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add some snow related tests
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@ -120,7 +120,7 @@
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#define B_SYMBIOSIS_GEMS GEN_LATEST // In Gen7+, Symbiosis passes an item after a gem-boosted attack. Previously, items are passed before the gem-boosted attack hits, making the item effect apply.
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#define B_CHECK_IF_CHARGED_UP TRUE // If set to TRUE, certain abilities such as Electromorphosis WILL check if the STATUS3_CHARGED_UP status flag is applied.
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#define B_ABSORBING_ABILITY_STRING GEN_LATEST // In Gen5+, the abilities that absorb moves of a certain type use a generic string for stat increases and decreases.
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#define B_SNOW_WARNING GEN_9 // In Gen9+, Snow Warning will summon snow instead of hail.
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#define B_SNOW_WARNING GEN_LATEST // In Gen9+, Snow Warning will summon snow instead of hail.
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// Item settings
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#define B_HP_BERRIES GEN_LATEST // In Gen4+, berries which restore hp activate immediately after HP drops to half. In Gen3, the effect occurs at the end of the turn.
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test/ability_snow_warning.c
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test/ability_snow_warning.c
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#include "global.h"
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#include "test_battle.h"
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SINGLE_BATTLE_TEST("Snow Warning summons hail(snow)")
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{
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GIVEN {
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PLAYER(SPECIES_ABOMASNOW) { Ability(ABILITY_SNOW_WARNING); };
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN {}
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} SCENE {
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#if B_SNOW_WARNING < GEN_9
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MESSAGE("It started to hail!");
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ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_HAIL_CONTINUES);
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#elif B_SNOW_WARNING >= GEN_9
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MESSAGE("It started to snow!");
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ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_SNOW_CONTINUES);
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#endif
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}
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}
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test/weather_snow.c
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test/weather_snow.c
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#include "global.h"
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#include "test_battle.h"
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#define TEST_HP 1
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#define MAX_HP 400
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ASSUMPTIONS
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{
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ASSUME(gBattleMoves[MOVE_SNOWSCAPE].effect == EFFECT_SNOW);
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ASSUME(gSpeciesInfo[SPECIES_WOBBUFFET].types[0] == TYPE_PSYCHIC);
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ASSUME(gSpeciesInfo[SPECIES_WOBBUFFET].types[1] == TYPE_PSYCHIC);
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ASSUME(gSpeciesInfo[SPECIES_GLALIE].types[0] == TYPE_ICE);
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ASSUME(gSpeciesInfo[SPECIES_GLALIE].types[1] == TYPE_ICE);
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}
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SINGLE_BATTLE_TEST("Snow increases the defense of Ice types by 50 %", s16 damage)
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{
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u16 move;
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PARAMETRIZE{ move = MOVE_SNOWSCAPE; }
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PARAMETRIZE{ move = MOVE_CELEBRATE; }
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_GLALIE);
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} WHEN {
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TURN { MOVE(opponent, move); }
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TURN { MOVE(player, MOVE_TACKLE); }
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} SCENE {
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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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}
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}
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SINGLE_BATTLE_TEST("Snow turns Weather Ball to an Ice-type move and doubles its power", s16 damage)
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{
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u16 move;
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PARAMETRIZE{ move = MOVE_CELEBRATE; }
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PARAMETRIZE{ move = MOVE_SNOWSCAPE; }
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GIVEN {
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ASSUME(gBattleMoves[MOVE_WEATHER_BALL].effect == EFFECT_WEATHER_BALL);
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_DRAGONAIR);
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} WHEN {
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TURN { MOVE(player, move); }
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TURN { MOVE(player, MOVE_WEATHER_BALL); }
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} SCENE {
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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(4.0), results[1].damage); // double base power + type effectiveness.
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}
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}
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SINGLE_BATTLE_TEST("Snow allows Blizzard to bypass accuracy checks")
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{
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PASSES_RANDOMLY(100, 100);
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GIVEN {
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ASSUME(gBattleMoves[MOVE_BLIZZARD].accuracy == 70);
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(opponent, MOVE_SNOWSCAPE); MOVE(player, MOVE_BLIZZARD); }
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} SCENE {
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NONE_OF { MESSAGE("Wobbuffet's attack missed!"); }
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}
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}
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SINGLE_BATTLE_TEST("Snow halves the power of Solar Beam", s16 damage)
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{
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u16 move;
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PARAMETRIZE{ move = MOVE_CELEBRATE; }
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PARAMETRIZE{ move = MOVE_SNOWSCAPE; }
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GIVEN {
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ASSUME(gBattleMoves[MOVE_SOLAR_BEAM].effect == EFFECT_SOLAR_BEAM);
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(opponent, move); MOVE(player, MOVE_SOLAR_BEAM); }
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TURN { SKIP_TURN(player); }
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} SCENE {
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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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}
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}
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SINGLE_BATTLE_TEST("Snow halves the power of Solar Blade", s16 damage)
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{
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u16 move;
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KNOWN_FAILING; // fails bc the bp of solar blade gets rounded up which leads to slightly incorrect calcs down the line
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PARAMETRIZE{ move = MOVE_CELEBRATE; }
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PARAMETRIZE{ move = MOVE_SNOWSCAPE; }
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GIVEN {
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ASSUME(gBattleMoves[MOVE_SOLAR_BLADE].effect == EFFECT_SOLAR_BEAM);
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_WYNAUT);
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} WHEN {
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TURN { MOVE(opponent, move); MOVE(player, MOVE_SOLAR_BLADE); }
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TURN { SKIP_TURN(player); }
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} SCENE {
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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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}
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}
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SINGLE_BATTLE_TEST("Snow causes Moonlight to recover 1/4 of the user's max HP")
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{
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GIVEN {
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ASSUME(gBattleMoves[MOVE_MOONLIGHT].effect == EFFECT_MOONLIGHT);
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PLAYER(SPECIES_WOBBUFFET) { HP(TEST_HP); MaxHP(MAX_HP); }
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(opponent, MOVE_SNOWSCAPE); MOVE(player, MOVE_MOONLIGHT); }
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} SCENE {
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HP_BAR(player, hp: TEST_HP + (MAX_HP/4));
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}
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}
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SINGLE_BATTLE_TEST("Snow causes Moonlight to recover 1/4 of the user's max HP")
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{
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GIVEN {
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ASSUME(gBattleMoves[MOVE_MOONLIGHT].effect == EFFECT_MOONLIGHT);
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PLAYER(SPECIES_WOBBUFFET) { HP(TEST_HP); MaxHP(MAX_HP); }
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(opponent, MOVE_SNOWSCAPE); MOVE(player, MOVE_MOONLIGHT); }
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} SCENE {
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HP_BAR(player, hp: TEST_HP + (MAX_HP/4));
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}
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}
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SINGLE_BATTLE_TEST("Snow causes Synthesis to recover 1/4 of the user's max HP")
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{
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GIVEN {
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ASSUME(gBattleMoves[MOVE_SYNTHESIS].effect == EFFECT_SYNTHESIS);
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PLAYER(SPECIES_WOBBUFFET) { HP(TEST_HP); MaxHP(MAX_HP); }
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(opponent, MOVE_SNOWSCAPE); MOVE(player, MOVE_SYNTHESIS); }
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} SCENE {
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HP_BAR(player, hp: TEST_HP + (MAX_HP/4));
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}
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}
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SINGLE_BATTLE_TEST("Snow causes Morning Sun to recover 1/4 of the user's max HP")
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{
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GIVEN {
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ASSUME(gBattleMoves[MOVE_MORNING_SUN].effect == EFFECT_MORNING_SUN);
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PLAYER(SPECIES_WOBBUFFET) { HP(TEST_HP); MaxHP(MAX_HP); }
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(opponent, MOVE_SNOWSCAPE); MOVE(player, MOVE_MORNING_SUN); }
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} SCENE {
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HP_BAR(player, hp: TEST_HP + (MAX_HP/4));
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}
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}
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#undef MAX_HP
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#undef TEST_HP
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