68 lines
2.4 KiB
C
68 lines
2.4 KiB
C
#include "global.h"
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#include "test/battle.h"
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SINGLE_BATTLE_TEST("Static inflicts paralysis on contact")
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{
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u32 move;
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PARAMETRIZE { move = MOVE_SCRATCH; }
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PARAMETRIZE { move = MOVE_SWIFT; }
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GIVEN {
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ASSUME(MoveMakesContact(MOVE_SCRATCH));
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ASSUME(!MoveMakesContact(MOVE_SWIFT));
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_PIKACHU) { Ability(ABILITY_STATIC); }
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} WHEN {
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TURN { MOVE(player, move); }
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} SCENE {
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if (MoveMakesContact(move)) {
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ABILITY_POPUP(opponent, ABILITY_STATIC);
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ANIMATION(ANIM_TYPE_STATUS, B_ANIM_STATUS_PRZ, player);
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MESSAGE("The opposing Pikachu's Static paralyzed Wobbuffet, so it may be unable to move!");
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STATUS_ICON(player, paralysis: TRUE);
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} else {
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NONE_OF {
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ABILITY_POPUP(opponent, ABILITY_STATIC);
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ANIMATION(ANIM_TYPE_STATUS, B_ANIM_STATUS_PRZ, player);
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MESSAGE("The opposing Pikachu's Static paralyzed Wobbuffet, so it may be unable to move!");
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STATUS_ICON(player, paralysis: TRUE);
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}
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}
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}
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}
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SINGLE_BATTLE_TEST("Static triggers 1/3 times (Gen3) or 30% (Gen4+) of the time")
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{
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u32 config, passes, trials;
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PARAMETRIZE { config = GEN_3; passes = 1; trials = 3; } // 33.3%
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PARAMETRIZE { config = GEN_4; passes = 3; trials = 10; } // 30%
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PASSES_RANDOMLY(passes, trials, RNG_STATIC);
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GIVEN {
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WITH_CONFIG(CONFIG_ABILITY_TRIGGER_CHANCE, config);
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ASSUME(MoveMakesContact(MOVE_SCRATCH));
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_PIKACHU) { Ability(ABILITY_STATIC); }
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} WHEN {
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TURN { MOVE(player, MOVE_SCRATCH); }
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} SCENE {
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ABILITY_POPUP(opponent, ABILITY_STATIC);
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ANIMATION(ANIM_TYPE_STATUS, B_ANIM_STATUS_PRZ, player);
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MESSAGE("The opposing Pikachu's Static paralyzed Wobbuffet, so it may be unable to move!");
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STATUS_ICON(player, paralysis: TRUE);
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}
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}
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SINGLE_BATTLE_TEST("Static triggers even if attacker is under substitute")
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{
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GIVEN {
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ASSUME(MoveMakesContact(MOVE_TACKLE));
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_PIKACHU) { Ability(ABILITY_STATIC); }
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} WHEN {
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TURN { MOVE(player, MOVE_SUBSTITUTE); }
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TURN { MOVE(player, MOVE_TACKLE); }
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} SCENE {
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ABILITY_POPUP(opponent, ABILITY_STATIC);
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STATUS_ICON(player, paralysis: TRUE);
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}
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}
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