sovereignx/test/battle/move_effect/take_heart.c
Alex b55c87f73f
Fixes Take heart (#5658)
Co-authored-by: KyleLaporte <moog272@gmail.com>
Co-authored-by: Pawkkie <61265402+Pawkkie@users.noreply.github.com>
2024-11-11 14:58:09 -05:00

71 lines
2.5 KiB
C

#include "global.h"
#include "test/battle.h"
ASSUMPTIONS
{
ASSUME(gMovesInfo[MOVE_TAKE_HEART].effect == EFFECT_TAKE_HEART);
}
SINGLE_BATTLE_TEST("Take Heart increases Sp. Atk and Sp. Def by one stage")
{
GIVEN {
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(player, MOVE_TAKE_HEART); }
} SCENE {
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, player);
}
}
SINGLE_BATTLE_TEST("Take Heart cures the user of all status conditions")
{
u32 status1;
PARAMETRIZE { status1 = STATUS1_SLEEP; }
PARAMETRIZE { status1 = STATUS1_POISON; }
PARAMETRIZE { status1 = STATUS1_FREEZE; }
PARAMETRIZE { status1 = STATUS1_BURN; }
PARAMETRIZE { status1 = STATUS1_PARALYSIS; }
PARAMETRIZE { status1 = STATUS1_TOXIC_POISON; }
GIVEN {
PLAYER(SPECIES_WOBBUFFET) { Status1(status1); };
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(player, MOVE_TAKE_HEART); }
} SCENE {
if (status1 == STATUS1_SLEEP) {
MESSAGE("Wobbuffet is fast asleep.");
} else if (status1 == STATUS1_FREEZE) {
PASSES_RANDOMLY(20, 100, RNG_FROZEN);
STATUS_ICON(player, none: TRUE);
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, player);
} else {
STATUS_ICON(player, none: TRUE);
MESSAGE("Wobbuffet's status returned to normal!");
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, player);
}
}
}
SINGLE_BATTLE_TEST("Take Heart cures sleep when used by Sleep Talk")
{
GIVEN {
ASSUME(gMovesInfo[MOVE_SPORE].effect == EFFECT_SLEEP);
ASSUME(gMovesInfo[MOVE_SLEEP_TALK].effect == EFFECT_SLEEP_TALK);
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET) { Moves(MOVE_SLEEP_TALK, MOVE_TAKE_HEART); }
} WHEN {
TURN { MOVE(player, MOVE_SPORE); MOVE(opponent, MOVE_SLEEP_TALK); }
} SCENE {
MESSAGE("Wobbuffet used Spore!");
ANIMATION(ANIM_TYPE_MOVE, MOVE_SPORE, player);
ANIMATION(ANIM_TYPE_STATUS, B_ANIM_STATUS_SLP, opponent);
MESSAGE("The opposing Wobbuffet fell asleep!");
MESSAGE("The opposing Wobbuffet used Sleep Talk!");
ANIMATION(ANIM_TYPE_MOVE, MOVE_SLEEP_TALK, opponent);
MESSAGE("The opposing Wobbuffet used Take Heart!");
ANIMATION(ANIM_TYPE_MOVE, MOVE_TAKE_HEART, opponent);
STATUS_ICON(opponent, none: TRUE);
MESSAGE("The opposing Wobbuffet's status returned to normal!");
}
}