pokeemerald-expansion/test/battle/move_effect_secondary/secret_power.c

74 lines
2.5 KiB
C

#include "global.h"
#include "test/battle.h"
ASSUMPTIONS
{
ASSUME(MoveHasAdditionalEffect(MOVE_SECRET_POWER, MOVE_EFFECT_SECRET_POWER) == TRUE);
}
SINGLE_BATTLE_TEST("Secret Power inflicts paralysis in Electric Terrain")
{
GIVEN {
ASSUME(GetMoveEffect(MOVE_ELECTRIC_TERRAIN) == EFFECT_ELECTRIC_TERRAIN);
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(opponent, MOVE_ELECTRIC_TERRAIN); MOVE(player, MOVE_SECRET_POWER); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_ELECTRIC_TERRAIN, opponent);
ANIMATION(ANIM_TYPE_MOVE, MOVE_SECRET_POWER, player);
STATUS_ICON(opponent, paralysis: TRUE);
}
}
SINGLE_BATTLE_TEST("Secret Power inflicts sleep in Grassy Terrain")
{
GIVEN {
ASSUME(GetMoveEffect(MOVE_GRASSY_TERRAIN) == EFFECT_GRASSY_TERRAIN);
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(opponent, MOVE_GRASSY_TERRAIN); MOVE(player, MOVE_SECRET_POWER); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_GRASSY_TERRAIN, opponent);
ANIMATION(ANIM_TYPE_MOVE, MOVE_SECRET_POWER, player);
STATUS_ICON(opponent, sleep: TRUE);
}
}
SINGLE_BATTLE_TEST("Secret Power lowers Speed in Psychic Terrain")
{
GIVEN {
ASSUME(GetMoveEffect(MOVE_PSYCHIC_TERRAIN) == EFFECT_PSYCHIC_TERRAIN);
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(opponent, MOVE_PSYCHIC_TERRAIN); MOVE(player, MOVE_SECRET_POWER); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_PSYCHIC_TERRAIN, opponent);
ANIMATION(ANIM_TYPE_MOVE, MOVE_SECRET_POWER, player);
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, opponent);
} THEN {
EXPECT_EQ(opponent->statStages[STAT_SPEED], DEFAULT_STAT_STAGE - 1);
}
}
SINGLE_BATTLE_TEST("Secret Power lowers Sp. Atk in Misty Terrain")
{
GIVEN {
ASSUME(GetMoveEffect(MOVE_MISTY_TERRAIN) == EFFECT_MISTY_TERRAIN);
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(opponent, MOVE_MISTY_TERRAIN); MOVE(player, MOVE_SECRET_POWER); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_MISTY_TERRAIN, opponent);
ANIMATION(ANIM_TYPE_MOVE, MOVE_SECRET_POWER, player);
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, opponent);
} THEN {
EXPECT_EQ(opponent->statStages[STAT_SPATK], DEFAULT_STAT_STAGE - 1);
}
}
TO_DO_BATTLE_TEST("Secret Power doesn't inflict secondary effects when user fainted");