Fix status override to set the number of sleep turns

This commit is contained in:
NightKev 2024-10-21 20:38:04 -07:00
parent 913a5bcec3
commit 12eed81cb5
2 changed files with 10 additions and 10 deletions

View File

@ -3991,7 +3991,7 @@ export class PlayerPokemon extends Pokemon {
super(scene, 106, 148, species, level, abilityIndex, formIndex, gender, shiny, variant, ivs, nature, dataSource);
if (Overrides.STATUS_OVERRIDE) {
this.status = new Status(Overrides.STATUS_OVERRIDE);
this.status = new Status(Overrides.STATUS_OVERRIDE, 0, 4);
}
if (Overrides.SHINY_OVERRIDE) {
@ -4471,7 +4471,7 @@ export class EnemyPokemon extends Pokemon {
}
if (Overrides.OPP_STATUS_OVERRIDE) {
this.status = new Status(Overrides.OPP_STATUS_OVERRIDE);
this.status = new Status(Overrides.OPP_STATUS_OVERRIDE, 0, 4);
}
if (Overrides.OPP_GENDER_OVERRIDE) {
@ -4480,9 +4480,11 @@ export class EnemyPokemon extends Pokemon {
const speciesId = this.species.speciesId;
if (speciesId in Overrides.OPP_FORM_OVERRIDES
if (
speciesId in Overrides.OPP_FORM_OVERRIDES
&& Overrides.OPP_FORM_OVERRIDES[speciesId]
&& this.species.forms[Overrides.OPP_FORM_OVERRIDES[speciesId]]) {
&& this.species.forms[Overrides.OPP_FORM_OVERRIDES[speciesId]]
) {
this.formIndex = Overrides.OPP_FORM_OVERRIDES[speciesId] ?? 0;
}

View File

@ -1,12 +1,10 @@
import { CommandPhase } from "#app/phases/command-phase";
import { TurnInitPhase } from "#app/phases/turn-init-phase";
import { StatusEffect } from "#app/data/status-effect";
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;
@ -39,16 +37,16 @@ describe("Moves - Nightmare", () => {
const enemyPokemon = game.scene.getEnemyPokemon()!;
const enemyMaxHP = enemyPokemon.hp;
game.move.select(Moves.NIGHTMARE);
await game.phaseInterceptor.to(TurnInitPhase);
await game.toNextTurn();
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.toNextTurn();
await game.phaseInterceptor.to(TurnInitPhase);
expect(enemyPokemon.hp).toBe(enemyMaxHP - Math.floor(enemyMaxHP / 4) - Math.floor(enemyMaxHP / 4));
});
});