#include "global.h" #include "test/battle.h" ASSUMPTIONS { ASSUME(GetMoveEffect(MOVE_STONE_AXE) == EFFECT_STONE_AXE); } SINGLE_BATTLE_TEST("Stone Axe sets up hazards after hitting the target") { GIVEN { PLAYER(SPECIES_WOBBUFFET); OPPONENT(SPECIES_WOBBUFFET); OPPONENT(SPECIES_WOBBUFFET); } WHEN { TURN { MOVE(player, MOVE_STONE_AXE); } TURN { SWITCH(opponent, 1); } } SCENE { s32 maxHP = GetMonData(&OPPONENT_PARTY[1], MON_DATA_MAX_HP); ANIMATION(ANIM_TYPE_MOVE, MOVE_STONE_AXE, player); HP_BAR(opponent); MESSAGE("Pointed stones float in the air around the opposing team!"); MESSAGE("2 sent out Wobbuffet!"); HP_BAR(opponent, damage: maxHP / 8); MESSAGE("Pointed stones dug into the opposing Wobbuffet!"); } } SINGLE_BATTLE_TEST("Stone Axe can set up pointed stones only once") { GIVEN { PLAYER(SPECIES_WOBBUFFET); OPPONENT(SPECIES_WOBBUFFET); OPPONENT(SPECIES_WYNAUT); } WHEN { TURN { MOVE(player, MOVE_STONE_AXE); } TURN { MOVE(player, MOVE_STONE_AXE); } TURN { MOVE(player, MOVE_STONE_AXE); } TURN { MOVE(player, MOVE_STONE_AXE); } TURN { SWITCH(opponent, 1); } } SCENE { s32 maxHP = GetMonData(&OPPONENT_PARTY[1], MON_DATA_MAX_HP); ANIMATION(ANIM_TYPE_MOVE, MOVE_STONE_AXE, player); HP_BAR(opponent); MESSAGE("Pointed stones float in the air around the opposing team!"); ANIMATION(ANIM_TYPE_MOVE, MOVE_STONE_AXE, player); HP_BAR(opponent); NOT MESSAGE("Pointed stones float in the air around the opposing team!"); ANIMATION(ANIM_TYPE_MOVE, MOVE_STONE_AXE, player); HP_BAR(opponent); NOT MESSAGE("Pointed stones float in the air around the opposing team!"); ANIMATION(ANIM_TYPE_MOVE, MOVE_STONE_AXE, player); HP_BAR(opponent); NOT MESSAGE("Pointed stones float in the air around the opposing team!"); MESSAGE("2 sent out Wynaut!"); HP_BAR(opponent, damage: maxHP / 8); MESSAGE("Pointed stones dug into the opposing Wynaut!"); } } SINGLE_BATTLE_TEST("Stone Axe sets up hazards after any ability activation") { GIVEN { PLAYER(SPECIES_WOBBUFFET); OPPONENT(SPECIES_SKARMORY) { Ability(ABILITY_WEAK_ARMOR); } } WHEN { TURN { MOVE(player, MOVE_STONE_AXE); } } SCENE { ANIMATION(ANIM_TYPE_MOVE, MOVE_STONE_AXE, player); ABILITY_POPUP(opponent, ABILITY_WEAK_ARMOR); MESSAGE("Pointed stones float in the air around the opposing team!"); } } SINGLE_BATTLE_TEST("Stone Axe fails to set up hazards if user faints") { GIVEN { PLAYER(SPECIES_WOBBUFFET) { HP(1); } PLAYER(SPECIES_WOBBUFFET); OPPONENT(SPECIES_WOBBUFFET) { Item(ITEM_ROCKY_HELMET); } } WHEN { TURN { MOVE(player, MOVE_STONE_AXE); SEND_OUT(player, 1); } } SCENE { ANIMATION(ANIM_TYPE_MOVE, MOVE_STONE_AXE, player); HP_BAR(player); MESSAGE("Wobbuffet was hurt by the opposing Wobbuffet's Rocky Helmet!"); NOT MESSAGE("Pointed stones float in the air around the opposing team!"); } }