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>
115 lines
4 KiB
C
115 lines
4 KiB
C
#include "global.h"
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#include "test/battle.h"
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// Note: Since these tests are recorded battle, they don't test the right battle controller
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// behaviors. These have been tested in-game, in double, in multi, and in link battles. AI will always
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// revive their first fainted party member in order.
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#if B_EXPANDED_MOVE_NAMES
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#define REVIVAL_BLESSING "Revival Blessing"
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#else
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#define REVIVAL_BLESSING "RevivlBlesng"
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#endif
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ASSUMPTIONS
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{
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ASSUME(gMovesInfo[MOVE_REVIVAL_BLESSING].effect == EFFECT_REVIVAL_BLESSING);
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}
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SINGLE_BATTLE_TEST("Revival Blessing revives a chosen fainted party member for the player")
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{
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET);
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PLAYER(SPECIES_WOBBUFFET) { HP(0); }
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PLAYER(SPECIES_WYNAUT) { HP(0); }
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(player, MOVE_REVIVAL_BLESSING); SEND_OUT(player, 2); }
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} SCENE {
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MESSAGE("Wobbuffet used " REVIVAL_BLESSING "!");
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MESSAGE("Wynaut was revived and is ready to fight again!");
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}
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}
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SINGLE_BATTLE_TEST("Revival Blessing revives a fainted party member for an opponent")
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{
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_RAICHU);
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OPPONENT(SPECIES_PICHU) { HP(0); }
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OPPONENT(SPECIES_PIKACHU) { HP(0); }
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} WHEN {
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TURN { MOVE(opponent, MOVE_REVIVAL_BLESSING); SEND_OUT(opponent, 1); }
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} SCENE {
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MESSAGE("Foe Raichu used " REVIVAL_BLESSING "!");
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MESSAGE("Pichu was revived and is ready to fight again!");
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}
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}
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SINGLE_BATTLE_TEST("Revival Blessing fails if no party members are fainted")
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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_REVIVAL_BLESSING); }
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} SCENE {
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MESSAGE("Wobbuffet used " REVIVAL_BLESSING "!");
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MESSAGE("But it failed!");
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}
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}
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// Note: There isn't a good way to test multi battles at the moment, but
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// this PASSES in game!
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TO_DO_BATTLE_TEST("Revival Blessing cannot revive a partner's party member");
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// DOUBLE_BATTLE_TEST("Revival Blessing cannot revive a partner's party member")
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// {
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// struct BattlePokemon *user;
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// gBattleTypeFlags |= BATTLE_TYPE_TWO_OPPONENTS;
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// PARAMETRIZE { user = opponentLeft; }
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// PARAMETRIZE { user = opponentRight; }
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// GIVEN {
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// ASSUME((gBattleTypeFlags & BATTLE_TYPE_TWO_OPPONENTS) != FALSE);
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// PLAYER(SPECIES_WOBBUFFET);
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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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// OPPONENT(SPECIES_WOBBUFFET);
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// OPPONENT(SPECIES_WYNAUT);
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// OPPONENT(SPECIES_WYNAUT) { HP(0); }
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// OPPONENT(SPECIES_WYNAUT);
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// } WHEN {
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// TURN { MOVE(user, MOVE_REVIVAL_BLESSING); }
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// } SCENE {
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// if (user == opponentLeft) {
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// MESSAGE("Foe Wobbuffet used " REVIVAL_BLESSING "!");
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// MESSAGE("But it failed!");
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// } else {
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// MESSAGE("Foe Wynaut used " REVIVAL_BLESSING "!");
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// MESSAGE("Wynaut was revived and is ready to fight again!");
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// }
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// }
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// }
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// Note: The test runner gets upset about "sending out" a battler on the field,
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// but this PASSES in game!
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TO_DO_BATTLE_TEST("Revived battlers still lose their turn");
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// DOUBLE_BATTLE_TEST("Revived battlers still lose their turn")
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// {
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// GIVEN {
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// PLAYER(SPECIES_WOBBUFFET);
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// PLAYER(SPECIES_WYNAUT);
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// OPPONENT(SPECIES_WOBBUFFET);
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// OPPONENT(SPECIES_WYNAUT) { HP(1); }
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// } WHEN {
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// TURN { MOVE(playerLeft, MOVE_TACKLE, target: opponentRight);
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// MOVE(opponentLeft, MOVE_REVIVAL_BLESSING);
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// SEND_OUT(opponentLeft, 1); }
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// } SCENE {
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// MESSAGE("Wobbuffet used Tackle!");
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// MESSAGE("Foe Wynaut fainted!");
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// MESSAGE("Foe Wobbuffet used " REVIVAL_BLESSING "!");
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// MESSAGE("Wynaut was revived and is ready to fight again!");
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// NOT { MESSAGE("Wynaut used Celebrate!"); }
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// }
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// }
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