Clean up some Normalize tests to make them make sense (#7461)
Co-authored-by: Hedara <hedara90@gmail.com>
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@ -156,53 +156,29 @@ SINGLE_BATTLE_TEST("Normalize boosts power of affected moves by 20% (Gen7+)", s1
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SINGLE_BATTLE_TEST("Normalize-affected moves become Electric-type under Electrify's effect", s16 damage)
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SINGLE_BATTLE_TEST("Normalize-affected moves become Electric-type under Electrify's effect")
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{
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u32 ability, genConfig;
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PARAMETRIZE { ability = ABILITY_CUTE_CHARM; genConfig = GEN_7; }
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PARAMETRIZE { ability = ABILITY_CUTE_CHARM; genConfig = GEN_6; }
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PARAMETRIZE { ability = ABILITY_NORMALIZE; genConfig = GEN_7; }
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PARAMETRIZE { ability = ABILITY_NORMALIZE; genConfig = GEN_6; }
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GIVEN {
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ASSUME(GetMoveEffect(MOVE_ELECTRIFY) == EFFECT_ELECTRIFY);
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WITH_CONFIG(GEN_CONFIG_ATE_MULTIPLIER, genConfig);
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PLAYER(SPECIES_SKITTY) { Ability(ability); Moves(MOVE_WATER_GUN); }
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OPPONENT(SPECIES_WOBBUFFET);
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PLAYER(SPECIES_SKITTY) { Ability(ABILITY_NORMALIZE); }
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OPPONENT(SPECIES_ROOKIDEE) { Item(ITEM_WACAN_BERRY); }
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} WHEN {
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TURN { MOVE(opponent, MOVE_ELECTRIFY); MOVE(player, MOVE_WATER_GUN); }
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} SCENE {
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HP_BAR(opponent, captureDamage: &results[i].damage);
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} FINALLY {
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if (genConfig >= GEN_7)
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EXPECT_EQ(results[0].damage, results[2].damage);
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else
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EXPECT_EQ(results[1].damage, results[3].damage);
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ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_HELD_ITEM_EFFECT, opponent);
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}
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}
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SINGLE_BATTLE_TEST("Normalize-affected moves become Electric-type under Ion Deluge's effect", s16 damage)
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SINGLE_BATTLE_TEST("Normalize-affected moves become Electric-type under Ion Deluge's effect")
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{
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u32 ability, genConfig;
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PARAMETRIZE { ability = ABILITY_CUTE_CHARM; genConfig = GEN_7; }
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PARAMETRIZE { ability = ABILITY_CUTE_CHARM; genConfig = GEN_6; }
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PARAMETRIZE { ability = ABILITY_NORMALIZE; genConfig = GEN_7; }
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PARAMETRIZE { ability = ABILITY_NORMALIZE; genConfig = GEN_6; }
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GIVEN {
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ASSUME(GetMoveEffect(MOVE_ION_DELUGE) == EFFECT_ION_DELUGE);
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WITH_CONFIG(GEN_CONFIG_ATE_MULTIPLIER, genConfig);
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PLAYER(SPECIES_SKITTY) { Ability(ability); Moves(MOVE_WATER_GUN); }
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OPPONENT(SPECIES_WOBBUFFET);
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PLAYER(SPECIES_SKITTY) { Ability(ABILITY_NORMALIZE); Moves(MOVE_WATER_GUN); }
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OPPONENT(SPECIES_ROOKIDEE) { Item(ITEM_WACAN_BERRY); }
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} WHEN {
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TURN { MOVE(opponent, MOVE_ION_DELUGE); MOVE(player, MOVE_WATER_GUN); }
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} SCENE {
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HP_BAR(opponent, captureDamage: &results[i].damage);
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} FINALLY {
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if (genConfig >= GEN_7)
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EXPECT_EQ(results[0].damage, results[2].damage);
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else
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EXPECT_EQ(results[1].damage, results[3].damage);
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ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_HELD_ITEM_EFFECT, opponent);
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}
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}
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