* Resolves bugs with freezy frost vs ally, and freezy frost fainting opp
* Adjusts unit tests, adds one more for doubles
* Refactor apply function to follow the async/await pattern
* Eslint fix attempt
* Update freezy_frost.test.ts
Remove js file extension
* Obstruct et al no longer protect against status moves
* Remove `.js` from import
Co-authored-by: ImperialSympathizer <110984302+ben-lear@users.noreply.github.com>
* Add tsdocs for new/modified classes
* List relevant moves in tsdocs
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Co-authored-by: ImperialSympathizer <110984302+ben-lear@users.noreply.github.com>
* update instruction for pad in run history UI
* move getGamepadType function to ui.ts
* Update src/ui/ui.ts
Co-authored-by: Adrian T. <68144167+torranx@users.noreply.github.com>
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Co-authored-by: Adrian T. <68144167+torranx@users.noreply.github.com>
* add :silent to all tests
but disable it if the runner is in debug mode!
* fix: use `--silent` instead of `:silent`
Cause the previous was npm scrpt specific (whops)
* remove env and replace with logic in each call
* reduce redundancy by checking out once
* move pre-test into `needs` after `checkout`
* use cache approach in pre-test
* add node.js install step to `setup` job
* WIP: setup -> pre-test -> all other tests
with using cache
* use matrix approach for tests
* fix matrix approach for tests
* fix wrong use of env var in `run-test-template.yml`
* test: out-comment `run-tests` to see whats wrong
* test: see if this works
* let's try using matrix again...
* make `node-version` input a string
* remove `node-version` input for now
* test: without a matrix fornow
* change usage of reuseable workflow call
* fix call of matrix.project
* try using working-dir
* try setup for pre-tests
* remove `runs-on` from run-tests
* fix some identations for run-tests
* add pre-test as requirement for running tests
* use `1` instead of `'1'` to check `runner.debug`
* add `options` input. Possible fix for debug = not silent
* try again...
* not as an ENV but inside
* move 2nd ${{ !runner.debug && '--silent' }} check into test-template
* fix printing `false` instead of empty-string on runner-debug check
* try a yml array approach
* test running with file include path
* make `project` always `main` for now
* remove all extra vitest workspaces
* adopt `shards` workflow in vitest
* fix workflow reference in tests.yml
* add missing `$` in test-shard-template.yml`
* chore: fix vitest.config.ts after merge
man.. cant trust these machines
* make `project` a variable. try to use inputs on job names
* adjust `test-shard-template` job name
* Complete after you implementation (no localization)
* reset override changes
* Remove hardcoded English text, add tests
* Fix test
* Make sure phases occur in the correct order
* fix after-you issues
- fix i18n interpolation ot state "target name" and not "pokemon name" as the target takes the offer, not the user
- fix some tsdocs
- add override to apply
- update scene.findPhase to be able to use generic types. Add tsdocs
* add move-trigger.afterYou for DE
* fix after_you.test.ts
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Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
Co-authored-by: flx-sta <50131232+flx-sta@users.noreply.github.com>
* Add ability and passive tooltips to starter select screen
* Remove explicit casts to BattleScene
* Increase tooltip size, reverse y when necessary, and always show passive tooltip
* Add ability name to tooltip title and persist tooltips between Pokemon
* Use vi function mocks
* Fixed Delta Stream remaining active when last mon dies to indirect damage
* Rebasing changes
* Linting fix
* Combined if statements
* Changed params to optional
* Added unit test
* Apply suggestions from code review
* Fix test and remove `.js` from import
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Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
* Make `OPP_MOVESET_OVERRIDE` fully override the enemy's moveset
* Update tests with new override behavior
* Fix tests
* Fix another test
* Move overrides no longer required to be arrays
* Remove `SPLASH_ONLY` test utility variable
* Update moveset override helper functions
* Missed some tests
* Learn Move Phase rewrite
* Typedocs
* messages with confirm do not need an extra button press no more
* Added Documentation
* This does not work
* so sad
* Some updates
* Eslint issues + clean up
* Additions to handle learning during evolution + test fixes
* some more checks
* Update src/overrides.ts
Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
* Update src/test/phases/learn-move-phase.test.ts
Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
* Added new function and updated tests
* Fixed bracketing and added parameter types
* Added Sketch to the conditional
* Added some fixes. Weird stuff going on.
* Whoops
* async implementation done
* Update src/phases/learn-move-phase.ts
Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
* Apply suggestions from code review
Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
* Made showText=> summary a promise
* adapt learn-move-phase to `async-await`
* await add
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Co-authored-by: frutescens <info@laptop>
Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
Co-authored-by: flx-sta <50131232+flx-sta@users.noreply.github.com>
* fix#762 by using slotIndex to add to party
for now the new pokemon was ALWAYS just pushed to the party array. Now it's put into the slot that was also previously selected as the mon to release
* add docs for `Pokemon.addToParty()`
* add simple tests for addToParty
* update `isBetween` docs. Remove `.js` imports