sovereignx/test/battle/move_effect/barb_barrage.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

45 lines
1.4 KiB
C

#include "global.h"
#include "test/battle.h"
ASSUMPTIONS
{
ASSUME(gBattleMoves[MOVE_BARB_BARRAGE].effect == EFFECT_DOUBLE_POWER_ON_ARG_STATUS);
ASSUME(gBattleMoves[MOVE_BARB_BARRAGE].argument == STATUS1_PSN_ANY);
ASSUME(MoveHasMoveEffect(MOVE_BARB_BARRAGE, MOVE_EFFECT_POISON, FALSE) == TRUE);
}
SINGLE_BATTLE_TEST("Barb Barrage inflicts poison")
{
GIVEN {
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(player, MOVE_BARB_BARRAGE); }
TURN {}
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_BARB_BARRAGE, player);
HP_BAR(opponent);
ANIMATION(ANIM_TYPE_STATUS, B_ANIM_STATUS_PSN, opponent);
STATUS_ICON(opponent, poison: TRUE);
}
}
SINGLE_BATTLE_TEST("Barb Barrage's power doubles if the target is poisoned/badly poisoned", s16 damage)
{
u32 status1;
PARAMETRIZE { status1 = 0; }
PARAMETRIZE { status1 = STATUS1_POISON; }
PARAMETRIZE { status1 = STATUS1_TOXIC_POISON; }
GIVEN {
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET) { Status1(status1); }
} WHEN {
TURN { MOVE(player, MOVE_BARB_BARRAGE); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_BARB_BARRAGE, player);
HP_BAR(opponent, captureDamage: &results[i].damage);
} FINALLY {
EXPECT_MUL_EQ(results[0].damage, Q_4_12(2.0), results[1].damage);
EXPECT_MUL_EQ(results[0].damage, Q_4_12(2.0), results[2].damage);
}
}