#include "global.h" #include "test_battle.h" ASSUMPTIONS { ASSUME(gBattleMoves[MOVE_SNOWSCAPE].effect == EFFECT_SNOWSCAPE); ASSUME(gSpeciesInfo[SPECIES_WOBBUFFET].types[0] != TYPE_ICE && gSpeciesInfo[SPECIES_WOBBUFFET].types[1] != TYPE_ICE); ASSUME(gSpeciesInfo[SPECIES_GLALIE].types[0] == TYPE_ICE || gSpeciesInfo[SPECIES_GLALIE].types[1] == TYPE_ICE); } SINGLE_BATTLE_TEST("Snow increases the defense of Ice types by 50 %", s16 damage) { u16 move; PARAMETRIZE{ move = MOVE_SNOWSCAPE; } PARAMETRIZE{ move = MOVE_CELEBRATE; } GIVEN { PLAYER(SPECIES_WOBBUFFET); OPPONENT(SPECIES_GLALIE); } WHEN { TURN { MOVE(opponent, move); } TURN { MOVE(player, MOVE_TACKLE); } } SCENE { HP_BAR(opponent, captureDamage: &results[i].damage); } FINALLY { EXPECT_MUL_EQ(results[0].damage, Q_4_12(1.5), results[1].damage); } } SINGLE_BATTLE_TEST("Snow turns Weather Ball to an Ice-type move and doubles its power", s16 damage) { u16 move; PARAMETRIZE{ move = MOVE_CELEBRATE; } PARAMETRIZE{ move = MOVE_SNOWSCAPE; } GIVEN { ASSUME(gBattleMoves[MOVE_WEATHER_BALL].effect == EFFECT_WEATHER_BALL); PLAYER(SPECIES_WOBBUFFET); OPPONENT(SPECIES_DRAGONAIR); } WHEN { TURN { MOVE(player, move); } TURN { MOVE(player, MOVE_WEATHER_BALL); } } SCENE { HP_BAR(opponent, captureDamage: &results[i].damage); } FINALLY { EXPECT_MUL_EQ(results[0].damage, Q_4_12(4.0), results[1].damage); // double base power + type effectiveness. } } SINGLE_BATTLE_TEST("Snow allows Blizzard to bypass accuracy checks") { PASSES_RANDOMLY(100, 100, RNG_ACCURACY); GIVEN { ASSUME(gBattleMoves[MOVE_BLIZZARD].accuracy == 70); PLAYER(SPECIES_WOBBUFFET); OPPONENT(SPECIES_WOBBUFFET); } WHEN { TURN { MOVE(opponent, MOVE_SNOWSCAPE); MOVE(player, MOVE_BLIZZARD); } } SCENE { NONE_OF { MESSAGE("Wobbuffet's attack missed!"); } } } SINGLE_BATTLE_TEST("Snow halves the power of Solar Beam", s16 damage) { u16 move; PARAMETRIZE{ move = MOVE_CELEBRATE; } PARAMETRIZE{ move = MOVE_SNOWSCAPE; } GIVEN { ASSUME(gBattleMoves[MOVE_SOLAR_BEAM].effect == EFFECT_SOLAR_BEAM); PLAYER(SPECIES_WOBBUFFET); OPPONENT(SPECIES_WOBBUFFET); } WHEN { TURN { MOVE(opponent, move); MOVE(player, MOVE_SOLAR_BEAM); } TURN { SKIP_TURN(player); } } SCENE { HP_BAR(opponent, captureDamage: &results[i].damage); } FINALLY { EXPECT_MUL_EQ(results[0].damage, Q_4_12(0.5), results[1].damage); } } SINGLE_BATTLE_TEST("Snow halves the power of Solar Blade", s16 damage) { u16 move; KNOWN_FAILING; // fails bc the bp of solar blade gets rounded up which leads to slightly incorrect calcs down the line PARAMETRIZE{ move = MOVE_CELEBRATE; } PARAMETRIZE{ move = MOVE_SNOWSCAPE; } GIVEN { ASSUME(gBattleMoves[MOVE_SOLAR_BLADE].effect == EFFECT_SOLAR_BEAM); PLAYER(SPECIES_WOBBUFFET); OPPONENT(SPECIES_WYNAUT); } WHEN { TURN { MOVE(opponent, move); MOVE(player, MOVE_SOLAR_BLADE); } TURN { SKIP_TURN(player); } } SCENE { HP_BAR(opponent, captureDamage: &results[i].damage); } FINALLY { EXPECT_MUL_EQ(results[0].damage, Q_4_12(0.5), results[1].damage); } } SINGLE_BATTLE_TEST("Snow causes Moonlight to recover 1/4 of the user's max HP") { GIVEN { ASSUME(gBattleMoves[MOVE_MOONLIGHT].effect == EFFECT_MOONLIGHT); PLAYER(SPECIES_WOBBUFFET) { HP(1); MaxHP(400); } OPPONENT(SPECIES_WOBBUFFET); } WHEN { TURN { MOVE(opponent, MOVE_SNOWSCAPE); MOVE(player, MOVE_MOONLIGHT); } } SCENE { HP_BAR(player, damage: -(400 / 4)); } } SINGLE_BATTLE_TEST("Snow causes Moonlight to recover 1/4 of the user's max HP") { GIVEN { ASSUME(gBattleMoves[MOVE_MOONLIGHT].effect == EFFECT_MOONLIGHT); PLAYER(SPECIES_WOBBUFFET) { HP(1); MaxHP(400); } OPPONENT(SPECIES_WOBBUFFET); } WHEN { TURN { MOVE(opponent, MOVE_SNOWSCAPE); MOVE(player, MOVE_MOONLIGHT); } } SCENE { HP_BAR(player, damage: -(400 / 4)); } } SINGLE_BATTLE_TEST("Snow causes Synthesis to recover 1/4 of the user's max HP") { GIVEN { ASSUME(gBattleMoves[MOVE_SYNTHESIS].effect == EFFECT_SYNTHESIS); PLAYER(SPECIES_WOBBUFFET) { HP(1); MaxHP(400); } OPPONENT(SPECIES_WOBBUFFET); } WHEN { TURN { MOVE(opponent, MOVE_SNOWSCAPE); MOVE(player, MOVE_SYNTHESIS); } } SCENE { HP_BAR(player, damage: -(400 / 4)); } } SINGLE_BATTLE_TEST("Snow causes Morning Sun to recover 1/4 of the user's max HP") { GIVEN { ASSUME(gBattleMoves[MOVE_MORNING_SUN].effect == EFFECT_MORNING_SUN); PLAYER(SPECIES_WOBBUFFET) { HP(1); MaxHP(400); } OPPONENT(SPECIES_WOBBUFFET); } WHEN { TURN { MOVE(opponent, MOVE_SNOWSCAPE); MOVE(player, MOVE_MORNING_SUN); } } SCENE { HP_BAR(player, damage: -(400 / 4)); } }