[Test] Update wimp out test and comment (#4900)
* Changed conditional to actually consider the wave index. * Added PigeonBar's test * Added check for MEs + Documentation * Apply suggestions from code review Co-authored-by: PigeonBar <56974298+PigeonBar@users.noreply.github.com> --------- Co-authored-by: frutescens <info@laptop> Co-authored-by: PigeonBar <56974298+PigeonBar@users.noreply.github.com>
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@ -4951,6 +4951,7 @@ class ForceSwitchOutHelper {
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}
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/**
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* For wild Pokémon battles, the Pokémon will flee if the conditions are met (waveIndex and double battles).
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* It will not flee if it is a Mystery Encounter with fleeing disabled (checked in `getSwitchOutCondition()`) or if it is a wave 10x wild boss
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*/
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} else {
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if (!pokemon.scene.currentBattle.waveIndex || pokemon.scene.currentBattle.waveIndex % 10 === 0) {
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@ -613,4 +613,23 @@ describe("Abilities - Wimp Out", () => {
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confirmNoSwitch();
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});
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it("should not activate on wave X0 bosses", async () => {
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game.override.enemyAbility(Abilities.WIMP_OUT)
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.startingLevel(5850)
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.startingWave(10);
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await game.classicMode.startBattle([ Species.GOLISOPOD ]);
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const enemyPokemon = game.scene.getEnemyPokemon()!;
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// Use 2 turns of False Swipe due to opponent's health bar shield
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game.move.select(Moves.FALSE_SWIPE);
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await game.toNextTurn();
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game.move.select(Moves.FALSE_SWIPE);
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await game.toNextTurn();
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const isVisible = enemyPokemon.visible;
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const hasFled = enemyPokemon.switchOutStatus;
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expect(isVisible && !hasFled).toBe(true);
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});
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});
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