diff --git a/test/battle/ability/intrepid_sword.c b/test/battle/ability/intrepid_sword.c index 1fc461ebcd..f7c3705d44 100644 --- a/test/battle/ability/intrepid_sword.c +++ b/test/battle/ability/intrepid_sword.c @@ -112,3 +112,47 @@ SINGLE_BATTLE_TEST("Intrepid Sword and Dauntless Shield both can be Skill Swappe MESSAGE("Wobbuffet's Dauntless Shield raised its Defense!"); } } + +SINGLE_BATTLE_TEST("Intrepid Sword and Dauntless Shield do not proc at max stage (Skill Swap)") +{ + GIVEN { + ASSUME(GetMoveEffect(MOVE_SKILL_SWAP) == EFFECT_SKILL_SWAP); + ASSUME(GetMoveEffect(MOVE_IRON_DEFENSE) == EFFECT_DEFENSE_UP_2); + ASSUME(GetMoveEffect(MOVE_SWORDS_DANCE) == EFFECT_ATTACK_UP_2); + PLAYER(SPECIES_ZACIAN) { Ability(ABILITY_INTREPID_SWORD); } + OPPONENT(SPECIES_ZAMAZENTA) { Ability(ABILITY_DAUNTLESS_SHIELD); } + } WHEN { + TURN { MOVE(player, MOVE_IRON_DEFENSE); MOVE(opponent, MOVE_SWORDS_DANCE);} + TURN { MOVE(player, MOVE_IRON_DEFENSE); MOVE(opponent, MOVE_SWORDS_DANCE);} + TURN { MOVE(player, MOVE_IRON_DEFENSE); MOVE(opponent, MOVE_SWORDS_DANCE);} + TURN { MOVE(player, MOVE_SKILL_SWAP); } + } SCENE { + NONE_OF { + ABILITY_POPUP(player, ABILITY_DAUNTLESS_SHIELD); + ABILITY_POPUP(opponent, ABILITY_INTREPID_SWORD); + } + } +} + +SINGLE_BATTLE_TEST("Intrepid Sword and Dauntless Shield do not proc at max stage (Baton Pass)") +{ + GIVEN { + ASSUME(GetMoveEffect(MOVE_BATON_PASS) == EFFECT_BATON_PASS); + ASSUME(GetMoveEffect(MOVE_IRON_DEFENSE) == EFFECT_DEFENSE_UP_2); + ASSUME(GetMoveEffect(MOVE_SWORDS_DANCE) == EFFECT_ATTACK_UP_2); + PLAYER(SPECIES_WOBBUFFET); + PLAYER(SPECIES_ZAMAZENTA) { Ability(ABILITY_DAUNTLESS_SHIELD); } + OPPONENT(SPECIES_WOBBUFFET); + OPPONENT(SPECIES_ZACIAN) { Ability(ABILITY_INTREPID_SWORD); } + } WHEN { + TURN { MOVE(player, MOVE_IRON_DEFENSE); MOVE(opponent, MOVE_SWORDS_DANCE);} + TURN { MOVE(player, MOVE_IRON_DEFENSE); MOVE(opponent, MOVE_SWORDS_DANCE);} + TURN { MOVE(player, MOVE_IRON_DEFENSE); MOVE(opponent, MOVE_SWORDS_DANCE);} + TURN { MOVE(player, MOVE_BATON_PASS); MOVE(opponent, MOVE_BATON_PASS); SEND_OUT(player, 1); SEND_OUT(opponent, 1);} + } SCENE { + NONE_OF { + ABILITY_POPUP(player, ABILITY_DAUNTLESS_SHIELD); + ABILITY_POPUP(opponent, ABILITY_INTREPID_SWORD); + } + } +}