sovereignx/test/battle/ability/gulp_missile.c
kittenchilly db24128ee3
Update battle messages to Gen 5+ standards (#3240)
Co-authored-by: Eduardo Quezada <eduardo602002@gmail.com>
2024-10-21 14:52:45 -03:00

135 lines
4.7 KiB
C

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