a1d2460372
In contests, even FONT_NARROWER isn't sufficient to prevent clipping in all cases. e.g. Stomping Tantrum clips. We have decided to accept that cost to make the rest of the user experience better, but downstream projects that don't like that trade-off can either a) alter the contest UI, or b) set B_EXPANDED_MOVE_NAMES to FALSE.
61 lines
2 KiB
C
61 lines
2 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_METRONOME].effect == EFFECT_METRONOME);
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}
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SINGLE_BATTLE_TEST("Metronome picks a random move")
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{
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GIVEN {
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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_METRONOME, WITH_RNG(RNG_METRONOME, MOVE_SCRATCH)); }
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} SCENE {
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MESSAGE("Wobbuffet used Metronome!");
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ANIMATION(ANIM_TYPE_MOVE, MOVE_METRONOME, player);
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MESSAGE("Wobbuffet used Scratch!");
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ANIMATION(ANIM_TYPE_MOVE, MOVE_SCRATCH, player);
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HP_BAR(opponent);
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}
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}
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SINGLE_BATTLE_TEST("Metronome's called powder move fails against Grass Types")
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{
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GIVEN {
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ASSUME(gMovesInfo[MOVE_POISON_POWDER].powderMove);
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ASSUME(gSpeciesInfo[SPECIES_TANGELA].types[0] == TYPE_GRASS);
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ASSUME(gMovesInfo[MOVE_POISON_POWDER].effect == EFFECT_POISON);
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_TANGELA);
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} WHEN {
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TURN { MOVE(player, MOVE_METRONOME, WITH_RNG(RNG_METRONOME, MOVE_POISON_POWDER)); }
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} SCENE {
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MESSAGE("Wobbuffet used Metronome!");
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ANIMATION(ANIM_TYPE_MOVE, MOVE_METRONOME, player);
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MESSAGE("Wobbuffet used Poison Powder!");
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NOT ANIMATION(ANIM_TYPE_MOVE, MOVE_POISON_POWDER, player);
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MESSAGE("It doesn't affect Foe Tangela…");
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NOT STATUS_ICON(opponent, poison: TRUE);
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}
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}
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SINGLE_BATTLE_TEST("Metronome's called multi-hit move hits multiple times")
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{
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GIVEN {
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ASSUME(gMovesInfo[MOVE_ROCK_BLAST].effect == EFFECT_MULTI_HIT);
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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_METRONOME, WITH_RNG(RNG_METRONOME, MOVE_ROCK_BLAST)); }
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} SCENE {
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MESSAGE("Wobbuffet used Metronome!");
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ANIMATION(ANIM_TYPE_MOVE, MOVE_METRONOME, player);
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MESSAGE("Wobbuffet used Rock Blast!");
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ANIMATION(ANIM_TYPE_MOVE, MOVE_ROCK_BLAST, player);
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HP_BAR(opponent);
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MESSAGE("Hit 5 time(s)!");
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}
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}
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