pokeemerald/test/battle/weather/rain.c
2023-08-12 20:00:15 +01:00

48 lines
1.5 KiB
C

#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);
}
}