Add test for beak blast applying after user faints
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787feceb14
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@ -38,7 +38,7 @@ describe("Moves - Beak Blast", () => {
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});
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it("should add a charge effect that burns attackers on contact", async () => {
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await game.startBattle([Species.BLASTOISE]);
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await game.classicMode.startBattle([Species.BLASTOISE]);
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const leadPokemon = game.scene.getPlayerPokemon()!;
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const enemyPokemon = game.scene.getEnemyPokemon()!;
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@ -55,7 +55,7 @@ describe("Moves - Beak Blast", () => {
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it("should still charge and burn opponents if the user is sleeping", async () => {
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game.override.statusEffect(StatusEffect.SLEEP);
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await game.startBattle([Species.BLASTOISE]);
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await game.classicMode.startBattle([Species.BLASTOISE]);
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const leadPokemon = game.scene.getPlayerPokemon()!;
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const enemyPokemon = game.scene.getEnemyPokemon()!;
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@ -72,7 +72,7 @@ describe("Moves - Beak Blast", () => {
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it("should not burn attackers that don't make contact", async () => {
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game.override.enemyMoveset([Moves.WATER_GUN]);
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await game.startBattle([Species.BLASTOISE]);
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await game.classicMode.startBattle([Species.BLASTOISE]);
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const leadPokemon = game.scene.getPlayerPokemon()!;
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const enemyPokemon = game.scene.getEnemyPokemon()!;
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@ -89,7 +89,7 @@ describe("Moves - Beak Blast", () => {
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it("should only hit twice with Multi-Lens", async () => {
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game.override.startingHeldItems([{ name: "MULTI_LENS", count: 1 }]);
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await game.startBattle([Species.BLASTOISE]);
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await game.classicMode.startBattle([Species.BLASTOISE]);
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const leadPokemon = game.scene.getPlayerPokemon()!;
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@ -102,7 +102,7 @@ describe("Moves - Beak Blast", () => {
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it("should be blocked by Protect", async () => {
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game.override.enemyMoveset([Moves.PROTECT]);
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await game.startBattle([Species.BLASTOISE]);
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await game.classicMode.startBattle([Species.BLASTOISE]);
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const leadPokemon = game.scene.getPlayerPokemon()!;
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const enemyPokemon = game.scene.getEnemyPokemon()!;
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@ -116,4 +116,15 @@ describe("Moves - Beak Blast", () => {
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expect(enemyPokemon.hp).toBe(enemyPokemon.getMaxHp());
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expect(leadPokemon.getTag(BattlerTagType.BEAK_BLAST_CHARGING)).toBeUndefined();
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});
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it("should still burn the enemy if the user is knocked out", async () => {
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game.override.ability(Abilities.BALL_FETCH);
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await game.classicMode.startBattle([Species.MAGIKARP, Species.MAGIKARP]);
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const enemyPokemon = game.scene.getEnemyPokemon()!;
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const user = game.scene.getPlayerPokemon()!;
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user.hp = 1;
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game.move.select(Moves.BEAK_BLAST);
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await game.phaseInterceptor.to("BerryPhase", false);
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expect(enemyPokemon.status?.effect).toBe(StatusEffect.BURN);
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});
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});
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