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# Conflicts: # src/battle_main.c # test/battle/move_effect/body_press.c
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#include "global.h" | ||
#include "test/battle.h" | ||
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TO_DO_BATTLE_TEST("Baddy Bad sets up Reflect, reducing physical damage"); | ||
TO_DO_BATTLE_TEST("Baddy Bad's Reflect lasts for 5 turns"); | ||
TO_DO_BATTLE_TEST("Baddy Bad can still damage the target when Reflect is already set up"); |
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#include "global.h" | ||
#include "test/battle.h" | ||
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TO_DO_BATTLE_TEST("Baton Pass switches out the user"); | ||
TO_DO_BATTLE_TEST("Baton Pass fails if there's no valid party Pokémon left"); | ||
TO_DO_BATTLE_TEST("Baton Pass passes both positive and negative stat changes"); | ||
TO_DO_BATTLE_TEST("AI doesn't choose Baton Pass if the Ace Pokémon is the last one available to switch in"); | ||
TO_DO_BATTLE_TEST("Baton Pass doesn't pass non-volatile status conditions"); // Status1 | ||
TO_DO_BATTLE_TEST("Baton Pass doesn't pass infatuation"); | ||
TO_DO_BATTLE_TEST("Baton Pass doesn't pass type changes"); | ||
TO_DO_BATTLE_TEST("Baton Pass doesn't pass ability changes"); | ||
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// | ||
// Move these to the corresponding effect files. | ||
// | ||
TO_DO_BATTLE_TEST("Baton Pass passes confusion status"); // test/battle/status2/confusion.c | ||
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TO_DO_BATTLE_TEST("Baton Pass passes Cursed status"); // test/battle/move_effect/curse.c | ||
TO_DO_BATTLE_TEST("Baton Pass doesn't pass Disable's effect"); // test/battle/move_effect/disable.c | ||
TO_DO_BATTLE_TEST("Baton Pass passes Dragon Cheer's effect"); // test/battle/move_effect/dragon_cheer.c | ||
TO_DO_BATTLE_TEST("Baton Pass passes Fairy lock's escape prevention effect"); // test/battle/move_effect/fairy_lock.c | ||
TO_DO_BATTLE_TEST("Baton Pass passes Focus Energy's effect"); // test/battle/move_effect/focus_energy.c | ||
TO_DO_BATTLE_TEST("Baton Pass passes Heal Block's effect"); // test/battle/move_effect/heal_block.c | ||
TO_DO_BATTLE_TEST("Baton Pass doesn't pass Imprison's effect"); // test/battle/move_effect/imprison.c | ||
TO_DO_BATTLE_TEST("Baton Pass passes Ingrain's effect"); // test/battle/move_effect/ingrain.c | ||
TO_DO_BATTLE_TEST("Baton Pass passes Magnet Rise's effect"); // test/battle/move_effect/magnet_rise.c | ||
TO_DO_BATTLE_TEST("Baton Pass passes escape prevention primary effect if it's used by the target"); // test/battle/move_effect/mean_look.c (Spider Web, Mean Look, Block) | ||
TO_DO_BATTLE_TEST("Baton Pass doesn't pass escape prevention primary effects if it's used by the user"); // test/battle/move_effect/mean_look.c (Spider Web, Mean Look, Block) | ||
TO_DO_BATTLE_TEST("Baton Pass doesn't pass Mimic's learnt move"); // test/battle/move_effect/mimic.c | ||
TO_DO_BATTLE_TEST("Baton Pass passes Minimize's evasion but not the weakness to stomping moves"); // test/battle/move_effect/minimize.c | ||
TO_DO_BATTLE_TEST("Baton Pass passes No Retreat's escape prevention effect"); // test/battle/move_effect/no_retreat.c | ||
TO_DO_BATTLE_TEST("Baton Pass passes Octolock's escape prevention effect"); // test/battle/move_effect/octolock.c | ||
TO_DO_BATTLE_TEST("Baton Pass passes Perish Song's effect"); // test/battle/move_effect/perish_song.c | ||
TO_DO_BATTLE_TEST("Baton Pass passes Power Trick's effect"); // test/battle/move_effect/power_trick.c | ||
TO_DO_BATTLE_TEST("Baton Pass doesn't pass Rollout's multiplier"); // test/battle/move_effect/rollout.c | ||
TO_DO_BATTLE_TEST("Baton Pass passes Sappy Seed's effect"); // test/battle/move_effect/sappy_seed.c | ||
TO_DO_BATTLE_TEST("Baton Pass doesn't pass Transformations"); // test/battle/move_effect/transform.c | ||
TO_DO_BATTLE_TEST("Baton Pass doesn't pass Yawn's effect"); // test/battle/move_effect/yawn.c | ||
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TO_DO_BATTLE_TEST("Baton Pass passes Core Enforcer's effect"); // test/battle/move_effect_secondary/core_enforcer.c | ||
TO_DO_BATTLE_TEST("Baton Pass passes escape prevention secondary effect"); // test/battle/move_effect_secondary/prevent_escape.c (Thousand Waves, Spirit Shackle, Anchor Shot) | ||
TO_DO_BATTLE_TEST("Baton Pass doesn't pass escape prevention secondary effect if it's used by the user"); // test/battle/move_effect_secondary/prevent_escape.c (Thousand Waves, Spirit Shackle, Anchor Shot) | ||
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// Unconfirmed by Bulbapedia, should be tested in-game: | ||
// - Nightmare | ||
// - Encore | ||
// - Spotlight | ||
// - Taunt | ||
// - Throat Chop | ||
// - Torment | ||
// - Splinters | ||
// - Power Boost | ||
// - Power Drop | ||
// - Guard Boost |
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#include "global.h" | ||
#include "test/battle.h" | ||
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// General | ||
TO_DO_BATTLE_TEST("Beat Up hits the target for each non-fainted, non-statused member in the party"); | ||
TO_DO_BATTLE_TEST("Beat Up's strikes have each an independent chance of a critical hit"); | ||
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// B_BEAT_UP Gen2-4 | ||
TO_DO_BATTLE_TEST("Beat Up lists each party member's name"); | ||
TO_DO_BATTLE_TEST("Beat Up's damage is typeless"); | ||
TO_DO_BATTLE_TEST("Beat Up's damage doesn't consider STAB"); | ||
TO_DO_BATTLE_TEST("Beat Up's last strike-only can trigger King's Rock"); | ||
TO_DO_BATTLE_TEST("Beat Up's base power is the same for each strike"); | ||
TO_DO_BATTLE_TEST("Beat Up's damage is determined by each striking Pokémon's base attack and level and the target's defense"); | ||
TO_DO_BATTLE_TEST("Beat Up ignores stat stage changes"); //eg. Swords Dance | ||
TO_DO_BATTLE_TEST("Beat Up ignores Huge Power"); | ||
TO_DO_BATTLE_TEST("Beat Up ignores Choice Band"); | ||
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// B_BEAT_UP Gen5+ | ||
TO_DO_BATTLE_TEST("Beat Up doesn't list party member's name"); | ||
TO_DO_BATTLE_TEST("Beat Up's damage is Dark-typed"); | ||
TO_DO_BATTLE_TEST("Beat Up's damage receives STAB"); | ||
TO_DO_BATTLE_TEST("Beat Up's can trigger King's Rock on all strikes"); | ||
TO_DO_BATTLE_TEST("Beat Up's base power is determined by each striking Pokémon"); | ||
TO_DO_BATTLE_TEST("Beat Up's damage is determined by the user's attack and the target's defense"); | ||
TO_DO_BATTLE_TEST("Beat Up's damage considers stat stage changes"); //eg. Swords Dance | ||
TO_DO_BATTLE_TEST("Beat Up's damage considers Huge Power"); | ||
TO_DO_BATTLE_TEST("Beat Up's damage considers Choice Band"); | ||
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// Unconfirmed by Bulbapedia | ||
// - Technician interacion |
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#include "global.h" | ||
#include "test/battle.h" | ||
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TO_DO_BATTLE_TEST("Bestow transfers its held item to the target"); | ||
TO_DO_BATTLE_TEST("Bestow fails if the user has no held item"); | ||
TO_DO_BATTLE_TEST("Bestow fails if the target already has a held item"); | ||
TO_DO_BATTLE_TEST("Bestow fails if the target is behind a Substitute"); | ||
TO_DO_BATTLE_TEST("Bestow fails if the user is holding Mail"); | ||
TO_DO_BATTLE_TEST("Bestow fails if the user's held item changes its form"); | ||
TO_DO_BATTLE_TEST("Bestow fails if the user's held item is a Z-Crystal"); |
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#include "global.h" | ||
#include "test/battle.h" | ||
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TO_DO_BATTLE_TEST("Blizzard ignores accuracy check durin Hail and Snow"); |
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#include "global.h" | ||
#include "test/battle.h" | ||
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TO_DO_BATTLE_TEST("Bolt Beak's base power is doubled if it attacks before the target"); | ||
TO_DO_BATTLE_TEST("Bolt Beak's base power is doubled the target switches out"); |
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#include "global.h" | ||
#include "test/battle.h" | ||
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TO_DO_BATTLE_TEST("Brine's power doubles if the target is at 50% or below max HP"); |
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#include "global.h" | ||
#include "test/battle.h" | ||
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TO_DO_BATTLE_TEST("Bulk Up increases the user's Attack and Defense"); |
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#include "global.h" | ||
#include "test/battle.h" | ||
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SINGLE_BATTLE_TEST("Earthquake's and Bulldoze's damage is halved when Grassy Terrain is in effect", s16 damage) | ||
{ | ||
bool32 terrain; | ||
u16 move; | ||
PARAMETRIZE { terrain = FALSE; move = MOVE_EARTHQUAKE; } // 0 | ||
PARAMETRIZE { terrain = TRUE; move = MOVE_EARTHQUAKE; } // 1 | ||
PARAMETRIZE { terrain = FALSE; move = MOVE_BULLDOZE; } // 2 | ||
PARAMETRIZE { terrain = TRUE; move = MOVE_BULLDOZE; } // 3 | ||
GIVEN { | ||
ASSUME(gMovesInfo[MOVE_EARTHQUAKE].effect == EFFECT_EARTHQUAKE); | ||
ASSUME(gMovesInfo[MOVE_BULLDOZE].effect == EFFECT_EARTHQUAKE); | ||
PLAYER(SPECIES_WOBBUFFET); | ||
OPPONENT(SPECIES_WOBBUFFET); | ||
} WHEN { | ||
if (terrain) | ||
TURN { MOVE(player, MOVE_GRASSY_TERRAIN); } | ||
TURN { MOVE(player, move); } | ||
} SCENE { | ||
ANIMATION(ANIM_TYPE_MOVE, move, player); | ||
HP_BAR(opponent, captureDamage: &results[i].damage); | ||
} FINALLY { | ||
EXPECT_MUL_EQ(results[0].damage, Q_4_12(0.5), results[1].damage); | ||
EXPECT_MUL_EQ(results[2].damage, Q_4_12(0.5), results[3].damage); | ||
} | ||
} |
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