#include "global.h" #include "test/battle.h" // Please add Utility Umbrella interactions with move, item and ability effects on their respective files. ASSUMPTIONS { ASSUME(gItems[ITEM_UTILITY_UMBRELLA].holdEffect == HOLD_EFFECT_UTILITY_UMBRELLA); ASSUME(gBattleMoves[MOVE_EMBER].type == TYPE_FIRE); ASSUME(gBattleMoves[MOVE_WATER_GUN].type == TYPE_WATER); } SINGLE_BATTLE_TEST("Utility Umbrella blocks Sun damage modifiers", s16 damage) { u16 setupMove, attackingMove, heldItem; PARAMETRIZE { setupMove = MOVE_SUNNY_DAY; attackingMove = MOVE_EMBER; heldItem = ITEM_UTILITY_UMBRELLA; } PARAMETRIZE { setupMove = MOVE_SUNNY_DAY; attackingMove = MOVE_EMBER; heldItem = ITEM_NONE; } PARAMETRIZE { setupMove = MOVE_SUNNY_DAY; attackingMove = MOVE_WATER_GUN; heldItem = ITEM_UTILITY_UMBRELLA; } PARAMETRIZE { setupMove = MOVE_SUNNY_DAY; attackingMove = MOVE_WATER_GUN; heldItem = ITEM_NONE; } GIVEN { PLAYER(SPECIES_WOBBUFFET); OPPONENT(SPECIES_WOBBUFFET) { Item(heldItem); }; } WHEN { TURN { MOVE(opponent, setupMove); } TURN { MOVE(player, attackingMove); } } SCENE { ANIMATION(ANIM_TYPE_MOVE, attackingMove, player); HP_BAR(opponent, captureDamage: &results[i].damage); } FINALLY { EXPECT_MUL_EQ(results[0].damage, Q_4_12(1.5), results[1].damage); EXPECT_MUL_EQ(results[2].damage, Q_4_12(0.5), results[3].damage); } } SINGLE_BATTLE_TEST("Utility Umbrella blocks Rain damage modifiers", s16 damage) { u16 setupMove, attackingMove, heldItem; PARAMETRIZE { setupMove = MOVE_RAIN_DANCE; attackingMove = MOVE_EMBER; heldItem = ITEM_UTILITY_UMBRELLA; } PARAMETRIZE { setupMove = MOVE_RAIN_DANCE; attackingMove = MOVE_EMBER; heldItem = ITEM_NONE; } PARAMETRIZE { setupMove = MOVE_RAIN_DANCE; attackingMove = MOVE_WATER_GUN; heldItem = ITEM_UTILITY_UMBRELLA; } PARAMETRIZE { setupMove = MOVE_RAIN_DANCE; attackingMove = MOVE_WATER_GUN; heldItem = ITEM_NONE; } GIVEN { PLAYER(SPECIES_WOBBUFFET); OPPONENT(SPECIES_WOBBUFFET) { Item(heldItem); }; } WHEN { TURN { MOVE(opponent, setupMove); } TURN { MOVE(player, attackingMove); } } SCENE { ANIMATION(ANIM_TYPE_MOVE, attackingMove, player); HP_BAR(opponent, captureDamage: &results[i].damage); } FINALLY { EXPECT_MUL_EQ(results[0].damage, Q_4_12(0.5), results[1].damage); EXPECT_MUL_EQ(results[2].damage, Q_4_12(1.5), results[3].damage); } }