#include "global.h" #include "test/battle.h" SINGLE_BATTLE_TEST("Berserk activates only if the target had more than 50% of its HP") { bool32 activates = FALSE; u16 maxHp = 500, hp = 0; PARAMETRIZE { hp = 250; activates = FALSE; } PARAMETRIZE { hp = 249; activates = FALSE; } PARAMETRIZE { hp = 100; activates = FALSE; } PARAMETRIZE { hp = 50; activates = FALSE; } PARAMETRIZE { hp = 251; activates = TRUE; } PARAMETRIZE { hp = 254; activates = TRUE; } GIVEN { ASSUME(!IsBattleMoveStatus(MOVE_SCRATCH)); PLAYER(SPECIES_DRAMPA) { Ability(ABILITY_BERSERK); MaxHP(maxHp); HP(hp); } OPPONENT(SPECIES_WOBBUFFET); } WHEN { TURN { MOVE(opponent, MOVE_SCRATCH); } } SCENE { ANIMATION(ANIM_TYPE_MOVE, MOVE_SCRATCH, opponent); if (activates) { ABILITY_POPUP(player, ABILITY_BERSERK); } else { NOT ABILITY_POPUP(player, ABILITY_BERSERK); } } THEN { if (activates) { EXPECT_EQ(player->statStages[STAT_SPATK], DEFAULT_STAT_STAGE + 1); } } } SINGLE_BATTLE_TEST("Berserk raises Sp.Atk by 1") { u16 maxHp = 500; GIVEN { ASSUME(!IsBattleMoveStatus(MOVE_SCRATCH)); PLAYER(SPECIES_DRAMPA) { Ability(ABILITY_BERSERK); MaxHP(maxHp); HP(maxHp / 2 + 1); } OPPONENT(SPECIES_WOBBUFFET); } WHEN { TURN { MOVE(opponent, MOVE_SCRATCH); } } SCENE { ANIMATION(ANIM_TYPE_MOVE, MOVE_SCRATCH, opponent); ABILITY_POPUP(player, ABILITY_BERSERK); ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, player); MESSAGE("Drampa's Sp. Atk rose!"); } THEN { EXPECT_EQ(player->statStages[STAT_SPATK], DEFAULT_STAT_STAGE + 1); } } SINGLE_BATTLE_TEST("Berserk activates after all hits from a multi-hit move") { u32 j; u16 maxHp = 500; GIVEN { ASSUME(GetMoveEffect(MOVE_DOUBLE_SLAP) == EFFECT_MULTI_HIT); PLAYER(SPECIES_DRAMPA) { Ability(ABILITY_BERSERK); MaxHP(maxHp); HP(maxHp / 2 + 1); } OPPONENT(SPECIES_SHELLDER) { Ability(ABILITY_SKILL_LINK); } // Always hits 5 times. } WHEN { TURN { MOVE(opponent, MOVE_DOUBLE_SLAP); } } SCENE { for (j = 0; j < 4; j++) { ANIMATION(ANIM_TYPE_MOVE, MOVE_DOUBLE_SLAP, opponent); NOT ABILITY_POPUP(player, ABILITY_BERSERK); } ANIMATION(ANIM_TYPE_MOVE, MOVE_DOUBLE_SLAP, opponent); ABILITY_POPUP(player, ABILITY_BERSERK); } THEN { EXPECT_EQ(player->statStages[STAT_SPATK], DEFAULT_STAT_STAGE + 1); } } SINGLE_BATTLE_TEST("Berserk does not activate if move is boosted by Sheer Force") { u16 maxHp = 500; GIVEN { PLAYER(SPECIES_DRAMPA) { Ability(ABILITY_BERSERK); MaxHP(maxHp); HP(maxHp / 2 + 1); } OPPONENT(SPECIES_NIDOKING) { Ability(ABILITY_SHEER_FORCE); } } WHEN { TURN { MOVE(opponent, MOVE_EMBER); } } SCENE { ANIMATION(ANIM_TYPE_MOVE, MOVE_EMBER, opponent); NOT ABILITY_POPUP(player, ABILITY_BERSERK); } THEN { EXPECT_EQ(player->statStages[STAT_DEF], DEFAULT_STAT_STAGE); EXPECT_EQ(player->statStages[STAT_SPDEF], DEFAULT_STAT_STAGE); EXPECT_EQ(player->statStages[STAT_ATK], DEFAULT_STAT_STAGE); EXPECT_EQ(player->statStages[STAT_SPATK], DEFAULT_STAT_STAGE); EXPECT_EQ(player->statStages[STAT_SPEED], DEFAULT_STAT_STAGE); } } SINGLE_BATTLE_TEST("Berserk will not activate if the last multi hit move activates a restore berry") { u32 j; GIVEN { ASSUME(GetMoveEffect(MOVE_DOUBLE_SLAP) == EFFECT_MULTI_HIT); PLAYER(SPECIES_DRAMPA) { Ability(ABILITY_BERSERK); Item(ITEM_SITRUS_BERRY); MaxHP(100); HP(90); } OPPONENT(SPECIES_SHELLDER) { Ability(ABILITY_SKILL_LINK); } // Always hits 5 times. } WHEN { TURN { MOVE(opponent, MOVE_DOUBLE_SLAP); } } SCENE { for (j = 0; j < 4; j++) { ANIMATION(ANIM_TYPE_MOVE, MOVE_DOUBLE_SLAP, opponent); NOT ABILITY_POPUP(player, ABILITY_BERSERK); } ANIMATION(ANIM_TYPE_MOVE, MOVE_DOUBLE_SLAP, opponent); ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_HELD_ITEM_EFFECT, player); NOT ABILITY_POPUP(player, ABILITY_BERSERK); } THEN { EXPECT_EQ(player->statStages[STAT_SPATK], DEFAULT_STAT_STAGE); } } SINGLE_BATTLE_TEST("Berserk activates before the hp can be restored on non multi hit moves") { u16 maxHp = 500; GIVEN { ASSUME(!IsBattleMoveStatus(MOVE_SCRATCH)); PLAYER(SPECIES_DRAMPA) { Ability(ABILITY_BERSERK); Item(ITEM_SITRUS_BERRY); MaxHP(maxHp); HP(maxHp / 2 + 1); } OPPONENT(SPECIES_WOBBUFFET); } WHEN { TURN { MOVE(opponent, MOVE_SCRATCH); } } SCENE { ANIMATION(ANIM_TYPE_MOVE, MOVE_SCRATCH, opponent); ABILITY_POPUP(player, ABILITY_BERSERK); ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_HELD_ITEM_EFFECT, player); } THEN { EXPECT_EQ(player->statStages[STAT_SPATK], DEFAULT_STAT_STAGE + 1); } }