Wrote some missing tests (#8203)
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@ -47,6 +47,7 @@ enum GenConfigTag
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GEN_CONFIG_TOXIC_NEVER_MISS,
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GEN_CONFIG_PARALYZE_ELECTRIC,
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GEN_CONFIG_BADGE_BOOST,
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GEN_CONFIG_LEAF_GUARD_PREVENTS_REST,
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GEN_CONFIG_COUNT
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};
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@ -49,7 +49,8 @@ static const u8 sGenerationalChanges[GEN_CONFIG_COUNT] =
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[GEN_CONFIG_OBLIVIOUS_TAUNT] = B_OBLIVIOUS_TAUNT,
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[GEN_CONFIG_TOXIC_NEVER_MISS] = B_TOXIC_NEVER_MISS,
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[GEN_CONFIG_PARALYZE_ELECTRIC] = B_PARALYZE_ELECTRIC,
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[GEN_CONFIG_BADGE_BOOST] = B_BADGE_BOOST
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[GEN_CONFIG_BADGE_BOOST] = B_BADGE_BOOST,
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[GEN_CONFIG_LEAF_GUARD_PREVENTS_REST] = B_LEAF_GUARD_PREVENTS_REST,
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};
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#if TESTING
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@ -18279,7 +18279,7 @@ void BS_JumpIfAbilityPreventsRest(void)
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NATIVE_ARGS(u8 battler, const u8 *jumpInstr);
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u32 battler = GetBattlerForBattleScript(cmd->battler);
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u32 ability = GetBattlerAbility(battler);
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if (B_LEAF_GUARD_PREVENTS_REST >= GEN_5 && IsLeafGuardProtected(battler, ability))
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if (GetGenConfig(GEN_CONFIG_LEAF_GUARD_PREVENTS_REST) >= GEN_5 && IsLeafGuardProtected(battler, ability))
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gBattlescriptCurrInstr = cmd->jumpInstr;
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else if (IsShieldsDownProtected(battler, ability))
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gBattlescriptCurrInstr = cmd->jumpInstr;
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@ -35,7 +35,21 @@ SINGLE_BATTLE_TEST("Bad Dreams causes the sleeping enemy Pokemon to lose 1/8 of
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}
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}
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TO_DO_BATTLE_TEST("Bad Dreams affects Pokémon with Comatose")
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SINGLE_BATTLE_TEST("Bad Dreams causes Pokémon with Comatose to lose 1/8 of HP")
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{
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GIVEN {
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PLAYER(SPECIES_DARKRAI);
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OPPONENT(SPECIES_KOMALA) { Ability(ABILITY_COMATOSE); }
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} WHEN {
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TURN {;}
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} SCENE {
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ABILITY_POPUP(player, ABILITY_BAD_DREAMS);
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MESSAGE("The opposing Komala is tormented!");
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HP_BAR(opponent);
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} THEN {
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EXPECT_EQ(opponent->hp, opponent->maxHP - opponent->maxHP / 8);
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}
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}
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DOUBLE_BATTLE_TEST("Bad Dreams does not activate if only the partner Pokemon is sleeping")
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{
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@ -31,7 +31,41 @@ SINGLE_BATTLE_TEST("Leaf Guard prevents non-volatile status conditions in sun")
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}
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}
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TO_DO_BATTLE_TEST("Leaf Guard doesn't prevent non-volatile status conditions if Cloud Nine/Air Lock is on the field");
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SINGLE_BATTLE_TEST("Leaf Guard doesn't prevent non-volatile status conditions if Cloud Nine/Air Lock is on the field")
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{
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u32 move, species, ability;
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u16 status;
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PARAMETRIZE { move = MOVE_WILL_O_WISP; status = STATUS1_BURN; species = SPECIES_GOLDUCK; ability = ABILITY_CLOUD_NINE; }
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PARAMETRIZE { move = MOVE_HYPNOSIS; status = STATUS1_SLEEP; species = SPECIES_GOLDUCK; ability = ABILITY_CLOUD_NINE; }
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PARAMETRIZE { move = MOVE_THUNDER_WAVE; status = STATUS1_PARALYSIS; species = SPECIES_GOLDUCK; ability = ABILITY_CLOUD_NINE; }
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PARAMETRIZE { move = MOVE_TOXIC; status = STATUS1_TOXIC_POISON; species = SPECIES_GOLDUCK; ability = ABILITY_CLOUD_NINE; }
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PARAMETRIZE { move = MOVE_WILL_O_WISP; status = STATUS1_BURN; species = SPECIES_RAYQUAZA; ability = ABILITY_AIR_LOCK; }
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PARAMETRIZE { move = MOVE_HYPNOSIS; status = STATUS1_SLEEP; species = SPECIES_RAYQUAZA; ability = ABILITY_AIR_LOCK; }
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PARAMETRIZE { move = MOVE_THUNDER_WAVE; status = STATUS1_PARALYSIS; species = SPECIES_RAYQUAZA; ability = ABILITY_AIR_LOCK; }
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PARAMETRIZE { move = MOVE_TOXIC; status = STATUS1_TOXIC_POISON; species = SPECIES_RAYQUAZA; ability = ABILITY_AIR_LOCK; }
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// PARAMETRIZE { move = MOVE_POWDER_SNOW; status = STATUS1_FREEZE; } // Pointless since you can't freeze in sunlight anyway
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GIVEN {
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ASSUME(GetMoveEffect(MOVE_WILL_O_WISP) == EFFECT_NON_VOLATILE_STATUS);
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ASSUME(GetMoveNonVolatileStatus(MOVE_WILL_O_WISP) == MOVE_EFFECT_BURN);
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ASSUME(GetMoveEffect(MOVE_HYPNOSIS) == EFFECT_NON_VOLATILE_STATUS);
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ASSUME(GetMoveNonVolatileStatus(MOVE_HYPNOSIS) == MOVE_EFFECT_SLEEP);
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ASSUME(GetMoveEffect(MOVE_THUNDER_WAVE) == EFFECT_NON_VOLATILE_STATUS);
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ASSUME(GetMoveNonVolatileStatus(MOVE_THUNDER_WAVE) == MOVE_EFFECT_PARALYSIS);
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ASSUME(GetMoveEffect(MOVE_TOXIC) == EFFECT_NON_VOLATILE_STATUS);
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ASSUME(GetMoveNonVolatileStatus(MOVE_TOXIC) == MOVE_EFFECT_TOXIC);
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PLAYER(SPECIES_LEAFEON) { Ability(ABILITY_LEAF_GUARD); }
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OPPONENT(species) { Ability(ability); }
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} WHEN {
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TURN { MOVE(player, MOVE_SUNNY_DAY); MOVE(opponent, move); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, move, opponent);
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NONE_OF {
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ABILITY_POPUP(player, ABILITY_LEAF_GUARD);
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MESSAGE("It doesn't affect Leafeon…");
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}
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STATUS_ICON(player, status);
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}
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}
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SINGLE_BATTLE_TEST("Leaf Guard prevents status conditions from Flame Orb and Toxic Orb")
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{
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@ -50,29 +84,82 @@ SINGLE_BATTLE_TEST("Leaf Guard prevents status conditions from Flame Orb and Tox
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NONE_OF { MESSAGE("Leafeon was burned!"); STATUS_ICON(player, burn: TRUE); }
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}
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else {
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NONE_OF { MESSAGE("Leafeon was badly poisoned!"); STATUS_ICON(player, poison: TRUE); }
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NONE_OF { MESSAGE("Leafeon was badly poisoned!"); 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("Leaf Guard doesn't prevent status conditions from Flame Orb and Toxic Orb if Cloud Nine/Air Lock is on the field");
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SINGLE_BATTLE_TEST("Leaf Guard prevents Rest during sun")
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SINGLE_BATTLE_TEST("Leaf Guard doesn't prevent status conditions from Flame Orb and Toxic Orb if Cloud Nine/Air Lock is on the field")
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{
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u32 item, species, ability;
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PARAMETRIZE { item = ITEM_FLAME_ORB; species = SPECIES_GOLDUCK; ability = ABILITY_CLOUD_NINE; }
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PARAMETRIZE { item = ITEM_TOXIC_ORB; species = SPECIES_GOLDUCK; ability = ABILITY_CLOUD_NINE; }
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PARAMETRIZE { item = ITEM_FLAME_ORB; species = SPECIES_RAYQUAZA; ability = ABILITY_AIR_LOCK; }
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PARAMETRIZE { item = ITEM_TOXIC_ORB; species = SPECIES_RAYQUAZA; ability = ABILITY_AIR_LOCK; }
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GIVEN {
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ASSUME(B_LEAF_GUARD_PREVENTS_REST >= GEN_5);
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ASSUME(gItemsInfo[ITEM_FLAME_ORB].holdEffect == HOLD_EFFECT_FLAME_ORB);
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ASSUME(gItemsInfo[ITEM_TOXIC_ORB].holdEffect == HOLD_EFFECT_TOXIC_ORB);
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PLAYER(SPECIES_LEAFEON) { Ability(ABILITY_LEAF_GUARD); Item(item); }
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OPPONENT(species) { Ability(ability); }
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} WHEN {
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TURN { MOVE(player, MOVE_SUNNY_DAY); }
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} SCENE {
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if (item == ITEM_FLAME_ORB) {
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MESSAGE("Leafeon was burned!");
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STATUS_ICON(player, burn: TRUE);
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}
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else {
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MESSAGE("Leafeon was badly poisoned!");
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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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SINGLE_BATTLE_TEST("Leaf Guard prevents Rest during sun (Gen 5+)")
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{
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u32 gen;
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PARAMETRIZE { gen = GEN_4; }
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PARAMETRIZE { gen = GEN_5; }
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GIVEN {
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WITH_CONFIG(GEN_CONFIG_LEAF_GUARD_PREVENTS_REST, gen);
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ASSUME(GetMoveEffect(MOVE_REST) == EFFECT_REST);
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PLAYER(SPECIES_LEAFEON) { Ability(ABILITY_LEAF_GUARD); HP(100); MaxHP(200); }
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(opponent, MOVE_SUNNY_DAY); MOVE(player, MOVE_REST); }
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} SCENE {
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MESSAGE("But it failed!");
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NONE_OF {
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if (gen >= GEN_5) {
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NONE_OF {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_REST, player);
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STATUS_ICON(player, sleep: TRUE);
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HP_BAR(player);
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}
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}
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else {
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STATUS_ICON(player, sleep: TRUE);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_REST, player);
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HP_BAR(player);
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}
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}
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}
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TO_DO_BATTLE_TEST("Leaf Guard doesn't prevent Rest if Cloud Nine/Air Lock is on the field");
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SINGLE_BATTLE_TEST("Leaf Guard doesn't prevent Rest if Cloud Nine/Air Lock is on the field")
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{
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u32 species, ability;
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PARAMETRIZE { species = SPECIES_GOLDUCK; ability = ABILITY_CLOUD_NINE; }
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PARAMETRIZE { species = SPECIES_GOLDUCK; ability = ABILITY_CLOUD_NINE; }
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PARAMETRIZE { species = SPECIES_RAYQUAZA; ability = ABILITY_AIR_LOCK; }
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PARAMETRIZE { species = SPECIES_RAYQUAZA; ability = ABILITY_AIR_LOCK; }
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GIVEN {
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WITH_CONFIG(GEN_CONFIG_LEAF_GUARD_PREVENTS_REST, GEN_5);
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ASSUME(GetMoveEffect(MOVE_REST) == EFFECT_REST);
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PLAYER(SPECIES_LEAFEON) { Ability(ABILITY_LEAF_GUARD); HP(100); MaxHP(200); }
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OPPONENT(species) { Ability(ability); }
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} WHEN {
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TURN { MOVE(opponent, MOVE_SUNNY_DAY); MOVE(player, MOVE_REST); }
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} SCENE {
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STATUS_ICON(player, sleep: TRUE);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_REST, player);
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HP_BAR(player);
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}
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}
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@ -1,4 +1,25 @@
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#include "global.h"
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#include "test/battle.h"
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TO_DO_BATTLE_TEST("Brine's power doubles if the target is at 50% or below max HP");
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SINGLE_BATTLE_TEST("Brine's power doubles if the target is at 50% or below max HP", s16 damage)
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{
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bool32 halfHP;
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PARAMETRIZE { halfHP = FALSE; }
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PARAMETRIZE { halfHP = TRUE; }
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GIVEN {
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ASSUME(GetMoveEffect(MOVE_BRINE) == EFFECT_BRINE);
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PLAYER(SPECIES_SQUIRTLE);
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OPPONENT(SPECIES_BLISSEY){
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if (halfHP) {
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HP((GetMonData(&OPPONENT_PARTY[0], MON_DATA_MAX_HP) / 2) - 1);
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}
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}
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} WHEN {
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TURN { MOVE(player, MOVE_BRINE); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_BRINE, player);
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HP_BAR(opponent, captureDamage: &results[i].damage);
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} FINALLY {
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EXPECT_MUL_EQ(results[0].damage, Q_4_12(2.0), results[1].damage);
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}
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}
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@ -35,22 +35,6 @@ SINGLE_BATTLE_TEST("Rest fails if the user is at full HP")
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}
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}
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SINGLE_BATTLE_TEST("Rest fails if the user is protected by Leaf Guard")
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{
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GIVEN {
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ASSUME(GetMoveEffect(MOVE_SUNNY_DAY) == EFFECT_SUNNY_DAY);
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ASSUME(B_LEAF_GUARD_PREVENTS_REST >= GEN_5);
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PLAYER(SPECIES_CHIKORITA) { Ability(ABILITY_LEAF_GUARD); HP(1); }
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(opponent, MOVE_SUNNY_DAY); MOVE(player, MOVE_REST); }
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} SCENE {
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NOT ANIMATION(ANIM_TYPE_MOVE, MOVE_REST, player);
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} THEN {
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EXPECT(!(player->status1 & STATUS1_SLEEP));
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}
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}
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SINGLE_BATTLE_TEST("Rest fails if the user is protected by Shields Down")
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{
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GIVEN {
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@ -1,6 +1,46 @@
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#include "global.h"
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#include "test/battle.h"
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TO_DO_BATTLE_TEST("Return's power increases the higher friendship of the user is")
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ASSUMPTIONS
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{
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ASSUME(GetMoveEffect(MOVE_RETURN) == EFFECT_RETURN);
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}
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SINGLE_BATTLE_TEST("Return's power increases the higher friendship of the user is", s16 damage)
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{
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u32 friendship;
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PARAMETRIZE { friendship = 0; }
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PARAMETRIZE { friendship = 100; }
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PARAMETRIZE { friendship = 200; }
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PARAMETRIZE { friendship = 255; }
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET) { Friendship(friendship); }
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(player, MOVE_RETURN); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_RETURN, player);
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HP_BAR(opponent, captureDamage: &results[i].damage);
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} THEN {
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if (i > 0)
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EXPECT_GT(results[i].damage, results[i-1].damage);
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}
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}
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TO_DO_BATTLE_TEST("Return does 0 damage at min Friendship (Gen2)")
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TO_DO_BATTLE_TEST("Return does 1 damage at min Friendship (Gen3+)")
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SINGLE_BATTLE_TEST("Return does 1 damage at min Friendship (Gen3+)")
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{
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s16 damage;
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET) { Friendship(0); }
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(player, MOVE_RETURN); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_RETURN, player);
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HP_BAR(opponent, captureDamage: &damage);
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} THEN {
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EXPECT_EQ(damage, 1);
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}
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}
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