B_BINDING_TURNS config tests (#8595)
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@ -47,7 +47,7 @@
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F(ROOST_PURE_FLYING, roostPureFlying, (u32, GEN_COUNT - 1)) /* TODO: use in tests */ \
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F(STATUS_TYPE_IMMUNITY, statusTypeImmunity, (u32, GEN_COUNT - 1)) /* TODO: use in tests */ \
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/* Turn settings */ \
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F(BINDING_TURNS, bindingTurns, (u32, GEN_COUNT - 1)) /* TODO: use in tests */ \
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F(BINDING_TURNS, bindingTurns, (u32, GEN_COUNT - 1)) \
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F(UPROAR_TURNS, uproarTurns, (u32, GEN_COUNT - 1)) /* TODO: use in tests */ \
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F(UPROAR_IGNORE_SOUNDPROOF, uproarIgnoreSoundproof, (u32, GEN_COUNT - 1)) /* TODO: use in tests */ \
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F(DISABLE_TURNS, disableTurns, (u32, GEN_COUNT - 1)) /* TODO: use in tests */ \
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@ -3213,9 +3213,9 @@ void SetMoveEffect(u32 battler, u32 effectBattler, enum MoveEffect moveEffect, c
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else
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{
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if (GetBattlerHoldEffect(gBattlerAttacker) == HOLD_EFFECT_GRIP_CLAW)
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gDisableStructs[gEffectBattler].wrapTurns = B_BINDING_TURNS >= GEN_5 ? 7 : 5;
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gDisableStructs[gEffectBattler].wrapTurns = GetConfig(CONFIG_BINDING_TURNS) >= GEN_5 ? 7 : 5;
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else
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gDisableStructs[gEffectBattler].wrapTurns = B_BINDING_TURNS >= GEN_5 ? RandomUniform(RNG_WRAP, 4, 5) : RandomUniform(RNG_WRAP, 2, 5);
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gDisableStructs[gEffectBattler].wrapTurns = GetConfig(CONFIG_BINDING_TURNS) >= GEN_5 ? RandomUniform(RNG_WRAP, 4, 5) : RandomUniform(RNG_WRAP, 2, 5);
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gBattleMons[gEffectBattler].volatiles.wrapped = TRUE;
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gBattleMons[gEffectBattler].volatiles.wrappedMove = gCurrentMove;
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gBattleMons[gEffectBattler].volatiles.wrappedBy = gBattlerAttacker;
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@ -3975,7 +3975,7 @@ void SetMoveEffect(u32 battler, u32 effectBattler, enum MoveEffect moveEffect, c
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{
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gBattleMons[battler].volatiles.wrapped = TRUE;
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if (GetBattlerHoldEffect(gBattlerAttacker) == HOLD_EFFECT_GRIP_CLAW)
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gDisableStructs[battler].wrapTurns = (B_BINDING_TURNS >= GEN_5) ? 7 : 5;
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gDisableStructs[battler].wrapTurns = (GetConfig(CONFIG_BINDING_TURNS) >= GEN_5) ? 7 : 5;
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else
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gDisableStructs[battler].wrapTurns = (Random() % 2) + 4;
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// The Wrap effect does not expire when the user switches, so here's some cheese.
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@ -6,10 +6,14 @@ ASSUMPTIONS
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ASSUME(MoveHasAdditionalEffect(MOVE_WRAP, MOVE_EFFECT_WRAP));
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}
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SINGLE_BATTLE_TEST("Wrap can damage the wrapped mon for 5 turns 50% of the time")
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SINGLE_BATTLE_TEST("Wrap can damage the wrapped mon for 5 turns 25% (Gen3-4) or 50% (Gen5+) of the time")
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{
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PASSES_RANDOMLY(50, 100, RNG_WRAP);
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u32 config, passes, trials;
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PARAMETRIZE { config = GEN_4; passes = 25; trials = 100; }
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PARAMETRIZE { config = GEN_5; passes = 50; trials = 100; }
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PASSES_RANDOMLY(passes, trials, RNG_WRAP);
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GIVEN {
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WITH_CONFIG(CONFIG_BINDING_TURNS, config);
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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@ -32,10 +36,14 @@ SINGLE_BATTLE_TEST("Wrap can damage the wrapped mon for 5 turns 50% of the time"
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}
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}
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SINGLE_BATTLE_TEST("Wrap can damage the wrapped mon for 4 turns 50% of the time")
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SINGLE_BATTLE_TEST("Wrap can damage the wrapped mon for 4 turns 25% (Gen3-4) or 50% (Gen5+) of the time")
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{
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PASSES_RANDOMLY(50, 100, RNG_WRAP);
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u32 config, passes, trials;
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PARAMETRIZE { config = GEN_4; passes = 25; trials = 100; }
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PARAMETRIZE { config = GEN_5; passes = 50; trials = 100; }
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PASSES_RANDOMLY(passes, trials, RNG_WRAP);
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GIVEN {
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WITH_CONFIG(CONFIG_BINDING_TURNS, config);
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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@ -56,9 +64,13 @@ SINGLE_BATTLE_TEST("Wrap can damage the wrapped mon for 4 turns 50% of the time"
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}
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}
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SINGLE_BATTLE_TEST("Wrap can damage the wrapped mon 7 turns while holding a Grip Claw")
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SINGLE_BATTLE_TEST("Wrap can damage the wrapped mon 5 turns (Gen4) or 7 turns (Gen5+) while holding a Grip Claw")
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{
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u32 config;
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PARAMETRIZE { config = GEN_4; }
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PARAMETRIZE { config = GEN_5; }
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GIVEN {
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WITH_CONFIG(CONFIG_BINDING_TURNS, config);
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PLAYER(SPECIES_WOBBUFFET) { Item(ITEM_GRIP_CLAW); }
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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@ -79,8 +91,10 @@ SINGLE_BATTLE_TEST("Wrap can damage the wrapped mon 7 turns while holding a Grip
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HP_BAR(opponent); // Residual Damage
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HP_BAR(opponent); // Residual Damage
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HP_BAR(opponent); // Residual Damage
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HP_BAR(opponent); // Residual Damage
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HP_BAR(opponent); // Residual Damage
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if (config >= GEN_5) {
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HP_BAR(opponent); // Residual Damage
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HP_BAR(opponent); // Residual Damage
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}
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NOT HP_BAR(opponent); // Residual Damage
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}
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}
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