#include "global.h" #include "test/battle.h" ASSUMPTIONS { ASSUME(gItemsInfo[ITEM_KINGS_ROCK].holdEffect == HOLD_EFFECT_FLINCH); } SINGLE_BATTLE_TEST("Kings Rock holder will flinch the target 10% of the time") { PASSES_RANDOMLY(10, 100, RNG_HOLD_EFFECT_FLINCH); GIVEN { PLAYER(SPECIES_WOBBUFFET) { Item(ITEM_KINGS_ROCK); } OPPONENT(SPECIES_WOBBUFFET); } WHEN { TURN { MOVE(player, MOVE_SCRATCH); } } SCENE { ANIMATION(ANIM_TYPE_MOVE, MOVE_SCRATCH, player); MESSAGE("The opposing Wobbuffet flinched and couldn't move!"); } } SINGLE_BATTLE_TEST("Kings Rock does not increase flinch chance of a move that has the flinch effect") { PASSES_RANDOMLY(30, 100, RNG_SECONDARY_EFFECT); GIVEN { ASSUME(MoveHasAdditionalEffect(MOVE_HEADBUTT, MOVE_EFFECT_FLINCH)); PLAYER(SPECIES_WOBBUFFET) { Item(ITEM_KINGS_ROCK); } OPPONENT(SPECIES_WOBBUFFET); } WHEN { TURN { MOVE(player, MOVE_HEADBUTT); } } SCENE { ANIMATION(ANIM_TYPE_MOVE, MOVE_HEADBUTT, player); MESSAGE("The opposing Wobbuffet flinched and couldn't move!"); } }