2023-07-18 09:22:05 +02:00
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#include "global.h"
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2023-08-12 21:00:15 +02:00
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#include "test/battle.h"
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2023-07-18 09:22:05 +02:00
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// Please add Utility Umbrella interactions with move, item and ability effects on their respective files.
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ASSUMPTIONS
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{
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ASSUME(gItems[ITEM_UTILITY_UMBRELLA].holdEffect == HOLD_EFFECT_UTILITY_UMBRELLA);
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ASSUME(gBattleMoves[MOVE_EMBER].type == TYPE_FIRE);
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ASSUME(gBattleMoves[MOVE_WATER_GUN].type == TYPE_WATER);
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}
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SINGLE_BATTLE_TEST("Utility Umbrella blocks Sun damage modifiers", s16 damage)
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{
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u16 setupMove, attackingMove, heldItem;
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PARAMETRIZE { setupMove = MOVE_SUNNY_DAY; attackingMove = MOVE_EMBER; heldItem = ITEM_UTILITY_UMBRELLA; }
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PARAMETRIZE { setupMove = MOVE_SUNNY_DAY; attackingMove = MOVE_EMBER; heldItem = ITEM_NONE; }
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PARAMETRIZE { setupMove = MOVE_SUNNY_DAY; attackingMove = MOVE_WATER_GUN; heldItem = ITEM_UTILITY_UMBRELLA; }
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PARAMETRIZE { setupMove = MOVE_SUNNY_DAY; attackingMove = MOVE_WATER_GUN; heldItem = ITEM_NONE; }
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_WOBBUFFET) { Item(heldItem); };
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} WHEN {
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TURN { MOVE(opponent, setupMove); }
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TURN { MOVE(player, attackingMove); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, attackingMove, player);
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HP_BAR(opponent, captureDamage: &results[i].damage);
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} FINALLY {
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EXPECT_MUL_EQ(results[0].damage, Q_4_12(1.5), results[1].damage);
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EXPECT_MUL_EQ(results[2].damage, Q_4_12(0.5), results[3].damage);
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}
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}
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SINGLE_BATTLE_TEST("Utility Umbrella blocks Rain damage modifiers", s16 damage)
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{
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u16 setupMove, attackingMove, heldItem;
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PARAMETRIZE { setupMove = MOVE_RAIN_DANCE; attackingMove = MOVE_EMBER; heldItem = ITEM_UTILITY_UMBRELLA; }
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PARAMETRIZE { setupMove = MOVE_RAIN_DANCE; attackingMove = MOVE_EMBER; heldItem = ITEM_NONE; }
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PARAMETRIZE { setupMove = MOVE_RAIN_DANCE; attackingMove = MOVE_WATER_GUN; heldItem = ITEM_UTILITY_UMBRELLA; }
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PARAMETRIZE { setupMove = MOVE_RAIN_DANCE; attackingMove = MOVE_WATER_GUN; heldItem = ITEM_NONE; }
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_WOBBUFFET) { Item(heldItem); };
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} WHEN {
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TURN { MOVE(opponent, setupMove); }
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TURN { MOVE(player, attackingMove); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, attackingMove, player);
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HP_BAR(opponent, captureDamage: &results[i].damage);
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} FINALLY {
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EXPECT_MUL_EQ(results[0].damage, Q_4_12(0.5), results[1].damage);
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EXPECT_MUL_EQ(results[2].damage, Q_4_12(1.5), results[3].damage);
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}
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}
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