e5b33a0434
* Add check for Magic Guard to avoid taking recoil damage * add test to verify a mon with magic guard does not take recoil damage followed format from "Steel Beam hp loss is prevented by Magic Guard" test * update format of tests with magic guard and some form of recoil damage
149 lines
4.6 KiB
C
149 lines
4.6 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_STEEL_BEAM].effect == EFFECT_MAX_HP_50_RECOIL);
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}
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SINGLE_BATTLE_TEST("Steel Beam makes the user lose 1/2 of its Max HP")
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{
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET) { HP(400); MaxHP(400); }
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(player, MOVE_STEEL_BEAM); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_STEEL_BEAM, player);
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HP_BAR(player, damage: 200);
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NOT MESSAGE("Wobbuffet fainted!"); // Wobb had more than 1/2 of its HP, so it can't faint.
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}
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}
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DOUBLE_BATTLE_TEST("Steel Beam makes the user lose 1/2 of its Max HP in a double battle")
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{
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET) { HP(400); MaxHP(400); }
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(playerLeft, MOVE_STEEL_BEAM, target:opponentLeft); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_STEEL_BEAM, playerLeft);
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HP_BAR(playerLeft, damage: 200);
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NOT MESSAGE("Wobbuffet fainted!"); // Wobb had more than 1/2 of its HP, so it can't faint.
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}
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}
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SINGLE_BATTLE_TEST("Steel Beam causes the user to faint when below 1/2 of its Max HP")
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{
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET) { HP(200); MaxHP(400); }
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(player, MOVE_STEEL_BEAM); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_STEEL_BEAM, player);
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HP_BAR(player, hp: 0);
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MESSAGE("Wobbuffet fainted!");
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}
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}
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DOUBLE_BATTLE_TEST("Steel Beam causes the user to faint when below 1/2 of its Max HP in a double battle")
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{
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET) { HP(200); MaxHP(400); }
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(playerLeft, MOVE_STEEL_BEAM, target:opponentLeft); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_STEEL_BEAM, playerLeft);
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HP_BAR(playerLeft, hp: 0);
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MESSAGE("Wobbuffet fainted!");
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}
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}
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SINGLE_BATTLE_TEST("Steel Beam causes the user & the target to faint when below 1/2 of its Max HP")
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{
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET) { HP(200) ; MaxHP(400); }
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OPPONENT(SPECIES_WOBBUFFET) { HP(1); }
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(player, MOVE_STEEL_BEAM); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_STEEL_BEAM, player);
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HP_BAR(opponent, hp: 0);
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MESSAGE("Foe Wobbuffet fainted!");
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HP_BAR(player, hp: 0);
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MESSAGE("Wobbuffet fainted!");
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}
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}
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SINGLE_BATTLE_TEST("Steel Beam hp loss is prevented by Magic Guard")
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{
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GIVEN {
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PLAYER(SPECIES_CLEFAIRY) { Ability(ABILITY_MAGIC_GUARD); }
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(player, MOVE_STEEL_BEAM); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_STEEL_BEAM, player);
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HP_BAR(opponent);
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NOT HP_BAR(player);
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}
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}
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SINGLE_BATTLE_TEST("Steel Beam makes the user lose HP even if the opposing mon protected")
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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(opponent, MOVE_PROTECT); MOVE(player, MOVE_STEEL_BEAM); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_PROTECT, opponent);
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NOT ANIMATION(ANIM_TYPE_MOVE, MOVE_STEEL_BEAM, player);
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HP_BAR(player);
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}
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}
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SINGLE_BATTLE_TEST("Steel Beam does not cause the user to lose HP if there is no target")
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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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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(opponent, MOVE_MEMENTO); MOVE(player, MOVE_STEEL_BEAM); SEND_OUT(opponent, 1); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_MEMENTO, opponent);
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NONE_OF {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_STEEL_BEAM, player);
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HP_BAR(player);
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}
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MESSAGE("Wobbuffet used Steel Beam!");
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MESSAGE("But it failed!");
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MESSAGE("2 sent out Wobbuffet!");
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}
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}
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SINGLE_BATTLE_TEST("Steel Beam is not blocked by Damp")
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{
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET) { HP(400); MaxHP(400); }
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OPPONENT(SPECIES_GOLDUCK) { Ability(ABILITY_DAMP); }
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} WHEN {
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TURN { MOVE(player, MOVE_STEEL_BEAM); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_STEEL_BEAM, player);
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HP_BAR(player, damage: 200);
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NONE_OF {
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ABILITY_POPUP(opponent, ABILITY_DAMP);
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MESSAGE("Foe Golduck's Damp prevents Wobbuffet from using Steel Beam!");
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}
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}
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}
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