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'use strict';
const assert = require('./../../assert');
const common = require('./../../common');
let battle;
describe('Fake Out', () => {
afterEach(() => {
battle.destroy();
});
it('should flinch on the first turn out', () => {
battle = common.createBattle([[
{ species: 'Chansey', ability: 'naturalcure', moves: ['fakeout'] },
], [
{ species: 'Venusaur', ability: 'overgrow', moves: ['swift'] },
]]);
battle.makeChoices('move fakeout', 'move swift');
assert.equal(battle.p1.active[0].hp, battle.p1.active[0].maxhp);
});
it('should not flinch on the second turn out', () => {
battle = common.createBattle([[
{ species: 'Chansey', ability: 'naturalcure', moves: ['fakeout'] },
], [
{ species: 'Venusaur', ability: 'overgrow', moves: ['swift'] },
]]);
battle.makeChoices('move fakeout', 'move swift');
assert.equal(battle.p1.active[0].hp, battle.p1.active[0].maxhp);
battle.makeChoices('move fakeout', 'move swift');
assert.notEqual(battle.p1.active[0].hp, battle.p1.active[0].maxhp);
});
it('should flinch after switching out and back in to refresh the move', () => {
battle = common.createBattle([[
{ species: 'Chansey', ability: 'naturalcure', moves: ['fakeout'] },
{ species: 'Blissey', ability: 'naturalcure', moves: ['fakeout'] },
], [
{ species: 'Venusaur', ability: 'overgrow', moves: ['swift', 'sleeptalk'] },
]]);
battle.makeChoices('move fakeout', 'move swift');
battle.makeChoices('switch 2', 'move sleeptalk');
battle.makeChoices('switch 2', 'move sleeptalk');
battle.makeChoices('move fakeout', 'move swift');
assert.equal(battle.p1.active[0].hp, battle.p1.active[0].maxhp);
});
it('should not flinch if the user has already used a Dancer move first', () => {
battle = common.createBattle([[
{ species: 'Chansey', ability: 'naturalcure', moves: ['fakeout'] },
{ species: 'Oricorio', ability: 'dancer', moves: ['fakeout'] },
], [
{ species: 'Venusaur', ability: 'overgrow', moves: ['swift', 'quiverdance'] },
]]);
battle.makeChoices('switch 2', 'move quiverdance');
battle.makeChoices('move fakeout', 'move swift');
assert.notEqual(battle.p1.active[0].hp, battle.p1.active[0].maxhp);
});
it('should not flinch if the target had prepared to Focus Punch', () => {
battle = common.createBattle([[
{ species: 'Hitmontop', ability: 'steadfast', moves: ['fakeout'] },
], [
{ species: 'Gallade', ability: 'steadfast', moves: ['focuspunch'] },
]]);
battle.makeChoices();
assert.equal(battle.p2.active[0].boosts.spe, 0);
});
});