594633aa15
* Remove Duplicate ai code from battle_ai_util.c * Add GetBattlerAbility in toxic self check
131 lines
5 KiB
C
131 lines
5 KiB
C
#include "global.h"
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#include "test/battle.h"
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SINGLE_BATTLE_TEST("Own Tempo prevents Intimidate but no other stat down changes")
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{
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GIVEN {
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ASSUME(B_UPDATED_INTIMIDATE >= GEN_8);
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ASSUME(gMovesInfo[MOVE_CONFUSE_RAY].effect == EFFECT_CONFUSE);
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PLAYER(SPECIES_EKANS) { Ability(ABILITY_INTIMIDATE); };
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OPPONENT(SPECIES_SLOWPOKE) { Ability(ABILITY_OWN_TEMPO); };
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} WHEN {
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TURN { MOVE(player, MOVE_SCARY_FACE); }
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} SCENE {
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ABILITY_POPUP(player, ABILITY_INTIMIDATE);
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ABILITY_POPUP(opponent, ABILITY_OWN_TEMPO);
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MESSAGE("Foe Slowpoke's Own Tempo prevents stat loss!");
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ANIMATION(ANIM_TYPE_MOVE, MOVE_SCARY_FACE, player);
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NONE_OF {
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ABILITY_POPUP(opponent, ABILITY_OWN_TEMPO);
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MESSAGE("Foe Slowpoke's Own Tempo prevents stat loss!");
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}
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}
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}
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SINGLE_BATTLE_TEST("Own Tempo prevents confusion from moves by the opponent")
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{
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GIVEN {
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ASSUME(gMovesInfo[MOVE_CONFUSE_RAY].effect == EFFECT_CONFUSE);
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_SLOWPOKE) { Ability(ABILITY_OWN_TEMPO); };
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} WHEN {
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TURN { MOVE(player, MOVE_CONFUSE_RAY); }
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} SCENE {
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ABILITY_POPUP(opponent, ABILITY_OWN_TEMPO);
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MESSAGE("Foe Slowpoke's Own Tempo prevents confusion!");
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}
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}
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SINGLE_BATTLE_TEST("Own Tempo prevents confusion from moves by the user")
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{
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GIVEN {
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ASSUME(MoveHasAdditionalEffectSelf(MOVE_PETAL_DANCE, MOVE_EFFECT_THRASH));
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_SLOWPOKE) { Ability(ABILITY_OWN_TEMPO); };
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} WHEN {
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TURN { MOVE(opponent, MOVE_PETAL_DANCE); }
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TURN { MOVE(opponent, MOVE_PETAL_DANCE); }
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TURN { MOVE(opponent, MOVE_PETAL_DANCE); }
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TURN { MOVE(opponent, MOVE_PETAL_DANCE); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_PETAL_DANCE, opponent);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_PETAL_DANCE, opponent);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_PETAL_DANCE, opponent);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_PETAL_DANCE, opponent);
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NONE_OF { MESSAGE("Foe Slowpoke became confused due to fatigue!"); }
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}
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}
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SINGLE_BATTLE_TEST("Own Tempo is ignored by Mold Breaker")
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{
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KNOWN_FAILING; // Ideally the func CanBeConfused should be split into AttackerCanBeConfused and TargetCanBeConfused or we do it in the same func but have a check for when battlerAtk == battlerDef
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GIVEN {
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ASSUME(gMovesInfo[MOVE_CONFUSE_RAY].effect == EFFECT_CONFUSE);
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PLAYER(SPECIES_PINSIR) { Ability(ABILITY_MOLD_BREAKER); }
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OPPONENT(SPECIES_SLOWPOKE) { Ability(ABILITY_OWN_TEMPO); };
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} WHEN {
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TURN { MOVE(player, MOVE_CONFUSE_RAY); }
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} SCENE {
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NONE_OF {
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ABILITY_POPUP(opponent, ABILITY_OWN_TEMPO);
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MESSAGE("Foe Slowpoke's Own Tempo prevents confusion!");
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}
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}
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}
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SINGLE_BATTLE_TEST("Own Tempo cures confusion obtained from an opponent with Mold Breaker")
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{
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KNOWN_FAILING;
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GIVEN {
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ASSUME(gMovesInfo[MOVE_CONFUSE_RAY].effect == EFFECT_CONFUSE);
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PLAYER(SPECIES_PINSIR) { Ability(ABILITY_MOLD_BREAKER); };
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OPPONENT(SPECIES_SLOWPOKE) { Ability(ABILITY_OWN_TEMPO); };
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} WHEN {
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TURN { MOVE(player, MOVE_CONFUSE_RAY); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_CONFUSE_RAY, player);
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MESSAGE("Foe Slowpoke became confused!");
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NONE_OF {
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ANIMATION(ANIM_TYPE_STATUS, B_ANIM_STATUS_CONFUSION, opponent);
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}
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ABILITY_POPUP(opponent, ABILITY_OWN_TEMPO);
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MESSAGE("Foe Slowpoke's Own Tempo cured its confusion problem!");
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}
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}
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SINGLE_BATTLE_TEST("Own Tempo cures confusion if it's obtained via Skill Swap")
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{
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GIVEN {
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ASSUME(gMovesInfo[MOVE_CONFUSE_RAY].effect == EFFECT_CONFUSE);
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ASSUME(gMovesInfo[MOVE_SKILL_SWAP].effect == EFFECT_SKILL_SWAP);
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PLAYER(SPECIES_SLOWPOKE) { Ability(ABILITY_OWN_TEMPO); };
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(player, MOVE_CONFUSE_RAY); }
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TURN { MOVE(player, MOVE_SKILL_SWAP);
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MOVE(opponent, MOVE_TACKLE);
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}
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_CONFUSE_RAY, player);
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MESSAGE("Foe Wobbuffet became confused!");
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ANIMATION(ANIM_TYPE_MOVE, MOVE_SKILL_SWAP, player);
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ABILITY_POPUP(opponent, ABILITY_OWN_TEMPO);
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MESSAGE("Foe Wobbuffet's Own Tempo cured its confusion problem!");
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ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, opponent);
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}
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}
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SINGLE_BATTLE_TEST("Own Tempo prevents confusion from items")
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{
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GIVEN {
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ASSUME(gItemsInfo[ITEM_BERSERK_GENE].holdEffect == HOLD_EFFECT_BERSERK_GENE);
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_SLOWPOKE) { Ability(ABILITY_OWN_TEMPO); Item(ITEM_BERSERK_GENE); };
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} WHEN {
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TURN { MOVE(opponent, MOVE_TACKLE); }
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} SCENE {
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ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_HELD_ITEM_EFFECT, opponent);
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ABILITY_POPUP(opponent, ABILITY_OWN_TEMPO);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, opponent);
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}
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}
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