212 lines
8.1 KiB
C

#include "global.h"
#include "test/battle.h"
ASSUMPTIONS
{
ASSUME(GetMoveEffect(MOVE_BEAK_BLAST) == EFFECT_BEAK_BLAST);
}
DOUBLE_BATTLE_TEST("Beak Blast's charging message is shown before other moves are used")
{
GIVEN {
ASSUME(GetMovePriority(MOVE_BEAK_BLAST) < 0);
PLAYER(SPECIES_WYNAUT) { Speed(10); }
PLAYER(SPECIES_WOBBUFFET) { Speed(5); }
OPPONENT(SPECIES_WOBBUFFET) { Speed(2); }
OPPONENT(SPECIES_WOBBUFFET) { Speed(3); }
} WHEN {
TURN { MOVE(playerLeft, MOVE_BEAK_BLAST, target: opponentLeft); }
} SCENE {
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_BEAK_BLAST_SETUP, playerLeft);
MESSAGE("Wynaut started heating up its beak!");
MESSAGE("Wobbuffet used Celebrate!");
ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, playerRight);
MESSAGE("The opposing Wobbuffet used Celebrate!");
ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, opponentRight);
MESSAGE("The opposing Wobbuffet used Celebrate!");
ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, opponentLeft);
MESSAGE("Wynaut used Beak Blast!");
ANIMATION(ANIM_TYPE_MOVE, MOVE_BEAK_BLAST, playerLeft);
HP_BAR(opponentLeft);
}
}
DOUBLE_BATTLE_TEST("Beak Blast burns all who make contact with the Pokémon")
{
GIVEN {
ASSUME(GetMovePriority(MOVE_BEAK_BLAST) < 0);
ASSUME(MoveMakesContact(MOVE_SCRATCH));
PLAYER(SPECIES_WYNAUT) { Speed(10); }
PLAYER(SPECIES_WOBBUFFET) { Speed(5); }
OPPONENT(SPECIES_WOBBUFFET) { Speed(3); }
OPPONENT(SPECIES_WOBBUFFET) { Speed(2); }
} WHEN {
TURN { MOVE(opponentLeft, MOVE_SCRATCH, target: playerLeft); MOVE(opponentRight, MOVE_SCRATCH, target: playerLeft); MOVE(playerLeft, MOVE_BEAK_BLAST, target: opponentLeft); }
} SCENE {
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_BEAK_BLAST_SETUP, playerLeft);
MESSAGE("Wynaut started heating up its beak!");
MESSAGE("Wobbuffet used Celebrate!");
ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, playerRight);
MESSAGE("The opposing Wobbuffet used Scratch!");
ANIMATION(ANIM_TYPE_MOVE, MOVE_SCRATCH, opponentLeft);
HP_BAR(playerLeft);
ANIMATION(ANIM_TYPE_STATUS, B_ANIM_STATUS_BRN, opponentLeft);
MESSAGE("The opposing Wobbuffet was burned!");
STATUS_ICON(opponentLeft, burn: TRUE);
MESSAGE("The opposing Wobbuffet used Scratch!");
ANIMATION(ANIM_TYPE_MOVE, MOVE_SCRATCH, opponentRight);
HP_BAR(playerLeft);
ANIMATION(ANIM_TYPE_STATUS, B_ANIM_STATUS_BRN, opponentRight);
MESSAGE("The opposing Wobbuffet was burned!");
STATUS_ICON(opponentRight, burn: TRUE);
MESSAGE("Wynaut used Beak Blast!");
ANIMATION(ANIM_TYPE_MOVE, MOVE_BEAK_BLAST, playerLeft);
HP_BAR(opponentLeft);
}
}
SINGLE_BATTLE_TEST("Beak Blast burns only when contact moves are used")
{
u32 move;
bool32 burn;
PARAMETRIZE { move = MOVE_SCRATCH; burn = TRUE; }
PARAMETRIZE { move = MOVE_WATER_GUN; burn = FALSE; }
PARAMETRIZE { move = MOVE_LEER; burn = FALSE; }
GIVEN {
ASSUME(MoveMakesContact(MOVE_SCRATCH));
ASSUME(!MoveMakesContact(MOVE_WATER_GUN));
ASSUME(!MoveMakesContact(MOVE_LEER));
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(opponent, move); MOVE(player, MOVE_BEAK_BLAST); }
TURN {}
} SCENE {
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_BEAK_BLAST_SETUP, player);
MESSAGE("Wobbuffet started heating up its beak!");
ANIMATION(ANIM_TYPE_MOVE, move, opponent);
if (burn) {
ANIMATION(ANIM_TYPE_STATUS, B_ANIM_STATUS_BRN, opponent);
MESSAGE("The opposing Wobbuffet was burned!");
STATUS_ICON(opponent, burn: TRUE);
}
else {
NONE_OF {
ANIMATION(ANIM_TYPE_STATUS, B_ANIM_STATUS_BRN, opponent);
MESSAGE("The opposing Wobbuffet was burned!");
STATUS_ICON(opponent, burn: TRUE);
}
}
MESSAGE("Wobbuffet used Beak Blast!");
ANIMATION(ANIM_TYPE_MOVE, MOVE_BEAK_BLAST, player);
HP_BAR(opponent);
}
}
SINGLE_BATTLE_TEST("Beak Blast doesn't burn fire types")
{
GIVEN {
ASSUME(gSpeciesInfo[SPECIES_ARCANINE].types[0] == TYPE_FIRE || gSpeciesInfo[SPECIES_ARCANINE].types[1] == TYPE_FIRE);
PLAYER(SPECIES_ARCANINE);
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(player, MOVE_SCRATCH); MOVE(opponent, MOVE_BEAK_BLAST); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_SCRATCH, player);
NOT STATUS_ICON(player, burn: TRUE);
ANIMATION(ANIM_TYPE_MOVE, MOVE_BEAK_BLAST, opponent);
}
}
SINGLE_BATTLE_TEST("Beak Blast doesn't burn after being used")
{
GIVEN {
ASSUME(GetMovePriority(MOVE_COUNTER) < GetMovePriority(MOVE_BEAK_BLAST));
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(opponent, MOVE_BEAK_BLAST); MOVE(player, MOVE_COUNTER); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_BEAK_BLAST, opponent);
NOT STATUS_ICON(player, burn: TRUE);
}
}
DOUBLE_BATTLE_TEST("Beak Blast doesn't burn if the target is protected")
{
u32 move;
PARAMETRIZE { move = MOVE_SPIKY_SHIELD; }
PARAMETRIZE { move = MOVE_BANEFUL_BUNKER; }
PARAMETRIZE { move = MOVE_BURNING_BULWARK; }
PARAMETRIZE { move = MOVE_SILK_TRAP; }
GIVEN {
ASSUME(GetMoveEffect(move) == EFFECT_PROTECT);
ASSUME(GetMoveEffect(MOVE_INSTRUCT) == EFFECT_INSTRUCT);
ASSUME(GetMovePriority(MOVE_BEAK_BLAST) > GetMovePriority(MOVE_TRICK_ROOM));
PLAYER(SPECIES_WOBBUFFET) { Speed(1); }
PLAYER(SPECIES_WYNAUT) { Speed(2); }
OPPONENT(SPECIES_WOBBUFFET) { Speed(5); }
OPPONENT(SPECIES_WYNAUT) { Speed(10); }
} WHEN {
TURN { MOVE(opponentLeft, move); }
TURN { MOVE(opponentRight, MOVE_INSTRUCT, target: opponentLeft, WITH_RNG(RNG_PROTECT_FAIL, 0));
MOVE(opponentLeft, MOVE_BEAK_BLAST, target: playerLeft);
MOVE(playerRight, MOVE_TRICK_ROOM);
MOVE(playerLeft, MOVE_POUND, target: opponentLeft); }
} SCENE {
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_BEAK_BLAST_SETUP, opponentLeft);
ANIMATION(ANIM_TYPE_MOVE, MOVE_INSTRUCT, opponentRight);
ANIMATION(ANIM_TYPE_MOVE, move, opponentLeft);
NOT ANIMATION(ANIM_TYPE_MOVE, MOVE_POUND, playerLeft);
if (move == MOVE_SPIKY_SHIELD) {
HP_BAR(playerLeft);
} else if (move == MOVE_BANEFUL_BUNKER) {
STATUS_ICON(playerLeft, STATUS1_POISON);
} else if (move == MOVE_BURNING_BULWARK) {
STATUS_ICON(playerLeft, STATUS1_BURN);
} else if (move == MOVE_SILK_TRAP) {
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, playerLeft);
}
NOT STATUS_ICON(playerLeft, STATUS1_BURN);
}
}
DOUBLE_BATTLE_TEST("Beak Blast doesn't burn if the target is protected by Quick Guard")
{
GIVEN {
ASSUME(GetMoveEffect(MOVE_QUICK_GUARD) == EFFECT_PROTECT);
ASSUME(GetMoveProtectMethod(MOVE_QUICK_GUARD) == PROTECT_QUICK_GUARD);
ASSUME(GetMovePriority(MOVE_QUICK_ATTACK) > 0);
PLAYER(SPECIES_WOBBUFFET) { Speed(1); }
PLAYER(SPECIES_WYNAUT) { Speed(2); }
OPPONENT(SPECIES_WOBBUFFET) { Speed(5); }
OPPONENT(SPECIES_WYNAUT) { Speed(10); }
} WHEN {
TURN { MOVE(opponentLeft, MOVE_BEAK_BLAST, target: playerLeft);
MOVE(opponentRight, MOVE_QUICK_GUARD);
MOVE(playerLeft, MOVE_QUICK_ATTACK, target: opponentLeft); }
} SCENE {
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_BEAK_BLAST_SETUP, opponentLeft);
ANIMATION(ANIM_TYPE_MOVE, MOVE_QUICK_GUARD, opponentRight);
NONE_OF {
ANIMATION(ANIM_TYPE_MOVE, MOVE_QUICK_ATTACK, playerLeft);
STATUS_ICON(playerLeft, STATUS1_BURN);
}
}
}
TO_DO_BATTLE_TEST("Beak Blast's charging message is shown regardless if it would've missed");
TO_DO_BATTLE_TEST("Beak Blast fails if it's forced by Encore after choosing a different move");
TO_DO_BATTLE_TEST("Bulletproof is immune to Beak Blast but not to the burn it causes");