pokemon-showdown/test/sim/abilities/serenegrace.js
2023-01-14 19:08:44 -06:00

90 lines
3.0 KiB
JavaScript

'use strict';
const assert = require('./../../assert');
const common = require('./../../common');
let battle;
describe(`Serene Grace`, function () {
afterEach(function () {
battle.destroy();
});
it(`should not stack with Pledge Rainbow for flinches`, function () {
battle = common.createBattle({gameType: 'doubles'}, [[
{species: 'wynaut', ability: 'serenegrace', moves: ['bite', 'waterpledge']},
{species: 'wobbuffet', moves: ['sleeptalk', 'firepledge']},
], [
{species: 'pyukumuku', moves: ['sleeptalk']},
{species: 'feebas', moves: ['sleeptalk']},
]]);
battle.onEvent('ModifyMove', battle.format, -99, function (move) {
if (move.id === 'bite') {
for (const secondary of move.secondaries) {
assert.equal(secondary.chance, 60, `Bite should not have a quadrupled flinch chance`);
}
}
});
battle.makeChoices('move waterpledge 1, move firepledge 1', 'auto');
battle.makeChoices('move bite 1, move sleeptalk', 'auto');
});
it(`[Gen 8] should overflow when quadrupling a stat drop effect with Pledge Rainbow`, function () {
battle = common.gen(8).createBattle({gameType: 'doubles'}, [[
{species: 'wynaut', ability: 'serenegrace', moves: ['poweruppunch', 'waterpledge']},
{species: 'wobbuffet', ability: 'serenegrace', moves: ['acidspray', 'firepledge']},
], [
{species: 'magikarp', moves: ['sleeptalk']},
{species: 'feebas', moves: ['sleeptalk']},
]]);
// Modding secondary chances so it will either always apply or never apply
// (64 * 2 * 2) % 256 === 0
battle.onEvent('ModifyMove', battle.format, 1, function (move) {
if (move.secondaries) {
for (const secondary of move.secondaries) {
secondary.chance = 64;
}
}
});
battle.makeChoices('move waterpledge 1, move firepledge 1', 'auto');
battle.makeChoices('move poweruppunch 1, move acidspray 2', 'auto');
const wynaut = battle.p1.active[0];
assert.statStage(wynaut, 'atk', 0);
const feebas = battle.p2.active[1];
assert.statStage(feebas, 'spd', 0);
});
it(`should not overflow when quadrupling a status effect with Pledge Rainbow`, function () {
battle = common.createBattle({gameType: 'doubles'}, [[
{species: 'wynaut', ability: 'serenegrace', moves: ['nuzzle', 'waterpledge']},
{species: 'wobbuffet', ability: 'serenegrace', moves: ['flamethrower', 'firepledge']},
], [
{species: 'magikarp', moves: ['sleeptalk']},
{species: 'feebas', moves: ['sleeptalk']},
]]);
// Modding secondary chances so it will either always apply or never apply
// (64 * 2 * 2) % 256 === 0
battle.onEvent('ModifyMove', battle.format, 1, function (move) {
if (move.secondaries) {
for (const secondary of move.secondaries) {
secondary.chance = 64;
}
}
});
battle.makeChoices('move waterpledge 1, move firepledge 1', 'auto');
battle.makeChoices('move nuzzle 1, move flamethrower 2', 'auto');
const magikarp = battle.p2.active[0];
assert.equal(magikarp.status, 'par');
const feebas = battle.p2.active[1];
assert.equal(feebas.status, 'brn');
});
});