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Fixed Ice Face, implemented tests (#5171)
* Fixed Ice Face, implemented tests * Fixed agbcc and bad battle mon looping * Fixed the ShouldChangeFormInWeather function again * Cleaned up End of Turn weather form changes, simplified Ice Face --------- Co-authored-by: Hedara <[email protected]>
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Original file line number | Diff line number | Diff line change |
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#include "global.h" | ||
#include "test/battle.h" | ||
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TO_DO_BATTLE_TEST("Ice Face blocks physical moves, changing Eiscue into its Noice Face form"); // Include Special move in test | ||
TO_DO_BATTLE_TEST("Ice Face is restored if hail or snow begins while Noice Face Eiscue is out"); | ||
TO_DO_BATTLE_TEST("Ice Face is restored if Noice Face Eiscue is sent in while hail or snow is active"); | ||
TO_DO_BATTLE_TEST("Ice Face is not restored if Eiscue changes into Noice Face form while there's already hail"); | ||
TO_DO_BATTLE_TEST("Ice Face form change persists after switching out"); | ||
TO_DO_BATTLE_TEST("Ice Face doesn't transform Eiscue if Cloud Nine/Air Lock is on the field"); | ||
SINGLE_BATTLE_TEST("Ice Face blocks physical moves, changing Eiscue into its Noice Face form") | ||
{ | ||
GIVEN { | ||
ASSUME(gMovesInfo[MOVE_TACKLE].category == DAMAGE_CATEGORY_PHYSICAL); | ||
PLAYER(SPECIES_EISCUE); | ||
OPPONENT(SPECIES_WOBBUFFET); | ||
} WHEN { | ||
TURN { MOVE(opponent, MOVE_TACKLE); } | ||
} SCENE { | ||
ABILITY_POPUP(player, ABILITY_ICE_FACE); | ||
MESSAGE("Eiscue transformed!"); | ||
} | ||
} | ||
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SINGLE_BATTLE_TEST("Ice Face does not block special moves, Eiscue stays in Ice Face form") | ||
{ | ||
GIVEN { | ||
ASSUME(gMovesInfo[MOVE_TACKLE].category == DAMAGE_CATEGORY_PHYSICAL); | ||
ASSUME(gMovesInfo[MOVE_EMBER].category == DAMAGE_CATEGORY_SPECIAL); | ||
PLAYER(SPECIES_EISCUE); | ||
OPPONENT(SPECIES_WOBBUFFET); | ||
} WHEN { | ||
TURN { MOVE(opponent, MOVE_EMBER); } | ||
} SCENE { | ||
NOT ABILITY_POPUP(player, ABILITY_ICE_FACE); | ||
} | ||
} | ||
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SINGLE_BATTLE_TEST("Ice Face is restored if hail or snow begins while Noice Face Eiscue is out") | ||
{ | ||
u32 move; | ||
PARAMETRIZE { move = MOVE_SNOWSCAPE; } | ||
PARAMETRIZE { move = MOVE_HAIL; } | ||
GIVEN { | ||
ASSUME(gMovesInfo[MOVE_TACKLE].category == DAMAGE_CATEGORY_PHYSICAL); | ||
ASSUME(gMovesInfo[MOVE_SNOWSCAPE].effect == EFFECT_SNOWSCAPE); | ||
ASSUME(gMovesInfo[MOVE_HAIL].effect == EFFECT_HAIL); | ||
PLAYER(SPECIES_EISCUE); | ||
OPPONENT(SPECIES_WOBBUFFET); | ||
} WHEN { | ||
TURN { MOVE(opponent, MOVE_TACKLE); } | ||
TURN { MOVE(opponent, move); } | ||
TURN { MOVE(opponent, MOVE_TACKLE); } | ||
} SCENE { | ||
ABILITY_POPUP(player, ABILITY_ICE_FACE); | ||
MESSAGE("Eiscue transformed!"); | ||
ABILITY_POPUP(player, ABILITY_ICE_FACE); | ||
MESSAGE("Eiscue transformed!"); | ||
ABILITY_POPUP(player, ABILITY_ICE_FACE); | ||
MESSAGE("Eiscue transformed!"); | ||
} | ||
} | ||
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||
SINGLE_BATTLE_TEST("Ice Face is restored if Noice Face Eiscue is sent in while hail or snow is active") | ||
{ | ||
u32 move; | ||
PARAMETRIZE { move = MOVE_SNOWSCAPE; } | ||
PARAMETRIZE { move = MOVE_HAIL; } | ||
GIVEN { | ||
ASSUME(gMovesInfo[MOVE_TACKLE].category == DAMAGE_CATEGORY_PHYSICAL); | ||
ASSUME(gMovesInfo[MOVE_SNOWSCAPE].effect == EFFECT_SNOWSCAPE); | ||
ASSUME(gMovesInfo[MOVE_HAIL].effect == EFFECT_HAIL); | ||
PLAYER(SPECIES_EISCUE); | ||
PLAYER(SPECIES_WOBBUFFET); | ||
OPPONENT(SPECIES_WOBBUFFET); | ||
} WHEN { | ||
TURN { MOVE(player, MOVE_CELEBRATE); MOVE(opponent, MOVE_TACKLE); } | ||
TURN { SWITCH(player, 1); MOVE(opponent, move); } | ||
TURN { SWITCH(player, 0); MOVE(opponent, MOVE_TACKLE); } | ||
} SCENE { | ||
ABILITY_POPUP(player, ABILITY_ICE_FACE); | ||
MESSAGE("Eiscue transformed!"); | ||
ABILITY_POPUP(player, ABILITY_ICE_FACE); | ||
MESSAGE("Eiscue transformed!"); | ||
ABILITY_POPUP(player, ABILITY_ICE_FACE); | ||
MESSAGE("Eiscue transformed!"); | ||
} | ||
} | ||
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SINGLE_BATTLE_TEST("Ice Face is not restored if Eiscue changes into Noice Face form while there's already hail or snow") | ||
{ | ||
u32 move; | ||
PARAMETRIZE { move = MOVE_SNOWSCAPE; } | ||
PARAMETRIZE { move = MOVE_HAIL; } | ||
GIVEN { | ||
ASSUME(gMovesInfo[MOVE_TACKLE].category == DAMAGE_CATEGORY_PHYSICAL); | ||
ASSUME(gMovesInfo[MOVE_SNOWSCAPE].effect == EFFECT_SNOWSCAPE); | ||
ASSUME(gMovesInfo[MOVE_HAIL].effect == EFFECT_HAIL); | ||
PLAYER(SPECIES_EISCUE) { HP(1); } | ||
OPPONENT(SPECIES_WOBBUFFET); | ||
} WHEN { | ||
TURN { MOVE(player, move); MOVE(opponent, MOVE_TACKLE); } | ||
TURN { MOVE(player, MOVE_CELEBRATE); MOVE(opponent, MOVE_TACKLE); } | ||
} SCENE { | ||
ABILITY_POPUP(player, ABILITY_ICE_FACE); | ||
MESSAGE("Eiscue transformed!"); | ||
MESSAGE("Eiscue used Celebrate!"); | ||
MESSAGE("Eiscue fainted!"); | ||
} | ||
} | ||
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||
SINGLE_BATTLE_TEST("Ice Face form change persists after switching out") | ||
{ | ||
GIVEN { | ||
ASSUME(gMovesInfo[MOVE_TACKLE].category == DAMAGE_CATEGORY_PHYSICAL); | ||
PLAYER(SPECIES_EISCUE) { HP(1); } | ||
PLAYER(SPECIES_WOBBUFFET); | ||
OPPONENT(SPECIES_WOBBUFFET); | ||
} WHEN { | ||
TURN { MOVE(opponent, MOVE_TACKLE); } | ||
TURN { SWITCH(player, 1); MOVE(opponent, MOVE_CELEBRATE); } | ||
TURN { SWITCH(player, 0); MOVE(opponent, MOVE_TACKLE); SEND_OUT(player, 1); } | ||
} SCENE { | ||
ABILITY_POPUP(player, ABILITY_ICE_FACE); | ||
MESSAGE("Eiscue transformed!"); | ||
MESSAGE("Eiscue fainted!"); | ||
} | ||
} | ||
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SINGLE_BATTLE_TEST("Ice Face doesn't transform Eiscue if Cloud Nine/Air Lock is on the field") | ||
{ | ||
GIVEN { | ||
ASSUME(gMovesInfo[MOVE_TACKLE].category == DAMAGE_CATEGORY_PHYSICAL); | ||
PLAYER(SPECIES_EISCUE) { HP(1); } | ||
OPPONENT(SPECIES_RAYQUAZA) { Ability(ABILITY_AIR_LOCK); } | ||
} WHEN { | ||
TURN { MOVE(player, MOVE_CELEBRATE); MOVE(opponent, MOVE_TACKLE); } | ||
TURN { MOVE(player, MOVE_SNOWSCAPE); MOVE(opponent, MOVE_TACKLE); } | ||
} SCENE { | ||
ABILITY_POPUP(player, ABILITY_ICE_FACE); | ||
MESSAGE("Eiscue transformed!"); | ||
MESSAGE("Eiscue fainted!"); | ||
} | ||
} |