mirror of
https://github.com/rh-hideout/pokeemerald-expansion.git
synced 2026-03-21 18:04:50 -05:00
74 lines
2.5 KiB
C
74 lines
2.5 KiB
C
#include "global.h"
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#include "test/battle.h"
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ASSUMPTIONS
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{
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ASSUME(MoveHasAdditionalEffect(MOVE_SECRET_POWER, MOVE_EFFECT_SECRET_POWER) == TRUE);
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}
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SINGLE_BATTLE_TEST("Secret Power inflicts paralysis in Electric Terrain")
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{
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GIVEN {
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ASSUME(GetMoveEffect(MOVE_ELECTRIC_TERRAIN) == EFFECT_ELECTRIC_TERRAIN);
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(opponent, MOVE_ELECTRIC_TERRAIN); MOVE(player, MOVE_SECRET_POWER); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_ELECTRIC_TERRAIN, opponent);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_SECRET_POWER, player);
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STATUS_ICON(opponent, paralysis: TRUE);
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}
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}
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SINGLE_BATTLE_TEST("Secret Power inflicts sleep in Grassy Terrain")
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{
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GIVEN {
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ASSUME(GetMoveEffect(MOVE_GRASSY_TERRAIN) == EFFECT_GRASSY_TERRAIN);
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(opponent, MOVE_GRASSY_TERRAIN); MOVE(player, MOVE_SECRET_POWER); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_GRASSY_TERRAIN, opponent);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_SECRET_POWER, player);
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STATUS_ICON(opponent, sleep: TRUE);
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}
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}
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SINGLE_BATTLE_TEST("Secret Power lowers Speed in Psychic Terrain")
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{
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GIVEN {
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ASSUME(GetMoveEffect(MOVE_PSYCHIC_TERRAIN) == EFFECT_PSYCHIC_TERRAIN);
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(opponent, MOVE_PSYCHIC_TERRAIN); MOVE(player, MOVE_SECRET_POWER); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_PSYCHIC_TERRAIN, opponent);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_SECRET_POWER, player);
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ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, opponent);
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} THEN {
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EXPECT_EQ(opponent->statStages[STAT_SPEED], DEFAULT_STAT_STAGE - 1);
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}
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}
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SINGLE_BATTLE_TEST("Secret Power lowers Sp. Atk in Misty Terrain")
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{
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GIVEN {
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ASSUME(GetMoveEffect(MOVE_MISTY_TERRAIN) == EFFECT_MISTY_TERRAIN);
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(opponent, MOVE_MISTY_TERRAIN); MOVE(player, MOVE_SECRET_POWER); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_MISTY_TERRAIN, opponent);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_SECRET_POWER, player);
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ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, opponent);
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} THEN {
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EXPECT_EQ(opponent->statStages[STAT_SPATK], DEFAULT_STAT_STAGE - 1);
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}
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}
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TO_DO_BATTLE_TEST("Secret Power doesn't inflict secondary effects when user fainted");
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