From 5a8fbeeb47f782411a5d5f9551356b3c4ed9060c Mon Sep 17 00:00:00 2001 From: PhallenTree <168426989+PhallenTree@users.noreply.github.com> Date: Tue, 4 Mar 2025 11:13:45 +0000 Subject: [PATCH] Other Dancer tests cleanup --- test/battle/ability/dancer.c | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) diff --git a/test/battle/ability/dancer.c b/test/battle/ability/dancer.c index b95b79a11f..6a5b64efb2 100644 --- a/test/battle/ability/dancer.c +++ b/test/battle/ability/dancer.c @@ -58,10 +58,10 @@ DOUBLE_BATTLE_TEST("Dancer triggers from slowest to fastest") { GIVEN { ASSUME(IsDanceMove(MOVE_DRAGON_DANCE)); - PLAYER(SPECIES_WOBBUFFET) { Ability(ABILITY_DANCER); Speed(10); } + PLAYER(SPECIES_ORICORIO) { Ability(ABILITY_DANCER); Speed(10); } PLAYER(SPECIES_WYNAUT) { Speed(50); } OPPONENT(SPECIES_ORICORIO) { Ability(ABILITY_DANCER); Speed(20); } - OPPONENT(SPECIES_WOBBUFFET) { Ability(ABILITY_DANCER); Speed(3); } + OPPONENT(SPECIES_ORICORIO) { Ability(ABILITY_DANCER); Speed(3); } } WHEN { TURN { MOVE(playerRight, MOVE_DRAGON_DANCE); } } SCENE { @@ -103,10 +103,10 @@ DOUBLE_BATTLE_TEST("Dancer still triggers if another dancer flinches") GIVEN { ASSUME(MoveHasAdditionalEffectWithChance(MOVE_FAKE_OUT, MOVE_EFFECT_FLINCH, 100)); ASSUME(IsDanceMove(MOVE_DRAGON_DANCE)); - PLAYER(SPECIES_WOBBUFFET) { Ability(ABILITY_DANCER); Speed(10); } + PLAYER(SPECIES_ORICORIO) { Ability(ABILITY_DANCER); Speed(3); } PLAYER(SPECIES_WYNAUT) { Speed(5); } OPPONENT(SPECIES_ORICORIO) { Ability(ABILITY_DANCER); Speed(20); } - OPPONENT(SPECIES_WOBBUFFET) { Speed(3); } + OPPONENT(SPECIES_WOBBUFFET) { Speed(10); } } WHEN { TURN { MOVE(opponentLeft, MOVE_FAKE_OUT, target: playerLeft); MOVE(playerRight, MOVE_DRAGON_DANCE); } } SCENE { @@ -116,7 +116,7 @@ DOUBLE_BATTLE_TEST("Dancer still triggers if another dancer flinches") ABILITY_POPUP(playerLeft, ABILITY_DANCER); MESSAGE("Wobbuffet flinched and couldn't move!"); NONE_OF { - MESSAGE("Wobbuffet used Dragon Dance!"); + MESSAGE("Oricorio used Dragon Dance!"); ANIMATION(ANIM_TYPE_MOVE, MOVE_DRAGON_DANCE, playerLeft); ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, playerLeft); }