db24128ee3
Co-authored-by: Eduardo Quezada <eduardo602002@gmail.com>
135 lines
4.7 KiB
C
135 lines
4.7 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_AERIAL_ACE].category == DAMAGE_CATEGORY_PHYSICAL);
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}
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SINGLE_BATTLE_TEST("(Gulp Missile) If base Cramorant hits target with Surf it transforms into Gulping form if max HP is over 1/2")
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{
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GIVEN {
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PLAYER(SPECIES_CRAMORANT) { Ability(ABILITY_GULP_MISSILE); }
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(player, MOVE_SURF); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_SURF, player);
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HP_BAR(opponent);
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ABILITY_POPUP(player, ABILITY_GULP_MISSILE);
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} THEN {
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EXPECT_EQ(player->species, SPECIES_CRAMORANT_GULPING);
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}
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}
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SINGLE_BATTLE_TEST("(Gulp Missile) If base Cramorant hits target with Surf it transforms into Gorging form if max HP is under 1/2")
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{
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GIVEN {
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PLAYER(SPECIES_CRAMORANT) { HP(120); MaxHP(250); Ability(ABILITY_GULP_MISSILE); }
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(player, MOVE_SURF); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_SURF, player);
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HP_BAR(opponent);
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ABILITY_POPUP(player, ABILITY_GULP_MISSILE);
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} THEN {
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EXPECT_EQ(player->species, SPECIES_CRAMORANT_GORGING);
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}
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}
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SINGLE_BATTLE_TEST("(Gulp Missile) If base Cramorant is under water it transforms into one of its forms")
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{
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GIVEN {
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PLAYER(SPECIES_CRAMORANT) { Ability(ABILITY_GULP_MISSILE); }
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(player, MOVE_DIVE); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_DIVE, player);
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NOT HP_BAR(opponent);
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ABILITY_POPUP(player, ABILITY_GULP_MISSILE);
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} THEN {
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EXPECT_EQ(player->species, SPECIES_CRAMORANT_GULPING);
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}
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}
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SINGLE_BATTLE_TEST("(Gulp Missile) Power Herb does not prevent Cramaront from transforming")
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{
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GIVEN {
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PLAYER(SPECIES_CRAMORANT) { Ability(ABILITY_GULP_MISSILE); Item(ITEM_POWER_HERB); }
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(player, MOVE_DIVE); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_DIVE, player);
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MESSAGE("Cramorant became fully charged due to its Power Herb!");
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ABILITY_POPUP(player, ABILITY_GULP_MISSILE);
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HP_BAR(opponent);
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} THEN {
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EXPECT_EQ(player->species, SPECIES_CRAMORANT_GULPING);
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}
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}
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SINGLE_BATTLE_TEST("(Gulp Missile) Transformed Cramorant deal 1/4 of damage opposing mon if hit by a damaging move, Gulping also lowers defense")
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{
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s16 gulpMissileDamage;
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GIVEN {
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PLAYER(SPECIES_CRAMORANT) { Ability(ABILITY_GULP_MISSILE); }
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(player, MOVE_SURF); MOVE(opponent, MOVE_TACKLE); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_SURF, player);
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HP_BAR(opponent);
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ABILITY_POPUP(player, ABILITY_GULP_MISSILE);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, opponent);
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HP_BAR(player);
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ABILITY_POPUP(player, ABILITY_GULP_MISSILE);
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HP_BAR(opponent, captureDamage: &gulpMissileDamage);
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ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, opponent);
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MESSAGE("The opposing Wobbuffet's Defense fell!");
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} THEN {
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EXPECT_EQ(gulpMissileDamage, opponent->maxHP / 4);
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}
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}
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SINGLE_BATTLE_TEST("(Gulp Missile) Cramorant in Gorging paralyzes the target if hit by a damaging move")
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{
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GIVEN {
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PLAYER(SPECIES_CRAMORANT) { HP(120); MaxHP(250); Ability(ABILITY_GULP_MISSILE); }
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(player, MOVE_SURF); MOVE(opponent, MOVE_TACKLE); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_SURF, player);
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HP_BAR(opponent);
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ABILITY_POPUP(player, ABILITY_GULP_MISSILE);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, opponent);
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HP_BAR(player);
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ABILITY_POPUP(player, ABILITY_GULP_MISSILE);
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HP_BAR(opponent);
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ANIMATION(ANIM_TYPE_STATUS, B_ANIM_STATUS_PRZ, opponent);
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STATUS_ICON(opponent, paralysis: TRUE);
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}
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}
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SINGLE_BATTLE_TEST("(Gulp Missile) triggers even if the user is fainted by opposing mon")
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{
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GIVEN {
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PLAYER(SPECIES_CRAMORANT) { HP(1); MaxHP(250); Ability(ABILITY_GULP_MISSILE); }
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(player, MOVE_SURF); MOVE(opponent, MOVE_TACKLE); SEND_OUT(player, 1); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_SURF, player);
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HP_BAR(opponent);
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ABILITY_POPUP(player, ABILITY_GULP_MISSILE);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, opponent);
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HP_BAR(player);
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ANIMATION(ANIM_TYPE_STATUS, B_ANIM_STATUS_PRZ, opponent);
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STATUS_ICON(opponent, paralysis: TRUE);
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}
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}
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