Alex 4ff2f3de42
Centralizes non volatile status effect checks (#6533)
Co-authored-by: PhallenTree <168426989+PhallenTree@users.noreply.github.com>
2025-04-30 11:34:19 -04:00

42 lines
1.1 KiB
C

#include "global.h"
#include "test/battle.h"
SINGLE_BATTLE_TEST("Poison deals 1/8th damage per turn")
{
u32 j;
GIVEN {
PLAYER(SPECIES_WOBBUFFET) { Status1(STATUS1_POISON); }
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
for (j = 0; j < 4; j++)
TURN {}
} SCENE {
s32 maxHP = GetMonData(&PLAYER_PARTY[0], MON_DATA_MAX_HP);
for (j = 0; j < 4; j++)
HP_BAR(player, damage: maxHP / 8);
}
}
SINGLE_BATTLE_TEST("Poison can't bad poison a poison or steel type")
{
u32 species;
PARAMETRIZE { species = SPECIES_BELDUM; }
PARAMETRIZE { species = SPECIES_BULBASAUR; }
GIVEN {
ASSUME(GetMoveEffect(MOVE_POISON_GAS) == EFFECT_POISON);
ASSUME(GetMoveNonVolatileStatus(MOVE_POISON_GAS) == MOVE_EFFECT_POISON);
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(species);
} WHEN {
TURN { MOVE(player, MOVE_POISON_GAS); }
} SCENE {
NONE_OF {
ANIMATION(ANIM_TYPE_MOVE, MOVE_POISON_GAS, player);
ANIMATION(ANIM_TYPE_STATUS, B_ANIM_STATUS_PSN, opponent);
STATUS_ICON(opponent, poison: TRUE);
}
}
}