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changed test cases to Lunar Dance instead of Explosion
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@ -30,20 +30,20 @@ describe("Moves - Last Respects", () => {
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game.override
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.battleType("single")
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.disableCrits()
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.moveset([ Moves.LAST_RESPECTS, Moves.EXPLOSION ])
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.moveset([ Moves.LAST_RESPECTS, Moves.EXPLOSION, Moves.LUNAR_DANCE ])
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.ability(Abilities.BALL_FETCH)
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.enemyAbility(Abilities.BALL_FETCH)
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.enemySpecies(Species.MAGIKARP)
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.enemyMoveset(Moves.SPLASH)
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.startingLevel(1)
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.enemyLevel(100);
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vi.spyOn(move, "calculateBattlePower");
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});
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it("should have 150 power if 2 allies faint before using move", async () => {
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await game.startBattle([ Species.BULBASAUR, Species.CHARMANDER, Species.SQUIRTLE ]);
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vi.spyOn(move, "calculateBattlePower");
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/**
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* Bulbasur faints once
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*/
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@ -70,8 +70,6 @@ describe("Moves - Last Respects", () => {
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it("should have 200 power if an ally fainted twice and antoher one once", async () => {
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await game.startBattle([ Species.BULBASAUR, Species.CHARMANDER, Species.SQUIRTLE ]);
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vi.spyOn(move, "calculateBattlePower");
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/**
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* Bulbasur faints once
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*/
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@ -104,11 +102,7 @@ describe("Moves - Last Respects", () => {
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expect(move.calculateBattlePower).toHaveReturnedWith(basePower + (3 * 50));
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});
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/**
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* The following 3 tests do not switch out Pokemon 0 after it uses Explosion.
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* The tests get stuck after the SelectModifierPhase.
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*/
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it.todo("should maintain its power during next battle if it is within the same arena encounter", async () => {
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it("should maintain its power during next battle if it is within the same arena encounter", async () => {
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game.override
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.enemySpecies(Species.MAGIKARP)
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.startingWave(1)
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@ -121,19 +115,23 @@ describe("Moves - Last Respects", () => {
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* The first Pokemon faints and another Pokemon in the party is selected.
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* Enemy Pokemon also faints
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*/
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game.move.select(Moves.EXPLOSION);
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game.move.select(Moves.LUNAR_DANCE);
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await game.setTurnOrder([ BattlerIndex.ENEMY, BattlerIndex.PLAYER ]);
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game.doSelectPartyPokemon(1);
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await game.toNextTurn();
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game.move.select(Moves.LAST_RESPECTS);
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await game.setTurnOrder([ BattlerIndex.ENEMY, BattlerIndex.PLAYER ]);
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await game.toNextWave();
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game.move.select(Moves.LAST_RESPECTS);
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await game.setTurnOrder([ BattlerIndex.PLAYER, BattlerIndex.ENEMY ]);
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await game.phaseInterceptor.to("BerryPhase", false);
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await game.phaseInterceptor.to("TurnEndPhase");
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expect(move.calculateBattlePower).toHaveLastReturnedWith(basePower + (1 * 50));
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});
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it.todo("should reset playerFaints count if we enter new trainer battle", async () => {
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it("should reset playerFaints count if we enter new trainer battle", async () => {
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game.override
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.enemySpecies(Species.MAGIKARP)
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.startingWave(4)
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@ -142,11 +140,15 @@ describe("Moves - Last Respects", () => {
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await game.classicMode.startBattle([ Species.BULBASAUR, Species.CHARMANDER, Species.SQUIRTLE ]);
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game.move.select(Moves.EXPLOSION);
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game.move.select(Moves.LUNAR_DANCE);
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await game.setTurnOrder([ BattlerIndex.ENEMY, BattlerIndex.PLAYER ]);
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game.doSelectPartyPokemon(1);
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await game.toNextTurn();
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game.move.select(Moves.LAST_RESPECTS);
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await game.setTurnOrder([ BattlerIndex.ENEMY, BattlerIndex.PLAYER ]);
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await game.toNextWave();
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game.move.select(Moves.LAST_RESPECTS);
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await game.setTurnOrder([ BattlerIndex.PLAYER, BattlerIndex.ENEMY ]);
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await game.phaseInterceptor.to("BerryPhase", false);
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@ -154,7 +156,7 @@ describe("Moves - Last Respects", () => {
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expect(move.calculateBattlePower).toHaveLastReturnedWith(basePower);
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});
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it.todo("should reset playerFaints count if we enter new biome", async () => {
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it("should reset playerFaints count if we enter new biome", async () => {
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game.override
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.enemySpecies(Species.MAGIKARP)
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.startingWave(10)
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@ -163,11 +165,15 @@ describe("Moves - Last Respects", () => {
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await game.classicMode.startBattle([ Species.BULBASAUR, Species.CHARMANDER, Species.SQUIRTLE ]);
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game.move.select(Moves.EXPLOSION);
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game.move.select(Moves.LUNAR_DANCE);
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await game.setTurnOrder([ BattlerIndex.ENEMY, BattlerIndex.PLAYER ]);
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game.doSelectPartyPokemon(1);
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await game.toNextTurn();
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game.move.select(Moves.LAST_RESPECTS);
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await game.setTurnOrder([ BattlerIndex.ENEMY, BattlerIndex.PLAYER ]);
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await game.toNextWave();
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game.move.select(Moves.LAST_RESPECTS);
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await game.setTurnOrder([ BattlerIndex.PLAYER, BattlerIndex.ENEMY ]);
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await game.phaseInterceptor.to("BerryPhase", false);
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