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
70 lines
2.1 KiB
C
70 lines
2.1 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(MoveHasAdditionalEffect(MOVE_THUNDER_SHOCK, MOVE_EFFECT_PARALYSIS) == TRUE);
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}
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SINGLE_BATTLE_TEST("Thunder Shock inflicts paralysis")
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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(player, MOVE_THUNDER_SHOCK); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_THUNDER_SHOCK, player);
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HP_BAR(opponent);
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ANIMATION(ANIM_TYPE_STATUS, B_ANIM_STATUS_PRZ, opponent);
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STATUS_ICON(opponent, paralysis: TRUE);
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}
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}
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SINGLE_BATTLE_TEST("Thunder Shock cannot paralyze an Electric-type")
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{
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GIVEN {
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ASSUME(B_PARALYZE_ELECTRIC >= GEN_6);
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ASSUME(gSpeciesInfo[SPECIES_PIKACHU].types[0] == TYPE_ELECTRIC);
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_PIKACHU);
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} WHEN {
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TURN { MOVE(player, MOVE_THUNDER_SHOCK); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_THUNDER_SHOCK, player);
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HP_BAR(opponent);
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NONE_OF {
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ANIMATION(ANIM_TYPE_STATUS, B_ANIM_STATUS_PRZ, opponent);
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STATUS_ICON(opponent, paralysis: TRUE);
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}
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}
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}
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#if B_STATUS_TYPE_IMMUNITY > GEN_1
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SINGLE_BATTLE_TEST("Body Slam should paralyze Normal-types")
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#else
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SINGLE_BATTLE_TEST("Body Slam shouldn't paralyze Normal-types")
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#endif
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{
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GIVEN {
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ASSUME(gSpeciesInfo[SPECIES_TAUROS].types[0] == TYPE_NORMAL);
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ASSUME(MoveHasAdditionalEffect(MOVE_BODY_SLAM, MOVE_EFFECT_PARALYSIS) == TRUE);
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ASSUME(gMovesInfo[MOVE_BODY_SLAM].type == TYPE_NORMAL);
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PLAYER(SPECIES_TAUROS);
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OPPONENT(SPECIES_TAUROS);
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} WHEN {
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TURN { MOVE(player, MOVE_BODY_SLAM); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_BODY_SLAM, player);
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HP_BAR(opponent);
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#if B_STATUS_TYPE_IMMUNITY > GEN_1
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ANIMATION(ANIM_TYPE_STATUS, B_ANIM_STATUS_PRZ, opponent);
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STATUS_ICON(opponent, paralysis: TRUE);
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#else
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NONE_OF {
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ANIMATION(ANIM_TYPE_STATUS, B_ANIM_STATUS_PRZ, opponent);
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STATUS_ICON(opponent, paralysis: TRUE);
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}
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#endif
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}
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}
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