#include "global.h" #include "test/battle.h" SINGLE_BATTLE_TEST("Cloud Nine/Air Lock prevent basic weather effects, but without them disappearing - Sandstorm") { u32 species = 0, ability = 0; PARAMETRIZE { species = SPECIES_PSYDUCK; ability = ABILITY_CLOUD_NINE; } PARAMETRIZE { species = SPECIES_RAYQUAZA; ability = ABILITY_AIR_LOCK; } GIVEN { ASSUME(gMovesInfo[MOVE_SANDSTORM].effect == EFFECT_SANDSTORM); PLAYER(species) { Ability(ability); } OPPONENT(SPECIES_WOBBUFFET); } WHEN { TURN { MOVE(opponent, MOVE_SANDSTORM); } TURN {} } SCENE { ABILITY_POPUP(player, ability); MESSAGE("The effects of weather disappeared."); MESSAGE("Foe Wobbuffet used Sandstorm!"); MESSAGE("The sandstorm rages."); ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_SANDSTORM_CONTINUES); NONE_OF { HP_BAR(player); HP_BAR(opponent); MESSAGE("Foe Wobbuffet is buffeted by the sandstorm!"); } MESSAGE("The sandstorm rages."); ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_SANDSTORM_CONTINUES); } } TO_DO_BATTLE_TEST("Cloud Nine/Air Lock prevent basic weather effects, but without them disappearing - Sun"); TO_DO_BATTLE_TEST("Cloud Nine/Air Lock prevent basic weather effects, but without them disappearing - Rain"); TO_DO_BATTLE_TEST("Cloud Nine/Air Lock prevent basic weather effects, but without them disappearing - Hail"); TO_DO_BATTLE_TEST("Cloud Nine/Air Lock prevent basic weather effects, but without them disappearing - Snow"); TO_DO_BATTLE_TEST("Cloud Nine/Air Lock prevent basic weather effects, but without them disappearing - Fog"); TO_DO_BATTLE_TEST("Cloud Nine/Air Lock prevent basic weather effects, but without them disappearing - Primal Sun"); TO_DO_BATTLE_TEST("Cloud Nine/Air Lock prevent basic weather effects, but without them disappearing - Primal Rain"); TO_DO_BATTLE_TEST("Cloud Nine/Air Lock prevent basic weather effects, but without them disappearing - Strong Winds"); // Moves and abilities that are affected by weather should have new tests that check for Clould Nine/Air Lock, like Mold-Breaker Abilities