2025-12-03 15:31:43 +01:00

37 lines
1.1 KiB
C

#include "global.h"
#include "test/battle.h"
ASSUMPTIONS
{
ASSUME(gItemsInfo[ITEM_KINGS_ROCK].holdEffect == HOLD_EFFECT_FLINCH);
}
SINGLE_BATTLE_TEST("Kings Rock holder will flinch the target 10% of the time")
{
PASSES_RANDOMLY(10, 100, RNG_HOLD_EFFECT_FLINCH);
GIVEN {
PLAYER(SPECIES_WOBBUFFET) { Item(ITEM_KINGS_ROCK); }
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(player, MOVE_SCRATCH); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_SCRATCH, player);
MESSAGE("The opposing Wobbuffet flinched and couldn't move!");
}
}
SINGLE_BATTLE_TEST("Kings Rock does not increase flinch chance of a move that has the flinch effect")
{
PASSES_RANDOMLY(30, 100, RNG_SECONDARY_EFFECT);
GIVEN {
ASSUME(MoveHasAdditionalEffect(MOVE_HEADBUTT, MOVE_EFFECT_FLINCH));
PLAYER(SPECIES_WOBBUFFET) { Item(ITEM_KINGS_ROCK); }
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(player, MOVE_HEADBUTT); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_HEADBUTT, player);
MESSAGE("The opposing Wobbuffet flinched and couldn't move!");
}
}