sovereignx/test/battle/move_effect/infernal_parade.c
Nephrite 77c722ea09 Obsoleted 22 more effects
Also added a better way of calculating battle_tv score properly; to do: Make it Rain
2023-12-27 17:43:20 +09:00

49 lines
1.6 KiB
C

#include "global.h"
#include "test/battle.h"
ASSUMPTIONS
{
ASSUME(gBattleMoves[MOVE_INFERNAL_PARADE].effect == EFFECT_DOUBLE_POWER_ON_ARG_STATUS);
ASSUME(gBattleMoves[MOVE_INFERNAL_PARADE].argument == STATUS1_ANY);
}
SINGLE_BATTLE_TEST("Infernal Parade inflicts burn")
{
GIVEN {
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(player, MOVE_INFERNAL_PARADE); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_INFERNAL_PARADE, player);
HP_BAR(opponent);
ANIMATION(ANIM_TYPE_STATUS, B_ANIM_STATUS_BRN, opponent);
STATUS_ICON(opponent, burn: TRUE);
}
}
SINGLE_BATTLE_TEST("Infernal Parade's power doubles if the target has a status condition", s16 damage)
{
u32 status1;
PARAMETRIZE { status1 = STATUS1_NONE; }
PARAMETRIZE { status1 = STATUS1_SLEEP; }
PARAMETRIZE { status1 = STATUS1_POISON; }
PARAMETRIZE { status1 = STATUS1_BURN; }
PARAMETRIZE { status1 = STATUS1_FREEZE; }
PARAMETRIZE { status1 = STATUS1_PARALYSIS; }
PARAMETRIZE { status1 = STATUS1_TOXIC_POISON; }
GIVEN {
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET) { Status1(status1); };
} WHEN {
TURN { MOVE(player, MOVE_INFERNAL_PARADE); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_INFERNAL_PARADE, player);
HP_BAR(opponent, captureDamage: &results[i].damage);
} THEN {
if (i > 0)
EXPECT_MUL_EQ(results[0].damage, Q_4_12(2.0), results[i].damage);
if (i > 1)
EXPECT_EQ(results[i-1].damage, results[i].damage);
}
}