Make repeat abilities not stack (#4588)

If due to fusions you have the same ability as both passive and normal, it'll no longer stack with itself.
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Xavion3 2024-10-05 17:10:32 +10:00 committed by GitHub
parent c99df9712a
commit f562a76332
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2 changed files with 59 additions and 1 deletions

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@ -4623,7 +4623,7 @@ async function applyAbAttrsInternal<TAttr extends AbAttr>(
messages: string[] = [], messages: string[] = [],
) { ) {
for (const passive of [ false, true ]) { for (const passive of [ false, true ]) {
if (!pokemon?.canApplyAbility(passive)) { if (!pokemon?.canApplyAbility(passive) || (passive && pokemon.getPassiveAbility().id === pokemon.getAbility().id)) {
continue; continue;
} }

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@ -0,0 +1,58 @@
import { Stat } from "#app/enums/stat";
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, it, expect } from "vitest";
describe("Ability Duplication", () => {
let phaserGame: Phaser.Game;
let game: GameManager;
beforeAll(() => {
phaserGame = new Phaser.Game({
type: Phaser.HEADLESS,
});
});
afterEach(() => {
game.phaseInterceptor.restoreOg();
});
beforeEach(() => {
game = new GameManager(phaserGame);
game.override
.moveset([ Moves.SPLASH ])
.battleType("single")
.ability(Abilities.HUGE_POWER)
.enemyAbility(Abilities.BALL_FETCH)
.enemyMoveset(Moves.SPLASH);
});
it("huge power should only be applied once if both normal and passive", async () => {
game.override.passiveAbility(Abilities.HUGE_POWER);
await game.classicMode.startBattle([ Species.MAGIKARP ]);
const [ magikarp ] = game.scene.getPlayerField();
const magikarpAttack = magikarp.getEffectiveStat(Stat.ATK);
magikarp.summonData.abilitySuppressed = true;
expect(magikarp.getEffectiveStat(Stat.ATK)).toBe(magikarpAttack / 2);
});
it("huge power should stack with pure power", async () => {
game.override.passiveAbility(Abilities.PURE_POWER);
await game.classicMode.startBattle([ Species.MAGIKARP ]);
const [ magikarp ] = game.scene.getPlayerField();
const magikarpAttack = magikarp.getEffectiveStat(Stat.ATK);
magikarp.summonData.abilitySuppressed = true;
expect(magikarp.getEffectiveStat(Stat.ATK)).toBe(magikarpAttack / 4);
});
});