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[Ability] Fully Implement Good as Gold (#5245)
* Fix good as gold * Update good as gold tests with Kev's feedback
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@ -6289,9 +6289,8 @@ export function initAbilities() {
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.attr(NoTransformAbilityAbAttr)
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.partial(), // While setting the tag, the getbattlestat should ignore all modifiers to stats except stat stages
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new Ability(Abilities.GOOD_AS_GOLD, 9)
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.attr(MoveImmunityAbAttr, (pokemon, attacker, move) => pokemon !== attacker && move.category === MoveCategory.STATUS)
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.ignorable()
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.partial(), // Lots of weird interactions with moves and abilities such as negating status moves that target the field
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.attr(MoveImmunityAbAttr, (pokemon, attacker, move) => pokemon !== attacker && move.category === MoveCategory.STATUS && ![ MoveTarget.ENEMY_SIDE, MoveTarget.BOTH_SIDES, MoveTarget.USER_SIDE ].includes(move.moveTarget))
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.ignorable(),
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new Ability(Abilities.VESSEL_OF_RUIN, 9)
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.attr(FieldMultiplyStatAbAttr, Stat.SPATK, 0.75)
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.attr(PostSummonMessageAbAttr, (user) => i18next.t("abilityTriggers:postSummonVesselOfRuin", { pokemonNameWithAffix: getPokemonNameWithAffix(user), statName: i18next.t(getStatKey(Stat.SPATK)) }))
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143
src/test/abilities/good_as_gold.test.ts
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143
src/test/abilities/good_as_gold.test.ts
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@ -0,0 +1,143 @@
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import { BattlerIndex } from "#app/battle";
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import { allAbilities } from "#app/data/ability";
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import { ArenaTagSide } from "#app/data/arena-tag";
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import { ArenaTagType } from "#app/enums/arena-tag-type";
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import { BattlerTagType } from "#app/enums/battler-tag-type";
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import { Stat } from "#app/enums/stat";
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import { StatusEffect } from "#app/enums/status-effect";
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import { WeatherType } from "#app/enums/weather-type";
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import { Abilities } from "#enums/abilities";
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import { Moves } from "#enums/moves";
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import { Species } from "#enums/species";
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import GameManager from "#test/utils/gameManager";
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import Phaser from "phaser";
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import { afterEach, beforeAll, beforeEach, describe, expect, it, vi } from "vitest";
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describe("Abilities - Good As Gold", () => {
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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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game.override
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.moveset([ Moves.SPLASH ])
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.ability(Abilities.GOOD_AS_GOLD)
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.battleType("single")
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.disableCrits()
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.enemySpecies(Species.MAGIKARP)
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.enemyAbility(Abilities.BALL_FETCH)
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.enemyMoveset(Moves.SPLASH);
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});
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it("should block normal status moves", async () => {
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game.override.enemyMoveset( [ Moves.GROWL ] );
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await game.classicMode.startBattle([ Species.MAGIKARP ]);
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const player = game.scene.getPlayerPokemon()!;
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game.move.select(Moves.SPLASH, 0);
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await game.phaseInterceptor.to("BerryPhase");
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expect(player.battleData.abilitiesApplied[0]).toBe(Abilities.GOOD_AS_GOLD);
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expect(player.getStatStage(Stat.ATK)).toBe(0);
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});
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it("should block memento and prevent the user from fainting", async () => {
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game.override.enemyMoveset( [ Moves.MEMENTO ] );
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await game.classicMode.startBattle([ Species.MAGIKARP ]);
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game.move.select(Moves.MEMENTO);
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await game.phaseInterceptor.to("BerryPhase");
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expect(game.scene.getPlayerPokemon()!.isFainted()).toBe(false);
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expect(game.scene.getEnemyPokemon()?.getStatStage(Stat.ATK)).toBe(0);
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});
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it("should not block any status moves that target the field, one side, or all pokemon", async () => {
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game.override.battleType("double");
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game.override.enemyMoveset( [ Moves.STEALTH_ROCK, Moves.HAZE ] );
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game.override.moveset([ Moves.SWORDS_DANCE, Moves.SAFEGUARD ]);
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await game.classicMode.startBattle([ Species.MAGIKARP, Species.FEEBAS ]);
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const [ good_as_gold, ball_fetch ] = game.scene.getPlayerField();
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// Force second pokemon to have ball fetch to isolate to a single mon.
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vi.spyOn(ball_fetch, "getAbility").mockReturnValue(allAbilities[Abilities.BALL_FETCH]);
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game.move.select(Moves.SWORDS_DANCE, 0);
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game.move.select(Moves.SAFEGUARD, 1);
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await game.forceEnemyMove(Moves.STEALTH_ROCK);
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await game.forceEnemyMove(Moves.HAZE);
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await game.setTurnOrder( [ BattlerIndex.PLAYER, BattlerIndex.PLAYER_2, BattlerIndex.ENEMY, BattlerIndex.ENEMY_2 ] );
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await game.phaseInterceptor.to("BerryPhase");
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expect(good_as_gold.getAbility().id).toBe(Abilities.GOOD_AS_GOLD);
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expect(good_as_gold.getStatStage(Stat.ATK)).toBe(0);
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expect(game.scene.arena.getTagOnSide(ArenaTagType.STEALTH_ROCK, ArenaTagSide.PLAYER)).toBeDefined();
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expect(game.scene.arena.getTagOnSide(ArenaTagType.SAFEGUARD, ArenaTagSide.PLAYER)).toBeDefined();
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});
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it("should not block field targeted effects in singles", async () => {
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game.override.battleType("single");
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game.override.enemyMoveset( [ Moves.SPIKES ] );
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await game.classicMode.startBattle([ Species.MAGIKARP ]);
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game.move.select(Moves.SPLASH, 0);
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await game.phaseInterceptor.to("BerryPhase");
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expect(game.scene.arena.getTagOnSide(ArenaTagType.SPIKES, ArenaTagSide.PLAYER)).toBeDefined();
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});
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it("should block the ally's helping hand", async () => {
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game.override.battleType("double");
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game.override.moveset([ Moves.HELPING_HAND, Moves.TACKLE ]);
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await game.classicMode.startBattle([ Species.MAGIKARP, Species.FEEBAS ]);
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game.move.select(Moves.HELPING_HAND, 0);
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game.move.select(Moves.TACKLE, 1);
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await game.phaseInterceptor.to("MoveEndPhase", true);
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expect(game.scene.getPlayerField()[1].getTag(BattlerTagType.HELPING_HAND)).toBeUndefined();
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});
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it("should block the ally's heal bell, but only if the good as gold user is on the field", async () => {
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game.override.battleType("double");
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game.override.moveset([ Moves.HEAL_BELL, Moves.SPLASH ]);
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game.override.statusEffect(StatusEffect.BURN);
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await game.classicMode.startBattle([ Species.MAGIKARP, Species.FEEBAS, Species.ABRA ]);
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const [ good_as_gold, ball_fetch ] = game.scene.getPlayerField();
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// Force second pokemon to have ball fetch to isolate to a single mon.
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vi.spyOn(ball_fetch, "getAbility").mockReturnValue(allAbilities[Abilities.BALL_FETCH]);
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// turn 1
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game.move.select(Moves.SPLASH, 0);
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game.move.select(Moves.HEAL_BELL, 1);
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await game.toNextTurn();
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expect(good_as_gold.status?.effect).toBe(StatusEffect.BURN);
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game.doSwitchPokemon(2);
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game.move.select(Moves.HEAL_BELL, 0);
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await game.toNextTurn();
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expect(good_as_gold.status?.effect).toBeUndefined();
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});
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it("should not block field targeted effects like rain dance", async () => {
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game.override.battleType("single");
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game.override.enemyMoveset( [ Moves.RAIN_DANCE ] );
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game.override.weather(WeatherType.NONE);
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await game.classicMode.startBattle([ Species.MAGIKARP ]);
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game.move.select(Moves.SPLASH, 0);
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await game.phaseInterceptor.to("BerryPhase");
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expect(game.scene.arena.weather?.weatherType).toBe(WeatherType.RAIN);
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});
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});
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