2026-01-06 15:53:29 +01:00

68 lines
2.4 KiB
C

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