106 lines
4.5 KiB
C
106 lines
4.5 KiB
C
#include "global.h"
|
|
#include "test/battle.h"
|
|
|
|
SINGLE_BATTLE_TEST("Drizzle summons rain", s16 damage)
|
|
{
|
|
enum Ability ability;
|
|
PARAMETRIZE { ability = ABILITY_DRIZZLE; }
|
|
PARAMETRIZE { ability = ABILITY_DAMP; }
|
|
|
|
GIVEN {
|
|
PLAYER(SPECIES_POLITOED) { Ability(ability); }
|
|
OPPONENT(SPECIES_WOBBUFFET);
|
|
} WHEN {
|
|
TURN { MOVE(player, MOVE_BUBBLE); }
|
|
} SCENE {
|
|
if (ability == ABILITY_DRIZZLE) {
|
|
ABILITY_POPUP(player, ABILITY_DRIZZLE);
|
|
MESSAGE("Politoed's Drizzle made it rain!");
|
|
}
|
|
HP_BAR(opponent, captureDamage: &results[i].damage);
|
|
} FINALLY {
|
|
EXPECT_MUL_EQ(results[1].damage, Q_4_12(1.5), results[0].damage);
|
|
}
|
|
}
|
|
|
|
SINGLE_BATTLE_TEST("Drizzle sets up rain for 5 turns (Gen6+)")
|
|
{
|
|
GIVEN {
|
|
WITH_CONFIG(B_ABILITY_WEATHER, GEN_6);
|
|
PLAYER(SPECIES_POLITOED) { Moves(MOVE_CELEBRATE); Ability(ABILITY_DRIZZLE); }
|
|
OPPONENT(SPECIES_WOBBUFFET) { Moves(MOVE_CELEBRATE); }
|
|
} WHEN {
|
|
TURN { MOVE(player, MOVE_CELEBRATE); MOVE(opponent, MOVE_CELEBRATE); }
|
|
TURN { MOVE(player, MOVE_CELEBRATE); MOVE(opponent, MOVE_CELEBRATE); }
|
|
TURN { MOVE(player, MOVE_CELEBRATE); MOVE(opponent, MOVE_CELEBRATE); }
|
|
TURN { MOVE(player, MOVE_CELEBRATE); MOVE(opponent, MOVE_CELEBRATE); }
|
|
TURN { MOVE(player, MOVE_CELEBRATE); MOVE(opponent, MOVE_CELEBRATE); }
|
|
} SCENE {
|
|
ABILITY_POPUP(player, ABILITY_DRIZZLE);
|
|
MESSAGE("Rain continues to fall.");
|
|
MESSAGE("Rain continues to fall.");
|
|
MESSAGE("Rain continues to fall.");
|
|
MESSAGE("Rain continues to fall.");
|
|
MESSAGE("The rain stopped.");
|
|
}
|
|
}
|
|
|
|
SINGLE_BATTLE_TEST("Drizzle sets up rain for 8 turns with Damp Rock (Gen6+)")
|
|
{
|
|
GIVEN {
|
|
WITH_CONFIG(B_ABILITY_WEATHER, GEN_6);
|
|
PLAYER(SPECIES_POLITOED) { Moves(MOVE_CELEBRATE); Ability(ABILITY_DRIZZLE); Item(ITEM_DAMP_ROCK); }
|
|
OPPONENT(SPECIES_WOBBUFFET) { Moves(MOVE_CELEBRATE); }
|
|
} WHEN {
|
|
TURN { MOVE(player, MOVE_CELEBRATE); MOVE(opponent, MOVE_CELEBRATE); }
|
|
TURN { MOVE(player, MOVE_CELEBRATE); MOVE(opponent, MOVE_CELEBRATE); }
|
|
TURN { MOVE(player, MOVE_CELEBRATE); MOVE(opponent, MOVE_CELEBRATE); }
|
|
TURN { MOVE(player, MOVE_CELEBRATE); MOVE(opponent, MOVE_CELEBRATE); }
|
|
TURN { MOVE(player, MOVE_CELEBRATE); MOVE(opponent, MOVE_CELEBRATE); }
|
|
TURN { MOVE(player, MOVE_CELEBRATE); MOVE(opponent, MOVE_CELEBRATE); }
|
|
TURN { MOVE(player, MOVE_CELEBRATE); MOVE(opponent, MOVE_CELEBRATE); }
|
|
TURN { MOVE(player, MOVE_CELEBRATE); MOVE(opponent, MOVE_CELEBRATE); }
|
|
} SCENE {
|
|
ABILITY_POPUP(player, ABILITY_DRIZZLE);
|
|
MESSAGE("Rain continues to fall.");
|
|
MESSAGE("Rain continues to fall.");
|
|
MESSAGE("Rain continues to fall.");
|
|
MESSAGE("Rain continues to fall.");
|
|
MESSAGE("Rain continues to fall.");
|
|
MESSAGE("Rain continues to fall.");
|
|
MESSAGE("Rain continues to fall.");
|
|
MESSAGE("The rain stopped.");
|
|
}
|
|
}
|
|
|
|
SINGLE_BATTLE_TEST("Drizzle sets up permanent rain (Gen3-5)")
|
|
{
|
|
GIVEN {
|
|
WITH_CONFIG(B_ABILITY_WEATHER, GEN_3);
|
|
PLAYER(SPECIES_POLITOED) { Moves(MOVE_CELEBRATE); Ability(ABILITY_DRIZZLE); }
|
|
OPPONENT(SPECIES_WOBBUFFET) { Moves(MOVE_CELEBRATE); }
|
|
} WHEN {
|
|
TURN { MOVE(player, MOVE_CELEBRATE); MOVE(opponent, MOVE_CELEBRATE); }
|
|
TURN { MOVE(player, MOVE_CELEBRATE); MOVE(opponent, MOVE_CELEBRATE); }
|
|
TURN { MOVE(player, MOVE_CELEBRATE); MOVE(opponent, MOVE_CELEBRATE); }
|
|
TURN { MOVE(player, MOVE_CELEBRATE); MOVE(opponent, MOVE_CELEBRATE); }
|
|
TURN { MOVE(player, MOVE_CELEBRATE); MOVE(opponent, MOVE_CELEBRATE); }
|
|
TURN { MOVE(player, MOVE_CELEBRATE); MOVE(opponent, MOVE_CELEBRATE); }
|
|
TURN { MOVE(player, MOVE_CELEBRATE); MOVE(opponent, MOVE_CELEBRATE); }
|
|
TURN { MOVE(player, MOVE_CELEBRATE); MOVE(opponent, MOVE_CELEBRATE); }
|
|
TURN { MOVE(player, MOVE_CELEBRATE); MOVE(opponent, MOVE_CELEBRATE); }
|
|
} SCENE {
|
|
ABILITY_POPUP(player, ABILITY_DRIZZLE);
|
|
MESSAGE("Rain continues to fall.");
|
|
MESSAGE("Rain continues to fall.");
|
|
MESSAGE("Rain continues to fall.");
|
|
MESSAGE("Rain continues to fall.");
|
|
MESSAGE("Rain continues to fall.");
|
|
MESSAGE("Rain continues to fall.");
|
|
MESSAGE("Rain continues to fall.");
|
|
MESSAGE("Rain continues to fall.");
|
|
MESSAGE("Rain continues to fall.");
|
|
NOT MESSAGE("The rain stopped.");
|
|
}
|
|
}
|