pokeemerald/test/move_effect_hydro_steam.c

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#include "global.h"
#include "test_battle.h"
ASSUMPTIONS
{
ASSUME(gBattleMoves[MOVE_HYDRO_STEAM].effect == EFFECT_HYDRO_STEAM);
}
SINGLE_BATTLE_TEST("Hydro Steam deals 1.5x damage under both Sunlight and Rain", s16 damage)
{
u16 setupMove;
PARAMETRIZE { setupMove = MOVE_CELEBRATE; }
PARAMETRIZE { setupMove = MOVE_SUNNY_DAY; }
PARAMETRIZE { setupMove = MOVE_RAIN_DANCE; }
GIVEN {
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(player, setupMove); }
TURN { MOVE(player, MOVE_HYDRO_STEAM); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_HYDRO_STEAM, player);
HP_BAR(opponent, captureDamage: &results[i].damage);
} FINALLY {
EXPECT_MUL_EQ(results[0].damage, Q_4_12(1.5), results[2].damage);
EXPECT_MUL_EQ(results[0].damage, Q_4_12(1.5), results[1].damage);
}
}
SINGLE_BATTLE_TEST("Hydro Steam is affected by Utility Umbrella", s16 damage)
{
u32 itemPlayer;
u32 itemOpponent;
PARAMETRIZE { itemPlayer = ITEM_UTILITY_UMBRELLA; itemOpponent = ITEM_NONE; }
PARAMETRIZE { itemPlayer = ITEM_NONE; itemOpponent = ITEM_UTILITY_UMBRELLA; }
PARAMETRIZE { itemPlayer = ITEM_UTILITY_UMBRELLA; itemOpponent = ITEM_UTILITY_UMBRELLA; }
GIVEN {
PLAYER(SPECIES_WOBBUFFET) { Item(itemPlayer); };
OPPONENT(SPECIES_WOBBUFFET) {Item(itemOpponent); };
} WHEN {
TURN { MOVE(player, MOVE_SUNNY_DAY); }
TURN { MOVE(player, MOVE_HYDRO_STEAM); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_HYDRO_STEAM, player);
HP_BAR(opponent, captureDamage: &results[i].damage);
} FINALLY {
EXPECT_MUL_EQ(results[2].damage, Q_4_12(1.5), results[1].damage);
EXPECT_MUL_EQ(results[2].damage, Q_4_12(0.5), results[0].damage);
}
}