137 lines
4.9 KiB
C
137 lines
4.9 KiB
C
#include "global.h"
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#include "test/battle.h"
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SINGLE_BATTLE_TEST("Berserk activates only if the target had more than 50% of its HP")
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{
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bool32 activates = FALSE;
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u16 maxHp = 500, hp = 0;
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PARAMETRIZE { hp = 250; activates = FALSE; }
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PARAMETRIZE { hp = 249; activates = FALSE; }
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PARAMETRIZE { hp = 100; activates = FALSE; }
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PARAMETRIZE { hp = 50; activates = FALSE; }
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PARAMETRIZE { hp = 251; activates = TRUE; }
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PARAMETRIZE { hp = 254; activates = TRUE; }
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GIVEN {
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ASSUME(!IsBattleMoveStatus(MOVE_SCRATCH));
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PLAYER(SPECIES_DRAMPA) { Ability(ABILITY_BERSERK); MaxHP(maxHp); HP(hp); }
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(opponent, MOVE_SCRATCH); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_SCRATCH, opponent);
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if (activates) {
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ABILITY_POPUP(player, ABILITY_BERSERK);
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} else {
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NOT ABILITY_POPUP(player, ABILITY_BERSERK);
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}
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} THEN {
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if (activates) {
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EXPECT_EQ(player->statStages[STAT_SPATK], DEFAULT_STAT_STAGE + 1);
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}
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}
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}
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SINGLE_BATTLE_TEST("Berserk raises Sp.Atk by 1")
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{
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u16 maxHp = 500;
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GIVEN {
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ASSUME(!IsBattleMoveStatus(MOVE_SCRATCH));
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PLAYER(SPECIES_DRAMPA) { Ability(ABILITY_BERSERK); MaxHP(maxHp); HP(maxHp / 2 + 1); }
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(opponent, MOVE_SCRATCH); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_SCRATCH, opponent);
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ABILITY_POPUP(player, ABILITY_BERSERK);
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ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, player);
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MESSAGE("Drampa's Sp. Atk rose!");
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} THEN {
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EXPECT_EQ(player->statStages[STAT_SPATK], DEFAULT_STAT_STAGE + 1);
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}
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}
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SINGLE_BATTLE_TEST("Berserk activates after all hits from a multi-hit move")
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{
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u32 j;
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u16 maxHp = 500;
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GIVEN {
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ASSUME(GetMoveEffect(MOVE_DOUBLE_SLAP) == EFFECT_MULTI_HIT);
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PLAYER(SPECIES_DRAMPA) { Ability(ABILITY_BERSERK); MaxHP(maxHp); HP(maxHp / 2 + 1); }
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OPPONENT(SPECIES_SHELLDER) { Ability(ABILITY_SKILL_LINK); } // Always hits 5 times.
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} WHEN {
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TURN { MOVE(opponent, MOVE_DOUBLE_SLAP); }
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} SCENE {
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for (j = 0; j < 4; j++) {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_DOUBLE_SLAP, opponent);
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NOT ABILITY_POPUP(player, ABILITY_BERSERK);
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}
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ANIMATION(ANIM_TYPE_MOVE, MOVE_DOUBLE_SLAP, opponent);
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ABILITY_POPUP(player, ABILITY_BERSERK);
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} THEN {
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EXPECT_EQ(player->statStages[STAT_SPATK], DEFAULT_STAT_STAGE + 1);
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}
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}
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SINGLE_BATTLE_TEST("Berserk does not activate if move is boosted by Sheer Force")
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{
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u16 maxHp = 500;
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GIVEN {
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PLAYER(SPECIES_DRAMPA) { Ability(ABILITY_BERSERK); MaxHP(maxHp); HP(maxHp / 2 + 1); }
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OPPONENT(SPECIES_NIDOKING) { Ability(ABILITY_SHEER_FORCE); }
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} WHEN {
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TURN { MOVE(opponent, MOVE_EMBER); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_EMBER, opponent);
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NOT ABILITY_POPUP(player, ABILITY_BERSERK);
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} THEN {
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EXPECT_EQ(player->statStages[STAT_DEF], DEFAULT_STAT_STAGE);
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EXPECT_EQ(player->statStages[STAT_SPDEF], DEFAULT_STAT_STAGE);
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EXPECT_EQ(player->statStages[STAT_ATK], DEFAULT_STAT_STAGE);
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EXPECT_EQ(player->statStages[STAT_SPATK], DEFAULT_STAT_STAGE);
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EXPECT_EQ(player->statStages[STAT_SPEED], DEFAULT_STAT_STAGE);
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}
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}
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SINGLE_BATTLE_TEST("Berserk will not activate if the last multi hit move activates a restore berry")
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{
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u32 j;
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GIVEN {
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ASSUME(GetMoveEffect(MOVE_DOUBLE_SLAP) == EFFECT_MULTI_HIT);
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PLAYER(SPECIES_DRAMPA) { Ability(ABILITY_BERSERK); Item(ITEM_SITRUS_BERRY); MaxHP(100); HP(90); }
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OPPONENT(SPECIES_SHELLDER) { Ability(ABILITY_SKILL_LINK); } // Always hits 5 times.
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} WHEN {
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TURN { MOVE(opponent, MOVE_DOUBLE_SLAP); }
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} SCENE {
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for (j = 0; j < 4; j++) {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_DOUBLE_SLAP, opponent);
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NOT ABILITY_POPUP(player, ABILITY_BERSERK);
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}
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ANIMATION(ANIM_TYPE_MOVE, MOVE_DOUBLE_SLAP, opponent);
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ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_HELD_ITEM_EFFECT, player);
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NOT ABILITY_POPUP(player, ABILITY_BERSERK);
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} THEN {
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EXPECT_EQ(player->statStages[STAT_SPATK], DEFAULT_STAT_STAGE);
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}
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}
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SINGLE_BATTLE_TEST("Berserk activates before the hp can be restored on non multi hit moves")
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{
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u16 maxHp = 500;
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GIVEN {
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ASSUME(!IsBattleMoveStatus(MOVE_SCRATCH));
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PLAYER(SPECIES_DRAMPA) { Ability(ABILITY_BERSERK); Item(ITEM_SITRUS_BERRY); MaxHP(maxHp); HP(maxHp / 2 + 1); }
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(opponent, MOVE_SCRATCH); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_SCRATCH, opponent);
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ABILITY_POPUP(player, ABILITY_BERSERK);
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ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_HELD_ITEM_EFFECT, player);
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} THEN {
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EXPECT_EQ(player->statStages[STAT_SPATK], DEFAULT_STAT_STAGE + 1);
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}
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}
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