9797640dff
* consolidated gimmick checks, triggers, communication, and activation; updated test runner * fixed improper use of .usableGimmick * cleaning up battle_dynamax.c, changing function args to u32s * fixed '#ifdef TESTING' causing errors * updated z-moves to use gimmick interface, pared down redundancies; no AI/tests * added support for z-moves in tests, consolidated gimmick fields * removed ShouldUseMaxMove and .usingMaxMove * renamed TryChangeZIndicator, updated z move display * added several z-move tests and fixed various z-move interactions; fixed z-move category calc * fixed useless battler arg in GetTypeBasedZMove * added basic test check for bad Z-Move or Mega usage * reworked test runner gimmick functionality; added support for Ultra Burst + Z-Move to test Light That Burns the Sky * fixed gimmick test logic; fixed damage category override * fixed mega rayquaza test fail * consolidated gimmick indicator logic; added graphics to gGimmicksInfo * removed TeraData struct * reimplemented AI logic for Z-Moves; no changes * updated Z-Move and Ultra Burst trigger gfx * added testrunner check for multiple gimmick use * fixed duplicate z-move call in test * reorganized data/graphics/gimmicks.h * added signature Z-Move ability tests; implemented Guardian of Alola * fixed bad test update * fixed Thousand Arrows not affecting Tera Flying; clean-up * fixed -ate tests * fixed tera tests * fixed tera tests really * fixed last batch of tests * fixed -ate mega test again * code review * code review pt.2 * tweaked CanTera again * dynamax flag only required for player
84 lines
2.5 KiB
C
84 lines
2.5 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_TACKLE].type == TYPE_NORMAL);
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ASSUME(gMovesInfo[MOVE_TACKLE].power > 0);
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}
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SINGLE_BATTLE_TEST("Galvanize can not turn certain moves into Electric type moves")
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{
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u32 move;
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PARAMETRIZE { move = MOVE_HIDDEN_POWER; }
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PARAMETRIZE { move = MOVE_WEATHER_BALL; }
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PARAMETRIZE { move = MOVE_MULTI_ATTACK; }
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ASSUME(gMovesInfo[MOVE_HIDDEN_POWER].effect == EFFECT_HIDDEN_POWER);
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ASSUME(gMovesInfo[MOVE_WEATHER_BALL].effect == EFFECT_WEATHER_BALL);
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ASSUME(gMovesInfo[MOVE_MULTI_ATTACK].effect == EFFECT_CHANGE_TYPE_ON_ITEM);
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GIVEN {
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PLAYER(SPECIES_KRABBY);
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OPPONENT(SPECIES_GEODUDE_ALOLAN) { Ability(ABILITY_GALVANIZE); }
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} WHEN {
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TURN { MOVE(opponent, move); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, move, opponent);
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NOT MESSAGE("It's super effective!");
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}
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}
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SINGLE_BATTLE_TEST("Galvanize turns a normal type move into Electric")
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{
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GIVEN {
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PLAYER(SPECIES_KRABBY);
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OPPONENT(SPECIES_GEODUDE_ALOLAN) { Ability(ABILITY_GALVANIZE); }
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} WHEN {
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TURN { MOVE(opponent, MOVE_TACKLE); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, opponent);
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MESSAGE("It's super effective!");
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}
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}
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SINGLE_BATTLE_TEST("Pixilate turns a normal type move into Fairy")
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{
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GIVEN {
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PLAYER(SPECIES_DRAGONITE);
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OPPONENT(SPECIES_ALTARIA) { Item(ITEM_ALTARIANITE); }
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} WHEN {
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TURN { MOVE(opponent, MOVE_TACKLE, gimmick: GIMMICK_MEGA); }
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} SCENE {
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ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_MEGA_EVOLUTION, opponent);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, opponent);
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MESSAGE("It's super effective!");
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}
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}
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SINGLE_BATTLE_TEST("Refrigerate turns a normal type move into Ice")
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{
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GIVEN {
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PLAYER(SPECIES_MEGANIUM);
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OPPONENT(SPECIES_AMAURA) { Ability(ABILITY_REFRIGERATE); }
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} WHEN {
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TURN { MOVE(opponent, MOVE_TACKLE); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, opponent);
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MESSAGE("It's super effective!");
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}
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}
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SINGLE_BATTLE_TEST("Aerilate turns a normal type move into Flying")
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{
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GIVEN {
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PLAYER(SPECIES_MEGANIUM);
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OPPONENT(SPECIES_SALAMENCE) { Item(ITEM_SALAMENCITE); }
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} WHEN {
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TURN { MOVE(opponent, MOVE_TACKLE, gimmick: GIMMICK_MEGA); }
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} SCENE {
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ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_MEGA_EVOLUTION, opponent);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, opponent);
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MESSAGE("It's super effective!");
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}
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}
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