#include "global.h" #include "test_battle.h" // Please add Rain interactions with move, item and ability effects on their respective files. ASSUMPTIONS { ASSUME(gBattleMoves[MOVE_EMBER].type == TYPE_FIRE); ASSUME(gBattleMoves[MOVE_WATER_GUN].type == TYPE_WATER); } SINGLE_BATTLE_TEST("Rain multiplies the power of Fire-type moves by 0.5x", s16 damage) { u32 setupMove; PARAMETRIZE { setupMove = MOVE_CELEBRATE; } PARAMETRIZE { setupMove = MOVE_RAIN_DANCE; } GIVEN { PLAYER(SPECIES_WOBBUFFET); OPPONENT(SPECIES_WOBBUFFET); } WHEN { TURN { MOVE(player, setupMove); } TURN { MOVE(player, MOVE_EMBER); } } SCENE { ANIMATION(ANIM_TYPE_MOVE, MOVE_EMBER, player); 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("Rain multiplies the power of Water-type moves by 1.5x", s16 damage) { u32 setupMove; PARAMETRIZE { setupMove = MOVE_CELEBRATE; } PARAMETRIZE { setupMove = MOVE_RAIN_DANCE; } GIVEN { PLAYER(SPECIES_WOBBUFFET); OPPONENT(SPECIES_WOBBUFFET); } WHEN { TURN { MOVE(player, setupMove); } TURN { MOVE(player, MOVE_WATER_GUN); } } SCENE { ANIMATION(ANIM_TYPE_MOVE, MOVE_WATER_GUN, player); HP_BAR(opponent, captureDamage: &results[i].damage); } FINALLY { EXPECT_MUL_EQ(results[0].damage, Q_4_12(1.5), results[1].damage); } }