#include "global.h" #include "test/battle.h" ASSUMPTIONS { ASSUME(gBattleMoves[MOVE_WEATHER_BALL].effect == EFFECT_WEATHER_BALL); } SINGLE_BATTLE_TEST("Weather Ball doubles its power and turns to a Fire-type move in Sunlight", s16 damage) { u16 move; PARAMETRIZE{ move = MOVE_CELEBRATE; } PARAMETRIZE{ move = MOVE_SUNNY_DAY; } GIVEN { PLAYER(SPECIES_WOBBUFFET); OPPONENT(SPECIES_MEGANIUM); } 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(6.0), results[1].damage); // double base power + type effectiveness + sun 50% boost } } SINGLE_BATTLE_TEST("Weather Ball doubles its power and turns to a Water-type move in Rain", s16 damage) { u16 move; PARAMETRIZE{ move = MOVE_CELEBRATE; } PARAMETRIZE{ move = MOVE_RAIN_DANCE; } GIVEN { PLAYER(SPECIES_WOBBUFFET); OPPONENT(SPECIES_ARCANINE); } 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(6.0), results[1].damage); // double base power + type effectiveness + rain 50% boost } } SINGLE_BATTLE_TEST("Weather Ball doubles its power and turns to a Rock-type move in a Sandstorm", s16 damage) { u16 move; PARAMETRIZE{ move = MOVE_CELEBRATE; } PARAMETRIZE{ move = MOVE_SANDSTORM; } GIVEN { PLAYER(SPECIES_WOBBUFFET); OPPONENT(SPECIES_MAGMAR) { Item(ITEM_SAFETY_GOGGLES); }; } 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("Weather Ball doubles its power and turns to an Ice-type move in Hail and Snow", s16 damage) { u16 move; PARAMETRIZE{ move = MOVE_CELEBRATE; } PARAMETRIZE{ move = MOVE_HAIL; } PARAMETRIZE{ move = MOVE_SNOWSCAPE; } GIVEN { PLAYER(SPECIES_WOBBUFFET); OPPONENT(SPECIES_DRAGONAIR) { Item(ITEM_SAFETY_GOGGLES); }; } 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. } }