[P2] Nightmare triggers at turn end instead of after move (#4702)
This commit is contained in:
parent
f7797603a1
commit
467841d167
|
@ -838,7 +838,7 @@ export class SeedTag extends BattlerTag {
|
||||||
|
|
||||||
export class NightmareTag extends BattlerTag {
|
export class NightmareTag extends BattlerTag {
|
||||||
constructor() {
|
constructor() {
|
||||||
super(BattlerTagType.NIGHTMARE, BattlerTagLapseType.AFTER_MOVE, 1, Moves.NIGHTMARE);
|
super(BattlerTagType.NIGHTMARE, BattlerTagLapseType.TURN_END, 1, Moves.NIGHTMARE);
|
||||||
}
|
}
|
||||||
|
|
||||||
onAdd(pokemon: Pokemon): void {
|
onAdd(pokemon: Pokemon): void {
|
||||||
|
|
|
@ -0,0 +1,54 @@
|
||||||
|
import { CommandPhase } from "#app/phases/command-phase";
|
||||||
|
import { TurnInitPhase } from "#app/phases/turn-init-phase";
|
||||||
|
import { Abilities } from "#enums/abilities";
|
||||||
|
import { Moves } from "#enums/moves";
|
||||||
|
import { Species } from "#enums/species";
|
||||||
|
import GameManager from "#test/utils/gameManager";
|
||||||
|
import Phaser from "phaser";
|
||||||
|
import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest";
|
||||||
|
import { StatusEffect } from "#app/data/status-effect";
|
||||||
|
|
||||||
|
describe("Moves - Nightmare", () => {
|
||||||
|
let phaserGame: Phaser.Game;
|
||||||
|
let game: GameManager;
|
||||||
|
|
||||||
|
beforeAll(() => {
|
||||||
|
phaserGame = new Phaser.Game({
|
||||||
|
type: Phaser.HEADLESS,
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
afterEach(() => {
|
||||||
|
game.phaseInterceptor.restoreOg();
|
||||||
|
});
|
||||||
|
|
||||||
|
beforeEach(() => {
|
||||||
|
game = new GameManager(phaserGame);
|
||||||
|
|
||||||
|
game.override.battleType("single")
|
||||||
|
.enemySpecies(Species.RATTATA)
|
||||||
|
.enemyMoveset(Moves.SPLASH)
|
||||||
|
.enemyAbility(Abilities.BALL_FETCH)
|
||||||
|
.enemyStatusEffect(StatusEffect.SLEEP)
|
||||||
|
.startingLevel(5)
|
||||||
|
.moveset([ Moves.NIGHTMARE, Moves.SPLASH ]);
|
||||||
|
});
|
||||||
|
|
||||||
|
it("lowers enemy hp by 1/4 each turn while asleep", async () => {
|
||||||
|
await game.classicMode.startBattle([ Species.HYPNO ]);
|
||||||
|
|
||||||
|
const enemyPokemon = game.scene.getEnemyPokemon()!;
|
||||||
|
const enemyMaxHP = enemyPokemon.hp;
|
||||||
|
game.move.select(Moves.NIGHTMARE);
|
||||||
|
await game.phaseInterceptor.to(TurnInitPhase);
|
||||||
|
|
||||||
|
expect(enemyPokemon.hp).toBe(enemyMaxHP - Math.floor(enemyMaxHP / 4));
|
||||||
|
|
||||||
|
// take a second turn to make sure damage occurs again
|
||||||
|
await game.phaseInterceptor.to(CommandPhase);
|
||||||
|
game.move.select(Moves.SPLASH);
|
||||||
|
|
||||||
|
await game.phaseInterceptor.to(TurnInitPhase);
|
||||||
|
expect(enemyPokemon.hp).toBe(enemyMaxHP - Math.floor(enemyMaxHP / 4) - Math.floor(enemyMaxHP / 4));
|
||||||
|
});
|
||||||
|
});
|
Loading…
Reference in New Issue