353915ef64
* burn dmg test depends on config * burn and frostbite tests use B_BURN_DAMAGE config for denom val * update kings shield test with config * add RNG_RANDOM_TARGET, use SetRandomTarget in HandleAction_UseMove target acquisition, update uproar test to PASSES_RANDOMLY since test will fail if you target the soundproof voltorb. Slightly faster UproarWakeUpCheck * add sticky web+contrary test * add EXPECT_EQ to contrary+sticky web test * Update src/battle_script_commands.c Co-authored-by: Bassoonian <iasperbassoonian@gmail.com> * Update src/battle_util.c Co-authored-by: Bassoonian <iasperbassoonian@gmail.com> * Update test/battle/move_effect/uproar.c Co-authored-by: Bassoonian <iasperbassoonian@gmail.com> * fix test * syntax fix --------- Co-authored-by: ghoulslash <pokevoyager0@gmail.com> Co-authored-by: Bassoonian <iasperbassoonian@gmail.com>
29 lines
1.1 KiB
C
29 lines
1.1 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_UPROAR].effect == EFFECT_UPROAR);
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}
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DOUBLE_BATTLE_TEST("Uproar status causes sleeping pokemon to wake up during an attack")
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{
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PASSES_RANDOMLY(1, 2, RNG_RANDOM_TARGET); // test fails if we target soundproof mon
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET);
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PLAYER(SPECIES_WOBBUFFET) { Status1(STATUS1_SLEEP); }
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OPPONENT(SPECIES_VOLTORB) { Ability(ABILITY_SOUNDPROOF); Status1(STATUS1_SLEEP); }
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OPPONENT(SPECIES_WOBBUFFET) { Status1(STATUS1_SLEEP); }
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} WHEN {
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TURN { MOVE(playerLeft, MOVE_UPROAR); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_UPROAR, playerLeft);
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HP_BAR(opponentRight);
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MESSAGE("Wobbuffet woke up in the UPROAR!");
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ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, playerRight);
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MESSAGE("Foe Voltorb woke up in the UPROAR!");
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ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, opponentLeft);
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MESSAGE("Foe Wobbuffet woke up in the UPROAR!");
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ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, opponentRight);
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}
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}
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