5ec08ee98c
* Fixed test folders + Chud Chew test name fixes * Adjusted file names + merged Burn Up and Double Shock files * Added Spit Up/Swallow files that point to Stockpile's file * Multiple changes (see description) - Moved secondary effect files to their own folder. - Split hit_set_entry_hazards.c to separate files for Spikes/Stealth Rock. - Grouped Hex/Venoshock to the same file
49 lines
2 KiB
C
49 lines
2 KiB
C
#include "global.h"
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#include "test/battle.h"
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SINGLE_BATTLE_TEST("Cud Chew will activate Kee Berry effect again on the next turn")
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{
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GIVEN {
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ASSUME(gItemsInfo[ITEM_KEE_BERRY].holdEffect == HOLD_EFFECT_KEE_BERRY);
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ASSUME(gMovesInfo[MOVE_TACKLE].category == DAMAGE_CATEGORY_PHYSICAL);
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_TAUROS_PALDEAN_COMBAT_BREED) { Ability(ABILITY_CUD_CHEW); Item(ITEM_KEE_BERRY); }
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} WHEN {
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TURN { MOVE(player, MOVE_TACKLE); }
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TURN { MOVE(player, MOVE_CELEBRATE);}
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, player);
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HP_BAR(opponent);
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ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_HELD_ITEM_EFFECT, opponent);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, player);
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ABILITY_POPUP(opponent, ABILITY_CUD_CHEW);
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ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_HELD_ITEM_EFFECT, opponent);
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} THEN {
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EXPECT_EQ(opponent->statStages[STAT_DEF], DEFAULT_STAT_STAGE + 2);
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}
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}
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SINGLE_BATTLE_TEST("Cud Chew will activate Oran Berry effect again on the next turn")
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{
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GIVEN {
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ASSUME(gItemsInfo[ITEM_ORAN_BERRY].holdEffect == HOLD_EFFECT_RESTORE_HP);
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ASSUME(gItemsInfo[ITEM_ORAN_BERRY].holdEffectParam == 10);
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ASSUME(gMovesInfo[MOVE_DRAGON_RAGE].effect == EFFECT_FIXED_DAMAGE_ARG);
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ASSUME(gMovesInfo[MOVE_DRAGON_RAGE].argument == 40);
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_TAUROS_PALDEAN_COMBAT_BREED) { MaxHP(60); HP(60); Ability(ABILITY_CUD_CHEW); Item(ITEM_ORAN_BERRY); }
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} WHEN {
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TURN { MOVE(player, MOVE_DRAGON_RAGE); }
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TURN { MOVE(player, MOVE_CELEBRATE);}
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TURN {}
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_DRAGON_RAGE, player);
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HP_BAR(opponent);
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ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_HELD_ITEM_EFFECT, opponent);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, player);
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ABILITY_POPUP(opponent, ABILITY_CUD_CHEW);
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ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_HELD_ITEM_EFFECT, opponent);
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} THEN {
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EXPECT_EQ(opponent->hp, 40);
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}
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}
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