[Bug] Fix Thousand Arrows grounding opponents before use (#2485)
* Fix Thousand Arrows grounding opponents before use * Use existing AddBattlerTag instead
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@ -3665,7 +3665,6 @@ export class NeutralDamageAgainstFlyingTypeMultiplierAttr extends VariableMoveTy
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if (target.isOfType(Type.FLYING)) {
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multiplier.value = 1;
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}
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target.addTag(BattlerTagType.IGNORE_FLYING, 20, move.id, user.id); //TODO: Grounded effect should not have turn limit
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return true;
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}
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@ -7332,6 +7331,7 @@ export function initMoves() {
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.triageMove(),
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new AttackMove(Moves.THOUSAND_ARROWS, Type.GROUND, MoveCategory.PHYSICAL, 90, 100, 10, -1, 0, 6)
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.attr(NeutralDamageAgainstFlyingTypeMultiplierAttr)
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.attr(AddBattlerTagAttr, BattlerTagType.IGNORE_FLYING, false, false, 20) // TODO: remove this turn count
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.attr(HitsTagAttr, BattlerTagType.FLYING, false)
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.attr(AddBattlerTagAttr, BattlerTagType.INTERRUPTED)
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.attr(RemoveBattlerTagAttr, [BattlerTagType.FLYING, BattlerTagType.MAGNET_RISEN])
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@ -0,0 +1,65 @@
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import {afterEach, beforeAll, beforeEach, describe, expect, test, vi} from "vitest";
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import Phaser from "phaser";
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import GameManager from "#app/test/utils/gameManager";
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import * as overrides from "#app/overrides";
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import {
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MoveEffectPhase,
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TurnEndPhase
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} from "#app/phases";
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import {getMovePosition} from "#app/test/utils/gameManagerUtils";
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import { Moves } from "#enums/moves";
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import { Species } from "#enums/species";
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import { BattlerTagType } from "#app/enums/battler-tag-type.js";
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const TIMEOUT = 20 * 1000;
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describe("Moves - Thousand Arrows", () => {
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let phaserGame: Phaser.Game;
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let game: GameManager;
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beforeAll(() => {
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phaserGame = new Phaser.Game({
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type: Phaser.HEADLESS,
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});
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});
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afterEach(() => {
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game.phaseInterceptor.restoreOg();
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});
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beforeEach(() => {
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game = new GameManager(phaserGame);
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vi.spyOn(overrides, "SINGLE_BATTLE_OVERRIDE", "get").mockReturnValue(true);
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vi.spyOn(overrides, "OPP_SPECIES_OVERRIDE", "get").mockReturnValue(Species.TOGETIC);
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vi.spyOn(overrides, "STARTING_LEVEL_OVERRIDE", "get").mockReturnValue(100);
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vi.spyOn(overrides, "OPP_LEVEL_OVERRIDE", "get").mockReturnValue(100);
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vi.spyOn(overrides, "MOVESET_OVERRIDE", "get").mockReturnValue([ Moves.THOUSAND_ARROWS ]);
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vi.spyOn(overrides, "OPP_MOVESET_OVERRIDE", "get").mockReturnValue([Moves.SPLASH,Moves.SPLASH,Moves.SPLASH,Moves.SPLASH]);
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});
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test(
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"move should hit and ground Flying-type targets",
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async () => {
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await game.startBattle([ Species.ILLUMISE ]);
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const leadPokemon = game.scene.getPlayerPokemon();
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expect(leadPokemon).toBeDefined();
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const enemyPokemon = game.scene.getEnemyPokemon();
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expect(enemyPokemon).toBeDefined();
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const enemyStartingHp = enemyPokemon.hp;
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game.doAttack(getMovePosition(game.scene, 0, Moves.THOUSAND_ARROWS));
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await game.phaseInterceptor.to(MoveEffectPhase, false);
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// Enemy should not be grounded before move effect is applied
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expect(enemyPokemon.getTag(BattlerTagType.IGNORE_FLYING)).toBeUndefined();
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await game.phaseInterceptor.to(TurnEndPhase, false);
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expect(enemyPokemon.getTag(BattlerTagType.IGNORE_FLYING)).toBeDefined();
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expect(enemyPokemon.hp).toBeLessThan(enemyStartingHp);
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}, TIMEOUT
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);
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});
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