a64e1c63c1
* Made gBattleMoves handle the InGame name and description of battle moves No more multiple arrays in separate, individual files. Note: -Keep an eye on Task_LearnedMove. * Reintroduced move names Misc: -Fixed Trick-or-Treat and Light of Ruin's expanded names. -Introduced a new field for Z-Move names, and a constant for their name length. -Added a few TODOs to GetBattleMoveName. -Updated GetMaxMoveName and GetZMoveName. There's no reason not to let GetBattleMoveName handle everything on its own. * Updated GetBattleMoveName to handle Z-Move Names Misc: -Removed pointless TODO about MOVE_NAME_LENGTH. -The compiler doesn't allow to have a move name with a value higher than MOVE_NAME_LENGTH, therefore it's pointless to worry about it. * Fixed a couple of expanded move names * Removed zMoveName variable of struct BattleMove and extended the name variable's size * Ditched no longer used MOVE_NAME_LENGTH constant * Corrected the names of the max moves I should have done this after updating the size of the name variable of the struct BattleMove, but I didn't think about it at all until Cancer Fairy indirectly gave me the idea. * Fixed U-turn's name * Brought back MOVE_NAME_LENGTH I think it doesn't make sense to have a Z_MOVE_NAME_LENGTH because the length in question is used for all battle moves, not just the Z-Moves. * Introduced a union for Move/Z-Move names in the struct BattleMove * Fixed the union for gBattleMoves move names Also updated GetBattleMoveName to properly handle Max Move names. Also also renamed the "zMoveName" variable to "bigMoveName" which better reflects its purpose. Z-Move names weren't the only thing it covered, since it also handles Max Move names. * Removed deprecated GetZMoveName and GetMaxMoveName * Reintroduced mention to gMoveNames in sGFRomHeader * Fixed move names and ported move descriptions * Fused the struct ContestMove into the struct BattleMove * Removed no longer used Z_MOVE_NAME_LENGTH constant * Renamed the struct BattleMove's bigMoveName variable and introduced macros to prettify move names * Reintroduced the contest parameters for Pokémon moves * Renamed gBattleMoves to gMovesInfo This is consistent with gSpeciesInfo, the array that contains most of the species data. * Renamed the BattleMove struct to MovesInfo This is consistent with the struct SpeciesInfo, which contains the variables used by the gSpeciesInfo array. * Removed empty lines separating battle params from contest params in gMovesInfo * Renamed MovesInfo to MoveInfo * Added Cancer Fairy's HANDLE_EXPANDED_MOVE_NAME macro Used to handle moves with expanded names in a more comfortable manner. Also fixed Trick-or-Treat's expanded name. * Renamed GetBattleMoveName to GetMoveName * Added a comment pointing out that the shared move descriptions are shared move descriptions * Re-aligned one of the escape characters of CHECK_MOVE_FLAG * Renamed the battle_moves.h file to moves_info.h instead for consistency's sake * Applied Eduardo's adjustments * Using compound string for regular move names as well, saving 1180 bytes and making their use consistent * Move description formatting * Updated Pursuit test after merge * Renamed the BATTLE_CATEGORY constants to DAMAGE_CATEGORY --------- Co-authored-by: Nephrite <thechurchofcage@gmail.com> Co-authored-by: Bassoonian <iasperbassoonian@gmail.com> Co-authored-by: Eduardo Quezada D'Ottone <eduardo602002@gmail.com>
128 lines
4.8 KiB
C
128 lines
4.8 KiB
C
#include "global.h"
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#include "test/battle.h"
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SINGLE_BATTLE_TEST("Corrosion can poison or badly poison a Pokemon regardless of its typing")
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{
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u16 species;
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PARAMETRIZE { species = SPECIES_ODDISH; }
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PARAMETRIZE { species = SPECIES_BELDUM; }
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GIVEN {
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ASSUME(MoveHasMoveEffect(MOVE_TWINEEDLE, MOVE_EFFECT_POISON) == TRUE);
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PLAYER(SPECIES_SALANDIT) { Ability(ABILITY_CORROSION); }
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OPPONENT(species);
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} WHEN {
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TURN { MOVE(player, MOVE_TWINEEDLE); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_TWINEEDLE, player);
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HP_BAR(opponent);
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ANIMATION(ANIM_TYPE_STATUS, B_ANIM_STATUS_PSN, opponent);
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STATUS_ICON(opponent, poison: TRUE);
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}
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}
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SINGLE_BATTLE_TEST("Corrosion can poison or badly poison a Steel type with a status poison effect")
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{
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u16 move;
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PARAMETRIZE { move = MOVE_POISON_POWDER; }
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PARAMETRIZE { move = MOVE_TOXIC; }
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GIVEN {
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ASSUME(gMovesInfo[MOVE_POISON_POWDER].effect == EFFECT_POISON);
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ASSUME(gMovesInfo[MOVE_TOXIC].effect == EFFECT_TOXIC);
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PLAYER(SPECIES_SALANDIT) { Ability(ABILITY_CORROSION); }
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OPPONENT(SPECIES_BELDUM);
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} WHEN {
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TURN { MOVE(player, move); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, move, player);
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ANIMATION(ANIM_TYPE_STATUS, B_ANIM_STATUS_PSN, opponent);
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if (move == MOVE_POISON_POWDER)
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STATUS_ICON(opponent, poison: TRUE);
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else
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STATUS_ICON(opponent, badPoison: TRUE);
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}
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}
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SINGLE_BATTLE_TEST("Corrosion does not effect poison type damaging moves if the target is immune to it")
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{
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GIVEN {
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ASSUME(MoveHasMoveEffect(MOVE_SLUDGE_BOMB, MOVE_EFFECT_POISON) == TRUE);
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PLAYER(SPECIES_SALANDIT) { Ability(ABILITY_CORROSION); }
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OPPONENT(SPECIES_BELDUM);
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} WHEN {
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TURN { MOVE(player, MOVE_SLUDGE_BOMB); }
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} SCENE {
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NONE_OF {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_SLUDGE_BOMB, player);
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HP_BAR(opponent);
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ANIMATION(ANIM_TYPE_STATUS, B_ANIM_STATUS_PSN, opponent);
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STATUS_ICON(opponent, poison: TRUE);
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}
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}
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}
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SINGLE_BATTLE_TEST("Corrosion can poison Poison- and Steel-type targets if it uses Fling while holding a Toxic Orb or a Poison Barb")
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{
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u16 heldItem;
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PARAMETRIZE { heldItem = ITEM_POISON_BARB; }
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PARAMETRIZE { heldItem = ITEM_TOXIC_ORB; }
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GIVEN {
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ASSUME(gMovesInfo[MOVE_FLING].effect == EFFECT_FLING);
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ASSUME(gItemsInfo[ITEM_POISON_BARB].holdEffect == HOLD_EFFECT_POISON_POWER);
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ASSUME(gItemsInfo[ITEM_TOXIC_ORB].holdEffect == HOLD_EFFECT_TOXIC_ORB);
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PLAYER(SPECIES_SALANDIT) { Ability(ABILITY_CORROSION); Item(heldItem); }
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OPPONENT(SPECIES_ODDISH);
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} WHEN {
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TURN { MOVE(player, MOVE_FLING); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_FLING, player);
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HP_BAR(opponent);
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ANIMATION(ANIM_TYPE_STATUS, B_ANIM_STATUS_PSN, opponent);
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if (heldItem == ITEM_POISON_BARB)
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STATUS_ICON(opponent, poison: TRUE);
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else
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STATUS_ICON(opponent, badPoison: TRUE);
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}
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}
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SINGLE_BATTLE_TEST("If a Poison- or Steel-type Pokémon with Corrosion holds a Toxic Orb, it will badly poison itself")
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{
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GIVEN {
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ASSUME(gItemsInfo[ITEM_TOXIC_ORB].holdEffect == HOLD_EFFECT_TOXIC_ORB);
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PLAYER(SPECIES_SALANDIT) { Ability(ABILITY_CORROSION); Item(ITEM_TOXIC_ORB); }
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OPPONENT(SPECIES_ODDISH);
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} WHEN {
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TURN { }
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} SCENE {
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ANIMATION(ANIM_TYPE_STATUS, B_ANIM_STATUS_PSN, player);
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STATUS_ICON(player, badPoison: TRUE);
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}
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}
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SINGLE_BATTLE_TEST("If a Poison- or Steel-type Pokémon with Corrosion poisons a target with Synchronize, Synchronize will not poison Poison- or Steel-type Pokémon")
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{
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GIVEN {
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ASSUME(gMovesInfo[MOVE_TOXIC].effect == EFFECT_TOXIC);
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PLAYER(SPECIES_SALANDIT) { Ability(ABILITY_CORROSION); }
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OPPONENT(SPECIES_ABRA) { Ability(ABILITY_SYNCHRONIZE); }
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} WHEN {
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TURN { MOVE(player, MOVE_TOXIC); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_TOXIC, player);
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ANIMATION(ANIM_TYPE_STATUS, B_ANIM_STATUS_PSN, opponent);
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STATUS_ICON(opponent, badPoison: TRUE);
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NONE_OF {
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ANIMATION(ANIM_TYPE_STATUS, B_ANIM_STATUS_PSN, player);
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STATUS_ICON(player, badPoison: TRUE);
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}
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}
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}
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TO_DO_BATTLE_TEST("Corrosion cannot bypass moves or Abilities that prevent poisoning, such as Safeguard or Immunity");
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TO_DO_BATTLE_TEST("If the Pokémon with this Ability uses Magic Coat to reflect a status move that inflicts poison, the reflected move will be able to poison Poison- or Steel-type Pokémon.");
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TO_DO_BATTLE_TEST("Moves used by a Pokémon with Corrosion that are reflected by Magic Coat or Magic Bounce do not retain the ability to poison Poison- or Steel-type Pokémon.")
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