sovereignx/test/battle/move_effect/hurricane.c
Eduardo Quezada D'Ottone ff0aed31b3
Removed some hardcoded move IDs (#3982)
* Removed EFFECT_HURRICANE in favor of using EFFECT_THUNDER

* Added EFFECT_BLIZZARD

* Helping the IDE a little

* Added EFFECT_RAIN_ALWAYS_HIT for Forces of Nature moves

* Removed MOVE_SELF_DESTRUCT and MOVE_EXPLOSION hardcoding

* Removed EFFECT_FRUSTRATION hardcoding

MOVE_SELF_DESTRUCT

* Cleaned up sPoints_MoveEffect

* Removed MOVE_AURA_WHEEL and MOVE_PRESENT hardcoding

* Fixed compile
2024-01-12 22:41:46 +01:00

35 lines
1,022 B
C

#include "global.h"
#include "test/battle.h"
ASSUMPTIONS
{
ASSUME(gBattleMoves[MOVE_HURRICANE].effect == EFFECT_THUNDER);
ASSUME(gBattleMoves[MOVE_HURRICANE].accuracy == 70);
}
SINGLE_BATTLE_TEST("Hurricane's accuracy is lowered to 50% in Sunlight")
{
PASSES_RANDOMLY(50, 100, RNG_ACCURACY);
GIVEN {
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(player, MOVE_SUNNY_DAY); MOVE(opponent, MOVE_HURRICANE); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_HURRICANE, opponent);
}
}
SINGLE_BATTLE_TEST("Hurricane bypasses accuracy checks in Rain")
{
PASSES_RANDOMLY(100, 100, RNG_ACCURACY);
GIVEN {
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(opponent, MOVE_RAIN_DANCE); MOVE(player, MOVE_HURRICANE); }
} SCENE {
NONE_OF { MESSAGE("Wobbuffet's attack missed!"); }
}
}
TO_DO_BATTLE_TEST("Hurricane Veil can hit airborne targets") // Fly, Bounce, Sky Drop