|
|
|
|
GIVEN {
|
|
PLAYER(SPECIES_WOBBUFFET);
|
|
OPPONENT(SPECIES_WOBBUFFET);
|
|
} WHEN {
|
|
TURN { MOVE(opponent, MOVE_TACKLE); MOVE(player, MOVE_GLAIVE_RUSH); }
|
|
TURN { MOVE(opponent, MOVE_TACKLE); MOVE(player, MOVE_CELEBRATE); }
|
|
} SCENE {
|
|
ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, opponent);
|
|
HP_BAR(player, captureDamage: &normalDmg);
|
|
ANIMATION(ANIM_TYPE_MOVE, MOVE_GLAIVE_RUSH, player);
|
|
ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, opponent);
|
|
HP_BAR(player, captureDamage: &glaiveRushEffectedDmg);
|
|
ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, player);
|
|
} THEN {
|
|
EXPECT_MUL_EQ(normalDmg, Q_4_12(2.0), glaiveRushEffectedDmg);
|
|
}
|
|
}
|
|
|
|
SINGLE_BATTLE_TEST("If Glaive Rush isn't successful moves targeted at the user don't deal double damage", s16 damage)
|
|
{
|
|
bool32 missesGlaiveRush;
|
|
|
|
PARAMETRIZE { missesGlaiveRush = FALSE; }
|
|
PARAMETRIZE { missesGlaiveRush = TRUE; }
|
|
|
|
GIVEN {
|
|
PLAYER(SPECIES_WOBBUFFET);
|
|
OPPONENT(SPECIES_WOBBUFFET) { Item(ITEM_BRIGHT_POWDER); }
|
|
} WHEN {
|
|
TURN { MOVE(player, MOVE_GLAIVE_RUSH, hit: missesGlaiveRush); MOVE(opponent, MOVE_TACKLE); }
|
|
} SCENE {
|
|
if (!missesGlaiveRush)
|
|
NOT ANIMATION(ANIM_TYPE_MOVE, MOVE_GLAIVE_RUSH, player);
|
|
else
|
|
ANIMATION(ANIM_TYPE_MOVE, MOVE_GLAIVE_RUSH, player);
|
|
ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, opponent);
|
|
HP_BAR(player, captureDamage: &results[i].damage);
|
|
} FINALLY {
|
|
EXPECT_MUL_EQ(results[0].damage, Q_4_12(2.0), results[1].damage);
|
|
}
|
|
}
|
|
|
|
SINGLE_BATTLE_TEST("Glaive Rush doesn't affect the user if the effect is blocked", s16 damage)
|
|
{
|
|
u32 species;
|
|
|
|
PARAMETRIZE { species = SPECIES_CLEFAIRY; }
|
|
PARAMETRIZE { species = SPECIES_SHELLOS; } // Closest mon in both Defense and Sp. Defense
|
|
|
|
GIVEN {
|
|
PLAYER(SPECIES_WOBBUFFET);
|
|
OPPONENT(species) { Attack(50); }
|
|
} WHEN {
|
|
TURN { MOVE(player, MOVE_GLAIVE_RUSH); MOVE(opponent, MOVE_TACKLE); }
|
|
} SCENE {
|
|
if (species == SPECIES_CLEFAIRY)
|
|
NOT ANIMATION(ANIM_TYPE_MOVE, MOVE_GLAIVE_RUSH, player);
|
|
else
|
|
ANIMATION(ANIM_TYPE_MOVE, MOVE_GLAIVE_RUSH, player);
|
|
ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, opponent);
|
|
HP_BAR(player, captureDamage: &results[i].damage);
|
|
} FINALLY {
|
|
EXPECT_MUL_EQ(results[0].damage, Q_4_12(2.0), results[1].damage);
|
|
}
|
|
}
|
|
|
|
SINGLE_BATTLE_TEST("Glaive Rush status last until the the user's next turn")
|
|
{
|
|
s16 normalDmgFristHit;
|
|
s16 normalDmgSecondHit;
|
|
|
|
GIVEN {
|
|
PLAYER(SPECIES_WOBBUFFET);
|
|
OPPONENT(SPECIES_WOBBUFFET);
|
|
} WHEN {
|
|
TURN { MOVE(player, MOVE_GLAIVE_RUSH); MOVE(opponent, MOVE_TACKLE); }
|
|
TURN { MOVE(player, MOVE_CELEBRATE); MOVE(opponent, MOVE_TACKLE); }
|
|
TURN { MOVE(player, MOVE_CELEBRATE); MOVE(opponent, MOVE_TACKLE); }
|
|
} SCENE {
|
|
ANIMATION(ANIM_TYPE_MOVE, MOVE_GLAIVE_RUSH, player);
|
|
ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, opponent);
|
|
ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, player);
|
|
ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, opponent);
|
|
HP_BAR(player, captureDamage: &normalDmgFristHit);
|
|
ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, player);
|
|
ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, opponent);
|
|
HP_BAR(player, captureDamage: &normalDmgSecondHit);
|
|
} THEN {
|
|
EXPECT_EQ(normalDmgFristHit, normalDmgSecondHit);
|
|
}
|
|
}
|