damage ability tests (#9137)
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37 changed files with 1225 additions and 25 deletions
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@ -81,6 +81,7 @@
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{test/scenarios/wml_tests/UnitsWML/AbilitiesWML/attacks}
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{test/scenarios/wml_tests/UnitsWML/AbilitiesWML/berserk}
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{test/scenarios/wml_tests/UnitsWML/AbilitiesWML/chance_to_hit}
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{test/scenarios/wml_tests/UnitsWML/AbilitiesWML/damage}
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{test/scenarios/wml_tests/UnitsWML/AbilitiesWML/heals}
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{test/scenarios/wml_tests/UnitsWML/AbilitiesWML/hides}
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{test/scenarios/wml_tests/UnitsWML/AbilitiesWML/illuminates}
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@ -82,6 +82,10 @@
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# By default "alice" attacks "bob", these can be overridden with the ID1 and ID2 optional arguments.
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# DAMAGE1 is expected hp loss for ID1 (alice).
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# DAMAGE2 is expected hp loss for ID2 (bob), it defaults to the same as DAMAGE1.
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# WEAPON_COUNT is how many weapons to test, starting from the first.
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# DAMAGE_VALUE is the contents of the [damage] ability to set the attack to the default of 100
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# ID1_HP is the hitpoints and max_hitpoints for the ID1 unit to have
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# ID2_HP is the hitpoints and max_hitpoints for the ID2 unit to have
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#define ATTACK_AND_VALIDATE DAMAGE1
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#arg ID1
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@ -93,6 +97,21 @@ bob#endarg
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#arg DAMAGE2
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{DAMAGE1}#endarg
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#arg WEAPON_COUNT
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1#endarg
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#arg ID1_HP
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1000#endarg
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#arg ID2_HP
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1000#endarg
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#arg DAMAGE_VALUE
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[damage]
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value=100
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[/damage]
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#endarg
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[modify_unit]
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[filter]
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id={ID1},{ID2}
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@ -104,41 +123,62 @@ bob#endarg
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[attacks]
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value=1
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[/attacks]
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[damage]
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value=100
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[/damage]
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{DAMAGE_VALUE}
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[chance_to_hit]
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value=100
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[/chance_to_hit]
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[/set_specials]
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[/effect]
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hitpoints = 1000
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max_hitpoints = 1000
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[/modify_unit]
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[test_do_attack_by_id]
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attacker={ID1}
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defender={ID2}
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[/test_do_attack_by_id]
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{VARIABLE weapons {WEAPON_COUNT}}
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[for]
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start=0
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end="$($weapons-1)"
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step=1
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[do]
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[modify_unit]
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[filter]
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id={ID1}
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[/filter]
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hitpoints = {ID1_HP}
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max_hitpoints = {ID1_HP}
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[/modify_unit]
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[modify_unit]
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[filter]
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id={ID2}
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[/filter]
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hitpoints = {ID2_HP}
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max_hitpoints = {ID2_HP}
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[/modify_unit]
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[store_unit]
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[filter]
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id={ID1}
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[/filter]
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variable={ID1}
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[/store_unit]
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[store_unit]
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[filter]
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id={ID2}
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[/filter]
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variable={ID2}
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[/store_unit]
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[test_do_attack_by_id]
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attacker={ID1}
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defender={ID2}
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weapon=$i
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resupply_attacks_left=1
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[/test_do_attack_by_id]
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{ASSERT {VARIABLE_CONDITIONAL {ID1}.hitpoints numerical_equals "$(${ID1}.max_hitpoints-{DAMAGE1})"}}
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{ASSERT {VARIABLE_CONDITIONAL {ID2}.hitpoints numerical_equals "$(${ID2}.max_hitpoints-{DAMAGE2})"}}
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[store_unit]
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[filter]
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id={ID1}
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[/filter]
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variable={ID1}
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[/store_unit]
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[store_unit]
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[filter]
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id={ID2}
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[/filter]
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variable={ID2}
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[/store_unit]
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{CLEAR_VARIABLE {ID1}}
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{CLEAR_VARIABLE {ID2}}
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{ASSERT {VARIABLE_CONDITIONAL {ID1}.hitpoints numerical_equals "$(${ID1}.max_hitpoints-{DAMAGE1})"}}
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{ASSERT {VARIABLE_CONDITIONAL {ID2}.hitpoints numerical_equals "$(${ID2}.max_hitpoints-{DAMAGE2})"}}
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{CLEAR_VARIABLE {ID1}}
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{CLEAR_VARIABLE {ID2}}
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[/do]
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[/for]
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#enddef
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# Takes a unit id, and checks that its hitpoints and experience are the expected values.
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# wmllint: no translatables
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#####
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# API(s) being tested: [damage]value=
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##
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# Actions:
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# Give the leaders an damage ability with both the value and add attributes
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# Have the side 1 leader attack the side 2 leader with both its weapons
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##
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# Expected end state:
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# The side 1 leader has 2 weapons each of which now has 6 damage (5+1)
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#####
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{COMMON_KEEP_A_B_UNIT_TEST "damage_add" (
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[event]
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name = start
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[modify_unit]
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[filter]
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[/filter]
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[effect]
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apply_to = new_ability
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[abilities]
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{TEST_ABILITY damage 5 (add=1) SELF=yes}
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[/abilities]
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[/effect]
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[/modify_unit]
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{ATTACK_AND_VALIDATE 6 (DAMAGE_VALUE=) WEAPON_COUNT=2}
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{SUCCEED}
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[/event]
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) SIDE2_LEADER="Elvish Archer"}
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@ -0,0 +1,32 @@
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# wmllint: no translatables
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#####
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# API(s) being tested: [damage]value=
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##
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# Actions:
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# Give the leaders a damage ability with the value, add, and divide attributes
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# Have the side 1 leader attack the side 2 leader with both its weapons
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##
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# Expected end state:
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# The side 1 leader has 2 weapons each of which now has 3 damage ((5+1)/2)
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#####
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{COMMON_KEEP_A_B_UNIT_TEST "damage_add_divide" (
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[event]
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name = start
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[modify_unit]
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[filter]
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[/filter]
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[effect]
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apply_to = new_ability
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[abilities]
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{TEST_ABILITY damage 5 (add=1
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divide=2) SELF=yes}
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[/abilities]
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[/effect]
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[/modify_unit]
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{ATTACK_AND_VALIDATE 3 (DAMAGE_VALUE=) WEAPON_COUNT=2}
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{SUCCEED}
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[/event]
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) SIDE2_LEADER="Elvish Archer"}
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# wmllint: no translatables
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#####
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# API(s) being tested: [damage]value=
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##
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# Actions:
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# Give the leaders a damage ability with the value, add, and multiply attributes
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# Have the side 1 leader attack the side 2 leader with both its weapons
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##
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# Expected end state:
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# The side 1 leader has 2 weapons each of which now has 12 damage ((5+1)*2)
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#####
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{COMMON_KEEP_A_B_UNIT_TEST "damage_add_multiply" (
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[event]
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name = start
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[modify_unit]
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[filter]
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[/filter]
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[effect]
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apply_to = new_ability
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[abilities]
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{TEST_ABILITY damage 5 (add=1
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multiply=2) SELF=yes}
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[/abilities]
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[/effect]
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[/modify_unit]
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{ATTACK_AND_VALIDATE 12 (DAMAGE_VALUE=) WEAPON_COUNT=2}
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{SUCCEED}
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[/event]
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) SIDE2_LEADER="Elvish Archer"}
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@ -0,0 +1,32 @@
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# wmllint: no translatables
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#####
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# API(s) being tested: [damage]value=
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##
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# Actions:
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# Give the leaders a damage ability with the value, add, and sub attributes
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# Have the side 1 leader attack the side 2 leader with both its weapons
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##
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# Expected end state:
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# The side 1 leader has 2 weapons each of which now has 3 damage (5-2), add is ignored
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#####
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{COMMON_KEEP_A_B_UNIT_TEST "damage_add_sub" (
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[event]
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name = start
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[modify_unit]
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[filter]
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[/filter]
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[effect]
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apply_to = new_ability
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[abilities]
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{TEST_ABILITY damage 5 (add=1
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sub=2) SELF=yes}
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[/abilities]
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[/effect]
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[/modify_unit]
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{ATTACK_AND_VALIDATE 3 (DAMAGE_VALUE=) WEAPON_COUNT=2}
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{SUCCEED}
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[/event]
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) SIDE2_LEADER="Elvish Archer"}
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@ -0,0 +1,40 @@
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# wmllint: no translatables
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#####
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# API(s) being tested: [damage]affect_allies=
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##
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# Actions:
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# Give the side 1 leader a damage ability that only affects adjacent allies
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# Have the side 2 leader attack the side 3 leader with both its weapons
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# Have the side 1 leader attack the side 4 leader with both its weapons
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##
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# Expected end state:
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# The side 2 leader has 2 weapons each of which now has 2 damage
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# The side 1 leader has 2 weapons neither of which has been modified to have 2 damage
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#####
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{COMMON_KEEP_A_B_C_D_UNIT_TEST "damage_affect_allies" (
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[event]
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name = start
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[modify_side]
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side=1,2
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team_name=allies
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[/modify_side]
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[modify_unit]
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[filter]
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side=1
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[/filter]
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[effect]
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apply_to = new_ability
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[abilities]
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{TEST_ABILITY damage 2 ([affect_adjacent][/affect_adjacent]) ALLIES=yes}
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[/abilities]
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[/effect]
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[/modify_unit]
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{ATTACK_AND_VALIDATE 5 DAMAGE2=2 (DAMAGE_VALUE=) ID1=bob ID2=charlie WEAPON_COUNT=2}
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{ATTACK_AND_VALIDATE 5 (DAMAGE_VALUE=) ID1=alice ID2=dave WEAPON_COUNT=2}
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{SUCCEED}
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[/event]
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) SIDE_LEADER="Elvish Archer"}
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# wmllint: no translatables
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#####
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# API(s) being tested: [damage]affect_enemies=
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##
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# Actions:
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# Give the side 1 leader a damage ability that only affects adjacent enemies
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# Have the side 1 leader attack the side 2 leader with both its weapons
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##
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# Expected end state:
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# The side 2 leader has 2 weapons each of which now has 2 damage
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# The side 1 leader has 2 weapons neither of which has been modified to have 2 damage
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#####
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{COMMON_KEEP_A_B_UNIT_TEST "damage_affect_enemies" (
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[event]
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name = start
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[modify_unit]
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[filter]
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side=1
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[/filter]
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[effect]
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apply_to = new_ability
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[abilities]
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{TEST_ABILITY damage 2 ([affect_adjacent][/affect_adjacent]) ENEMIES=yes}
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[/abilities]
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[/effect]
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[/modify_unit]
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{ATTACK_AND_VALIDATE 2 DAMAGE2=5 (DAMAGE_VALUE=) WEAPON_COUNT=2}
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{SUCCEED}
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[/event]
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) SIDE2_LEADER="Elvish Archer"}
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@ -0,0 +1,44 @@
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# wmllint: no translatables
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#####
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# API(s) being tested: [damage]affect_allies=
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##
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# Actions:
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# Give the side 1 leader a damage ability with affect_allies, affect_enemies, and affect_self
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# Make side 1 and side 2 allies
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# Have the side 1 leader attack the side 3 leader with both its weapons
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# Have the side 2 leader attack the side 4 leader with both its weapons
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# Have the side 4 leader attack the side 1 leader with both its weapons
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##
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# Expected end state:
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# The side 1 leader has 2 weapons each of which now has 2 damage
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# The side 2 leader has 2 weapons each of which now has 2 damage
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# The side 4 leader has 2 weapons each of which now has 2 damage
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#####
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{COMMON_KEEP_A_B_C_D_UNIT_TEST "damage_affect_everybody" (
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[event]
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name = start
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[modify_side]
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side=1,2
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team_name=allies
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[/modify_side]
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[modify_unit]
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[filter]
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side = 1
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[/filter]
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[effect]
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apply_to = new_ability
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[abilities]
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{TEST_ABILITY damage 2 ([affect_adjacent][/affect_adjacent]) ENEMIES=yes SELF=yes ALLIES=yes}
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[/abilities]
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[/effect]
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[/modify_unit]
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{ATTACK_AND_VALIDATE 2 (DAMAGE_VALUE=) ID1=alice ID2=charlie WEAPON_COUNT=2}
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{ATTACK_AND_VALIDATE 2 (DAMAGE_VALUE=) ID1=bob ID2=dave WEAPON_COUNT=2}
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{ATTACK_AND_VALIDATE 2 (DAMAGE_VALUE=) ID1=dave ID2=alice WEAPON_COUNT=2}
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{SUCCEED}
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[/event]
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) SIDE_LEADER="Elvish Archer"}
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@ -0,0 +1,31 @@
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# wmllint: no translatables
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#####
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# API(s) being tested: [damage]affect_self=
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##
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# Actions:
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# Give the leaders a damage ability that doesn't affect themselves.
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# Have the side 1 leader attack the side 2 leader with both its weapons
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##
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# Expected end state:
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# The side 1 leader has 2 weapons neither of which has 2 damage
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#####
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{COMMON_KEEP_A_B_UNIT_TEST "damage_affect_self_no" (
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[event]
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name = start
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[modify_unit]
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[filter]
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[/filter]
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[effect]
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apply_to = new_ability
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[abilities]
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{TEST_ABILITY damage 2 ()}
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[/abilities]
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[/effect]
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[/modify_unit]
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{ATTACK_AND_VALIDATE 5 (DAMAGE_VALUE=) WEAPON_COUNT=2}
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{SUCCEED}
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[/event]
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) SIDE2_LEADER="Elvish Archer"}
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@ -0,0 +1,31 @@
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# wmllint: no translatables
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#####
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# API(s) being tested: [damage]value=
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##
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# Actions:
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# Give the leaders a damage ability with both the value and divide attributes
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# Have the side 1 leader attack the side 2 leader with both its weapons
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##
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# Expected end state:
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# The side 1 leader has 2 weapons both of which have 3 damage
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#####
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{COMMON_KEEP_A_B_UNIT_TEST "damage_divide" (
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[event]
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name = start
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[modify_unit]
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[filter]
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[/filter]
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[effect]
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apply_to = new_ability
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[abilities]
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{TEST_ABILITY damage 6 (divide=2) SELF=yes}
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[/abilities]
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[/effect]
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[/modify_unit]
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{ATTACK_AND_VALIDATE 3 (DAMAGE_VALUE=) WEAPON_COUNT=2}
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{SUCCEED}
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[/event]
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) SIDE2_LEADER="Elvish Archer"}
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@ -0,0 +1,33 @@
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# wmllint: no translatables
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#####
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# API(s) being tested: [damage]value=
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##
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# Actions:
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# Give the leaders a damage ability with a value of 3.8.
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# Have the side 1 leader attack the side 2 leader with both its weapons
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##
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# Expected end state:
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# The side 1 leader has 2 weapons both of which have 3 damage
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#####
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#ifndef SCHEMA_VALIDATION
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{COMMON_KEEP_A_B_UNIT_TEST "damage_high_fraction" (
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[event]
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name = start
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[modify_unit]
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[filter]
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[/filter]
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[effect]
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apply_to = new_ability
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[abilities]
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{TEST_ABILITY damage 3.8 () SELF=yes}
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[/abilities]
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[/effect]
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[/modify_unit]
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{ATTACK_AND_VALIDATE 3 (DAMAGE_VALUE=) WEAPON_COUNT=2}
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{SUCCEED}
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[/event]
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) SIDE2_LEADER="Elvish Archer"}
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#endif
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@ -0,0 +1,33 @@
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# wmllint: no translatables
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#####
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# API(s) being tested: [damage]value=
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##
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# Actions:
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# Give the leaders a damage ability with a value of 3.2.
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# Have the side 1 leader attack the side 2 leader with both its weapons
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##
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# Expected end state:
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# The side 1 leader has 2 weapons both of which have 3 damage
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||||
#####
|
||||
#ifndef SCHEMA_VALIDATION
|
||||
{COMMON_KEEP_A_B_UNIT_TEST "damage_low_fraction" (
|
||||
[event]
|
||||
name = start
|
||||
|
||||
[modify_unit]
|
||||
[filter]
|
||||
[/filter]
|
||||
[effect]
|
||||
apply_to = new_ability
|
||||
[abilities]
|
||||
{TEST_ABILITY damage 3.2 () SELF=yes}
|
||||
[/abilities]
|
||||
[/effect]
|
||||
[/modify_unit]
|
||||
|
||||
{ATTACK_AND_VALIDATE 3 (DAMAGE_VALUE=) WEAPON_COUNT=2}
|
||||
{SUCCEED}
|
||||
[/event]
|
||||
) SIDE2_LEADER="Elvish Archer"}
|
||||
#endif
|
|
@ -0,0 +1,32 @@
|
|||
# wmllint: no translatables
|
||||
|
||||
#####
|
||||
# API(s) being tested: [damage]value=
|
||||
##
|
||||
# Actions:
|
||||
# Give the leaders a damage ability with both the value and add attributes
|
||||
# Have the side 1 leader attack the side 2 leader with both its weapons
|
||||
##
|
||||
# Expected end state:
|
||||
# max_value works.
|
||||
# The side 1 leader has 2 weapons both of which have 1 damage
|
||||
#####
|
||||
{COMMON_KEEP_A_B_UNIT_TEST "damage_max_value" (
|
||||
[event]
|
||||
name = start
|
||||
|
||||
[modify_unit]
|
||||
[filter]
|
||||
[/filter]
|
||||
[effect]
|
||||
apply_to = new_ability
|
||||
[abilities]
|
||||
{TEST_ABILITY damage 3 (max_value=1) SELF=yes}
|
||||
[/abilities]
|
||||
[/effect]
|
||||
[/modify_unit]
|
||||
|
||||
{ATTACK_AND_VALIDATE 1 (DAMAGE_VALUE=) WEAPON_COUNT=2}
|
||||
{SUCCEED}
|
||||
[/event]
|
||||
) SIDE2_LEADER="Elvish Archer"}
|
|
@ -0,0 +1,31 @@
|
|||
# wmllint: no translatables
|
||||
|
||||
#####
|
||||
# API(s) being tested: [damage]value=
|
||||
##
|
||||
# Actions:
|
||||
# Give the leaders a damage ability with both the value and multiply attributes
|
||||
# Have the side 1 leader attack the side 2 leader with both its weapons
|
||||
##
|
||||
# Expected end state:
|
||||
# The side 1 leader has 2 weapons both of which have 8 damage (2*4)
|
||||
#####
|
||||
{COMMON_KEEP_A_B_UNIT_TEST "damage_multiply" (
|
||||
[event]
|
||||
name = start
|
||||
|
||||
[modify_unit]
|
||||
[filter]
|
||||
[/filter]
|
||||
[effect]
|
||||
apply_to = new_ability
|
||||
[abilities]
|
||||
{TEST_ABILITY damage 4 (multiply=2) SELF=yes}
|
||||
[/abilities]
|
||||
[/effect]
|
||||
[/modify_unit]
|
||||
|
||||
{ATTACK_AND_VALIDATE 8 (DAMAGE_VALUE=) WEAPON_COUNT=2}
|
||||
{SUCCEED}
|
||||
[/event]
|
||||
) SIDE2_LEADER="Elvish Archer"}
|
|
@ -0,0 +1,32 @@
|
|||
# wmllint: no translatables
|
||||
|
||||
#####
|
||||
# API(s) being tested: [damage]value=
|
||||
##
|
||||
# Actions:
|
||||
# Give the leaders a damage ability with the value, multiply, and divide attributes
|
||||
# Have the side 1 leader attack the side 2 leader with both its weapons
|
||||
##
|
||||
# Expected end state:
|
||||
# The side 1 leader has 2 weapons both of which have 6 damage ((4*3)/2)
|
||||
#####
|
||||
{COMMON_KEEP_A_B_UNIT_TEST "damage_multiply_divide" (
|
||||
[event]
|
||||
name = start
|
||||
|
||||
[modify_unit]
|
||||
[filter]
|
||||
[/filter]
|
||||
[effect]
|
||||
apply_to = new_ability
|
||||
[abilities]
|
||||
{TEST_ABILITY damage 4 (multiply=3
|
||||
divide=2) SELF=yes}
|
||||
[/abilities]
|
||||
[/effect]
|
||||
[/modify_unit]
|
||||
|
||||
{ATTACK_AND_VALIDATE 6 (DAMAGE_VALUE=) WEAPON_COUNT=2}
|
||||
{SUCCEED}
|
||||
[/event]
|
||||
) SIDE2_LEADER="Elvish Archer"}
|
|
@ -0,0 +1,33 @@
|
|||
# wmllint: no translatables
|
||||
|
||||
#####
|
||||
# API(s) being tested: [damage]value=
|
||||
##
|
||||
# Actions:
|
||||
# Give the leaders a damage ability with both the value and multiply attributes
|
||||
# Have the side 1 leader attack the side 2 leader with both its weapons
|
||||
##
|
||||
# Expected end state:
|
||||
# The side 1 leader has 2 weapons both of which have 6 damage (3*3, the .5 is truncated)
|
||||
#####
|
||||
#ifndef SCHEMA_VALIDATION
|
||||
{COMMON_KEEP_A_B_UNIT_TEST "damage_multiply_fraction" (
|
||||
[event]
|
||||
name = start
|
||||
|
||||
[modify_unit]
|
||||
[filter]
|
||||
[/filter]
|
||||
[effect]
|
||||
apply_to = new_ability
|
||||
[abilities]
|
||||
{TEST_ABILITY damage 3.5 (multiply=2) SELF=yes}
|
||||
[/abilities]
|
||||
[/effect]
|
||||
[/modify_unit]
|
||||
|
||||
{ATTACK_AND_VALIDATE 6 (DAMAGE_VALUE=) WEAPON_COUNT=2}
|
||||
{SUCCEED}
|
||||
[/event]
|
||||
) SIDE2_LEADER="Elvish Archer"}
|
||||
#endif
|
|
@ -0,0 +1,31 @@
|
|||
# wmllint: no translatables
|
||||
|
||||
#####
|
||||
# API(s) being tested: [damage]value=
|
||||
##
|
||||
# Actions:
|
||||
# Give the leaders a damage ability with a value of -10.
|
||||
# Have the side 1 leader attack the side 2 leader with both its weapons
|
||||
##
|
||||
# Expected end state:
|
||||
# The side 1 leader has 2 weapons both of which have 1 damage
|
||||
#####
|
||||
{COMMON_KEEP_A_B_UNIT_TEST "damage_negative_value" (
|
||||
[event]
|
||||
name = start
|
||||
|
||||
[modify_unit]
|
||||
[filter]
|
||||
[/filter]
|
||||
[effect]
|
||||
apply_to = new_ability
|
||||
[abilities]
|
||||
{TEST_ABILITY damage -10 () SELF=yes}
|
||||
[/abilities]
|
||||
[/effect]
|
||||
[/modify_unit]
|
||||
|
||||
{ATTACK_AND_VALIDATE 1 (DAMAGE_VALUE=) WEAPON_COUNT=2}
|
||||
{SUCCEED}
|
||||
[/event]
|
||||
) SIDE2_LEADER="Elvish Archer"}
|
|
@ -0,0 +1,39 @@
|
|||
#textdomain wesnoth-test
|
||||
|
||||
#####
|
||||
# API(s) being tested: [damage]value=
|
||||
##
|
||||
# Actions:
|
||||
# Give the leaders a damage ability missing the value attribute.
|
||||
# Have the side 1 leader attack the side 2 leader with both its weapons
|
||||
##
|
||||
# Expected end state:
|
||||
# The weapons' damage is not changed.
|
||||
# No errors are logged.
|
||||
#####
|
||||
{COMMON_KEEP_A_B_UNIT_TEST "damage_no_value" (
|
||||
[event]
|
||||
name = start
|
||||
|
||||
[modify_unit]
|
||||
[filter]
|
||||
[/filter]
|
||||
[effect]
|
||||
apply_to = new_ability
|
||||
[abilities]
|
||||
[damage]
|
||||
id = "test-damage"
|
||||
name = _"test-damage"
|
||||
affect_self = yes
|
||||
affect_allies = no
|
||||
affect_enemies = no
|
||||
cumulative = no
|
||||
[/damage]
|
||||
[/abilities]
|
||||
[/effect]
|
||||
[/modify_unit]
|
||||
|
||||
{ATTACK_AND_VALIDATE 5 (DAMAGE_VALUE=) WEAPON_COUNT=2}
|
||||
{SUCCEED}
|
||||
[/event]
|
||||
) SIDE2_LEADER="Elvish Archer"}
|
|
@ -0,0 +1,34 @@
|
|||
# wmllint: no translatables
|
||||
|
||||
#####
|
||||
# API(s) being tested: [damage]overwrite_specials=
|
||||
##
|
||||
# Actions:
|
||||
# Give the side 1 leader a damage ability with the overwrite_specials=both_sides attribute
|
||||
# Give the side 1 leader a damage ability without the overwrite_specials attribute
|
||||
# Have the side 1 leader attack the side 2 leader with both its weapons
|
||||
##
|
||||
# Expected end state:
|
||||
# The side 1 leader has 2 weapons each of which now has 2 damage, since the 2 damage ability takes priority due to overwrite_specials
|
||||
#####
|
||||
{COMMON_KEEP_A_B_UNIT_TEST "damage_overwrite_specials_both_sides" (
|
||||
[event]
|
||||
name = start
|
||||
|
||||
[modify_unit]
|
||||
[filter]
|
||||
side=1
|
||||
[/filter]
|
||||
[effect]
|
||||
apply_to = new_ability
|
||||
[abilities]
|
||||
{TEST_ABILITY damage 2 (overwrite_specials=both_sides) SELF=yes}
|
||||
{TEST_ABILITY damage 7 () SELF=yes}
|
||||
[/abilities]
|
||||
[/effect]
|
||||
[/modify_unit]
|
||||
|
||||
{ATTACK_AND_VALIDATE 5 DAMAGE2=2 (DAMAGE_VALUE=) WEAPON_COUNT=2}
|
||||
{SUCCEED}
|
||||
[/event]
|
||||
) SIDE2_LEADER="Elvish Archer"}
|
|
@ -0,0 +1,34 @@
|
|||
# wmllint: no translatables
|
||||
|
||||
#####
|
||||
# API(s) being tested: [damage]overwrite_specials=
|
||||
##
|
||||
# Actions:
|
||||
# Give the side 1 leader a damage ability with the overwrite_specials=one_side attribute
|
||||
# Give the side 1 leader another damage ability with the overwrite_specials=both_sides attribute
|
||||
# Have the side 1 leader attack the side 2 leader with both its weapons
|
||||
##
|
||||
# Expected end state:
|
||||
# The side 1 leader has 2 weapons each of which now has 7 damage, since the the higher value ability is used
|
||||
#####
|
||||
{COMMON_KEEP_A_B_UNIT_TEST "damage_overwrite_specials_mixed" (
|
||||
[event]
|
||||
name = start
|
||||
|
||||
[modify_unit]
|
||||
[filter]
|
||||
side=1
|
||||
[/filter]
|
||||
[effect]
|
||||
apply_to = new_ability
|
||||
[abilities]
|
||||
{TEST_ABILITY damage 2 (overwrite_specials=one_side) SELF=yes}
|
||||
{TEST_ABILITY damage 7 (overwrite_specials=both_sides) SELF=yes}
|
||||
[/abilities]
|
||||
[/effect]
|
||||
[/modify_unit]
|
||||
|
||||
{ATTACK_AND_VALIDATE 5 DAMAGE2=7 (DAMAGE_VALUE=) WEAPON_COUNT=2}
|
||||
{SUCCEED}
|
||||
[/event]
|
||||
) SIDE2_LEADER="Elvish Archer"}
|
|
@ -0,0 +1,34 @@
|
|||
# wmllint: no translatables
|
||||
|
||||
#####
|
||||
# API(s) being tested: [damage]overwrite_specials=
|
||||
##
|
||||
# Actions:
|
||||
# Give the side 1 leader a damage ability with the overwrite_specials=one_side attribute
|
||||
# Give the side 1 leader a damage ability without the overwrite_specials attribute
|
||||
# Have the side 1 leader attack the side 2 leader with both its weapons
|
||||
##
|
||||
# Expected end state:
|
||||
# The side 1 leader has 2 weapons each of which now has 2 damage, since the 2 damage ability takes priority due to overwrite_specials
|
||||
#####
|
||||
{COMMON_KEEP_A_B_UNIT_TEST "damage_overwrite_specials_one_side" (
|
||||
[event]
|
||||
name = start
|
||||
|
||||
[modify_unit]
|
||||
[filter]
|
||||
side=1
|
||||
[/filter]
|
||||
[effect]
|
||||
apply_to = new_ability
|
||||
[abilities]
|
||||
{TEST_ABILITY damage 2 (overwrite_specials=one_side) SELF=yes}
|
||||
{TEST_ABILITY damage 7 () SELF=yes}
|
||||
[/abilities]
|
||||
[/effect]
|
||||
[/modify_unit]
|
||||
|
||||
{ATTACK_AND_VALIDATE 5 DAMAGE2=2 (DAMAGE_VALUE=) WEAPON_COUNT=2}
|
||||
{SUCCEED}
|
||||
[/event]
|
||||
) SIDE2_LEADER="Elvish Archer"}
|
|
@ -0,0 +1,34 @@
|
|||
# wmllint: no translatables
|
||||
|
||||
#####
|
||||
# API(s) being tested: [damage]overwrite_specials=
|
||||
##
|
||||
# Actions:
|
||||
# Give the side 1 leader a damage ability with the overwrite_specials=both_sides attribute
|
||||
# Give the side 1 leader another damage ability with the overwrite_specials=both_sides attribute
|
||||
# Have the side 1 leader attack the side 2 leader with both its weapons
|
||||
##
|
||||
# Expected end state:
|
||||
# The side 1 leader has 2 weapons each of which now has 7 damage, since the the higher value ability is used
|
||||
#####
|
||||
{COMMON_KEEP_A_B_UNIT_TEST "damage_overwrite_specials_two_both_sides" (
|
||||
[event]
|
||||
name = start
|
||||
|
||||
[modify_unit]
|
||||
[filter]
|
||||
side=1
|
||||
[/filter]
|
||||
[effect]
|
||||
apply_to = new_ability
|
||||
[abilities]
|
||||
{TEST_ABILITY damage 7 (overwrite_specials=both_sides) SELF=yes}
|
||||
{TEST_ABILITY damage 2 (overwrite_specials=both_sides) SELF=yes}
|
||||
[/abilities]
|
||||
[/effect]
|
||||
[/modify_unit]
|
||||
|
||||
{ATTACK_AND_VALIDATE 5 DAMAGE2=7 (DAMAGE_VALUE=) WEAPON_COUNT=2}
|
||||
{SUCCEED}
|
||||
[/event]
|
||||
) SIDE2_LEADER="Elvish Archer"}
|
|
@ -0,0 +1,34 @@
|
|||
# wmllint: no translatables
|
||||
|
||||
#####
|
||||
# API(s) being tested: [damage]overwrite_specials=
|
||||
##
|
||||
# Actions:
|
||||
# Give the side 1 leader a damage ability with the overwrite_specials=one_side attribute
|
||||
# Give the side 1 leader another damage ability with the overwrite_specials=one_side attribute
|
||||
# Have the side 1 leader attack the side 2 leader with both its weapons
|
||||
##
|
||||
# Expected end state:
|
||||
# The side 1 leader has 2 weapons each of which now has 7 damage, since the the higher value ability is used
|
||||
#####
|
||||
{COMMON_KEEP_A_B_UNIT_TEST "damage_overwrite_specials_two_one_side" (
|
||||
[event]
|
||||
name = start
|
||||
|
||||
[modify_unit]
|
||||
[filter]
|
||||
side=1
|
||||
[/filter]
|
||||
[effect]
|
||||
apply_to = new_ability
|
||||
[abilities]
|
||||
{TEST_ABILITY damage 2 (overwrite_specials=one_side) SELF=yes}
|
||||
{TEST_ABILITY damage 7 (overwrite_specials=one_side) SELF=yes}
|
||||
[/abilities]
|
||||
[/effect]
|
||||
[/modify_unit]
|
||||
|
||||
{ATTACK_AND_VALIDATE 5 DAMAGE2=7 (DAMAGE_VALUE=) WEAPON_COUNT=2}
|
||||
{SUCCEED}
|
||||
[/event]
|
||||
) SIDE2_LEADER="Elvish Archer"}
|
|
@ -0,0 +1,31 @@
|
|||
# wmllint: no translatables
|
||||
|
||||
#####
|
||||
# API(s) being tested: [damage]value=
|
||||
##
|
||||
# Actions:
|
||||
# Give the leaders a damage ability with both the value and sub attributes
|
||||
# Have the side 1 leader attack the side 2 leader with both its weapons
|
||||
##
|
||||
# Expected end state:
|
||||
# The side 1 leader has 2 weapons both of which have 1 damage (3-2)
|
||||
#####
|
||||
{COMMON_KEEP_A_B_UNIT_TEST "damage_sub" (
|
||||
[event]
|
||||
name = start
|
||||
|
||||
[modify_unit]
|
||||
[filter]
|
||||
[/filter]
|
||||
[effect]
|
||||
apply_to = new_ability
|
||||
[abilities]
|
||||
{TEST_ABILITY damage 3 (sub=2) SELF=yes}
|
||||
[/abilities]
|
||||
[/effect]
|
||||
[/modify_unit]
|
||||
|
||||
{ATTACK_AND_VALIDATE 1 (DAMAGE_VALUE=) WEAPON_COUNT=2}
|
||||
{SUCCEED}
|
||||
[/event]
|
||||
) SIDE2_LEADER="Elvish Archer"}
|
|
@ -0,0 +1,32 @@
|
|||
# wmllint: no translatables
|
||||
|
||||
#####
|
||||
# API(s) being tested: [damage]value=
|
||||
##
|
||||
# Actions:
|
||||
# Give the leaders a damage ability with both the value, sub, and divide attributes
|
||||
# Have the side 1 leader attack the side 2 leader with both its weapons
|
||||
##
|
||||
# Expected end state:
|
||||
# The side 1 leader has 2 weapons both of which have 1 damage ((3-1)/2)
|
||||
#####
|
||||
{COMMON_KEEP_A_B_UNIT_TEST "damage_sub_divide" (
|
||||
[event]
|
||||
name = start
|
||||
|
||||
[modify_unit]
|
||||
[filter]
|
||||
[/filter]
|
||||
[effect]
|
||||
apply_to = new_ability
|
||||
[abilities]
|
||||
{TEST_ABILITY damage 3 (sub=1
|
||||
divide=2) SELF=yes}
|
||||
[/abilities]
|
||||
[/effect]
|
||||
[/modify_unit]
|
||||
|
||||
{ATTACK_AND_VALIDATE 1 (DAMAGE_VALUE=) WEAPON_COUNT=2}
|
||||
{SUCCEED}
|
||||
[/event]
|
||||
) SIDE2_LEADER="Elvish Archer"}
|
|
@ -0,0 +1,32 @@
|
|||
# wmllint: no translatables
|
||||
|
||||
#####
|
||||
# API(s) being tested: [damage]value=
|
||||
##
|
||||
# Actions:
|
||||
# Give the leaders a damage ability with both the value, sub, and multiply attributes
|
||||
# Have the side 1 leader attack the side 2 leader with both its weapons
|
||||
##
|
||||
# Expected end state:
|
||||
# The side 1 leader has 2 weapons both of which have 4 damage ((3-1)*2)
|
||||
#####
|
||||
{COMMON_KEEP_A_B_UNIT_TEST "damage_sub_multiply" (
|
||||
[event]
|
||||
name = start
|
||||
|
||||
[modify_unit]
|
||||
[filter]
|
||||
[/filter]
|
||||
[effect]
|
||||
apply_to = new_ability
|
||||
[abilities]
|
||||
{TEST_ABILITY damage 3 (sub=1
|
||||
multiply=2) SELF=yes}
|
||||
[/abilities]
|
||||
[/effect]
|
||||
[/modify_unit]
|
||||
|
||||
{ATTACK_AND_VALIDATE 4 (DAMAGE_VALUE=) WEAPON_COUNT=2}
|
||||
{SUCCEED}
|
||||
[/event]
|
||||
) SIDE2_LEADER="Elvish Archer"}
|
|
@ -0,0 +1,32 @@
|
|||
# wmllint: no translatables
|
||||
|
||||
#####
|
||||
# API(s) being tested: [damage]cumulative=
|
||||
##
|
||||
# Actions:
|
||||
# Give the leaders a damage ability with non-unique IDs, one with cumulative=yes, and one with cumulative=no
|
||||
# Have the side 1 leader attack the side 2 leader with both its weapons
|
||||
##
|
||||
# Expected end state:
|
||||
# The side 1 leader has 2 weapons both of which have 6 damage
|
||||
#####
|
||||
{COMMON_KEEP_A_B_UNIT_TEST "damage_two_cumulative_mixed_same_id" (
|
||||
[event]
|
||||
name = start
|
||||
|
||||
[modify_unit]
|
||||
[filter]
|
||||
[/filter]
|
||||
[effect]
|
||||
apply_to = new_ability
|
||||
[abilities]
|
||||
{TEST_ABILITY damage 6 () ID=1 CUMULATIVE=yes SELF=yes}
|
||||
{TEST_ABILITY damage 4 () ID=1 CUMULATIVE=no SELF=yes}
|
||||
[/abilities]
|
||||
[/effect]
|
||||
[/modify_unit]
|
||||
|
||||
{ATTACK_AND_VALIDATE 6 (DAMAGE_VALUE=) WEAPON_COUNT=2}
|
||||
{SUCCEED}
|
||||
[/event]
|
||||
) SIDE2_LEADER="Elvish Archer"}
|
|
@ -0,0 +1,32 @@
|
|||
# wmllint: no translatables
|
||||
|
||||
#####
|
||||
# API(s) being tested: [damage]cumulative=
|
||||
##
|
||||
# Actions:
|
||||
# Give the leaders a damage ability with unique IDs, one with cumulative=yes, and one with cumulative=no
|
||||
# Have the side 1 leader attack the side 2 leader with both its weapons
|
||||
##
|
||||
# Expected end state:
|
||||
# The side 1 leader has 2 weapons both of which have 6 damage
|
||||
#####
|
||||
{COMMON_KEEP_A_B_UNIT_TEST "damage_two_cumulative_mixed_unique_id" (
|
||||
[event]
|
||||
name = start
|
||||
|
||||
[modify_unit]
|
||||
[filter]
|
||||
[/filter]
|
||||
[effect]
|
||||
apply_to = new_ability
|
||||
[abilities]
|
||||
{TEST_ABILITY damage 6 () ID=1 CUMULATIVE=yes SELF=yes}
|
||||
{TEST_ABILITY damage 4 () ID=2 CUMULATIVE=no SELF=yes}
|
||||
[/abilities]
|
||||
[/effect]
|
||||
[/modify_unit]
|
||||
|
||||
{ATTACK_AND_VALIDATE 6 (DAMAGE_VALUE=) WEAPON_COUNT=2}
|
||||
{SUCCEED}
|
||||
[/event]
|
||||
) SIDE2_LEADER="Elvish Archer"}
|
|
@ -0,0 +1,32 @@
|
|||
# wmllint: no translatables
|
||||
|
||||
#####
|
||||
# API(s) being tested: [damage]cumulative=
|
||||
##
|
||||
# Actions:
|
||||
# Give the leaders a damage ability with non-unique IDs and cumulative=no
|
||||
# Have the side 1 leader attack the side 2 leader with both its weapons
|
||||
##
|
||||
# Expected end state:
|
||||
# The side 1 leader has 2 weapons both of which have 6 damage
|
||||
#####
|
||||
{COMMON_KEEP_A_B_UNIT_TEST "damage_two_cumulative_no_same_id" (
|
||||
[event]
|
||||
name = start
|
||||
|
||||
[modify_unit]
|
||||
[filter]
|
||||
[/filter]
|
||||
[effect]
|
||||
apply_to = new_ability
|
||||
[abilities]
|
||||
{TEST_ABILITY damage 6 () ID=1 CUMULATIVE=no SELF=yes}
|
||||
{TEST_ABILITY damage 4 () ID=1 CUMULATIVE=no SELF=yes}
|
||||
[/abilities]
|
||||
[/effect]
|
||||
[/modify_unit]
|
||||
|
||||
{ATTACK_AND_VALIDATE 6 (DAMAGE_VALUE=) WEAPON_COUNT=2}
|
||||
{SUCCEED}
|
||||
[/event]
|
||||
) SIDE2_LEADER="Elvish Archer"}
|
|
@ -0,0 +1,32 @@
|
|||
# wmllint: no translatables
|
||||
|
||||
#####
|
||||
# API(s) being tested: [damage]cumulative=
|
||||
##
|
||||
# Actions:
|
||||
# Give the leaders a damage ability with unique IDs and cumulative=no
|
||||
# Have the side 1 leader attack the side 2 leader with both its weapons
|
||||
##
|
||||
# Expected end state:
|
||||
# The side 1 leader has 2 weapons both of which have 6 damage
|
||||
#####
|
||||
{COMMON_KEEP_A_B_UNIT_TEST "damage_two_cumulative_no_unique_id" (
|
||||
[event]
|
||||
name = start
|
||||
|
||||
[modify_unit]
|
||||
[filter]
|
||||
[/filter]
|
||||
[effect]
|
||||
apply_to = new_ability
|
||||
[abilities]
|
||||
{TEST_ABILITY damage 6 () ID=1 CUMULATIVE=no SELF=yes}
|
||||
{TEST_ABILITY damage 4 () ID=2 CUMULATIVE=no SELF=yes}
|
||||
[/abilities]
|
||||
[/effect]
|
||||
[/modify_unit]
|
||||
|
||||
{ATTACK_AND_VALIDATE 6 (DAMAGE_VALUE=) WEAPON_COUNT=2}
|
||||
{SUCCEED}
|
||||
[/event]
|
||||
) SIDE2_LEADER="Elvish Archer"}
|
|
@ -0,0 +1,32 @@
|
|||
# wmllint: no translatables
|
||||
|
||||
#####
|
||||
# API(s) being tested: [damage]cumulative=
|
||||
##
|
||||
# Actions:
|
||||
# Give the leaders a damage ability with non-unique IDs and cumulative=yes
|
||||
# Have the side 1 leader attack the side 2 leader with both its weapons
|
||||
##
|
||||
# Expected end state:
|
||||
# The side 1 leader has 2 weapons both of which have 6 damage
|
||||
#####
|
||||
{COMMON_KEEP_A_B_UNIT_TEST "damage_two_cumulative_yes_same_id" (
|
||||
[event]
|
||||
name = start
|
||||
|
||||
[modify_unit]
|
||||
[filter]
|
||||
[/filter]
|
||||
[effect]
|
||||
apply_to = new_ability
|
||||
[abilities]
|
||||
{TEST_ABILITY damage 6 () ID=1 CUMULATIVE=yes SELF=yes}
|
||||
{TEST_ABILITY damage 4 () ID=1 CUMULATIVE=yes SELF=yes}
|
||||
[/abilities]
|
||||
[/effect]
|
||||
[/modify_unit]
|
||||
|
||||
{ATTACK_AND_VALIDATE 6 (DAMAGE_VALUE=) WEAPON_COUNT=2}
|
||||
{SUCCEED}
|
||||
[/event]
|
||||
) SIDE2_LEADER="Elvish Archer"}
|
|
@ -0,0 +1,32 @@
|
|||
# wmllint: no translatables
|
||||
|
||||
#####
|
||||
# API(s) being tested: [damage]cumulative=
|
||||
##
|
||||
# Actions:
|
||||
# Give the leaders a damage ability with unique IDs and cumulative=yes
|
||||
# Have the side 1 leader attack the side 2 leader with both its weapons
|
||||
##
|
||||
# Expected end state:
|
||||
# The side 1 leader has 2 weapons both of which have 6 damage
|
||||
#####
|
||||
{COMMON_KEEP_A_B_UNIT_TEST "damage_two_cumulative_yes_unique_id" (
|
||||
[event]
|
||||
name = start
|
||||
|
||||
[modify_unit]
|
||||
[filter]
|
||||
[/filter]
|
||||
[effect]
|
||||
apply_to = new_ability
|
||||
[abilities]
|
||||
{TEST_ABILITY damage 6 () ID=1 CUMULATIVE=yes SELF=yes}
|
||||
{TEST_ABILITY damage 4 () ID=2 CUMULATIVE=yes SELF=yes}
|
||||
[/abilities]
|
||||
[/effect]
|
||||
[/modify_unit]
|
||||
|
||||
{ATTACK_AND_VALIDATE 6 (DAMAGE_VALUE=) WEAPON_COUNT=2}
|
||||
{SUCCEED}
|
||||
[/event]
|
||||
) SIDE2_LEADER="Elvish Archer"}
|
|
@ -0,0 +1,31 @@
|
|||
# wmllint: no translatables
|
||||
|
||||
#####
|
||||
# API(s) being tested: [damage]value=
|
||||
##
|
||||
# Actions:
|
||||
# Give the leaders a damage ability that does a quarter of the max hp of the other unit as strikes.
|
||||
# Have the side 1 leader attack the side 2 leader with both its weapons
|
||||
##
|
||||
# Expected end state:
|
||||
# The side 1 leader has 2 weapons both of which have 250 damage (1000/4), other is the attacker
|
||||
#####
|
||||
{COMMON_KEEP_A_B_UNIT_TEST "damage_wfl_other" (
|
||||
[event]
|
||||
name = start
|
||||
|
||||
[modify_unit]
|
||||
[filter]
|
||||
[/filter]
|
||||
[effect]
|
||||
apply_to = new_ability
|
||||
[abilities]
|
||||
{TEST_ABILITY damage "(other.max_hitpoints/4)" () SELF=yes}
|
||||
[/abilities]
|
||||
[/effect]
|
||||
[/modify_unit]
|
||||
|
||||
{ATTACK_AND_VALIDATE 250 DAMAGE2=200 (DAMAGE_VALUE=) WEAPON_COUNT=2 ID1_HP=800}
|
||||
{SUCCEED}
|
||||
[/event]
|
||||
) SIDE2_LEADER="Elvish Archer"}
|
|
@ -0,0 +1,31 @@
|
|||
# wmllint: no translatables
|
||||
|
||||
#####
|
||||
# API(s) being tested: [damage]value=
|
||||
##
|
||||
# Actions:
|
||||
# Give the leaders a damage ability that does a quarter its own max hp.
|
||||
# Have the side 1 leader attack the side 2 leader with both its weapons
|
||||
##
|
||||
# Expected end state:
|
||||
# The side 1 leader has 2 weapons both of which have 250 damage (1000/4), self is the attacker
|
||||
#####
|
||||
{COMMON_KEEP_A_B_UNIT_TEST "damage_wfl_self" (
|
||||
[event]
|
||||
name = start
|
||||
|
||||
[modify_unit]
|
||||
[filter]
|
||||
[/filter]
|
||||
[effect]
|
||||
apply_to = new_ability
|
||||
[abilities]
|
||||
{TEST_ABILITY damage "(max_hitpoints/4)" () SELF=yes}
|
||||
[/abilities]
|
||||
[/effect]
|
||||
[/modify_unit]
|
||||
|
||||
{ATTACK_AND_VALIDATE 200 DAMAGE2=250 (DAMAGE_VALUE=) WEAPON_COUNT=2 ID2_HP=800}
|
||||
{SUCCEED}
|
||||
[/event]
|
||||
) SIDE2_LEADER="Elvish Archer"}
|
|
@ -0,0 +1,32 @@
|
|||
# wmllint: no translatables
|
||||
|
||||
#####
|
||||
# API(s) being tested: [damage]value=
|
||||
##
|
||||
# Actions:
|
||||
# Give the leaders a damage ability with a value of 0.
|
||||
# Have the side 1 leader attack the side 2 leader with both its weapons
|
||||
##
|
||||
# Expected end state:
|
||||
# The side 1 leader has 2 weapons both of which have 0 damage
|
||||
# No errors are logged
|
||||
#####
|
||||
{COMMON_KEEP_A_B_UNIT_TEST "damage_zero" (
|
||||
[event]
|
||||
name = start
|
||||
|
||||
[modify_unit]
|
||||
[filter]
|
||||
[/filter]
|
||||
[effect]
|
||||
apply_to = new_ability
|
||||
[abilities]
|
||||
{TEST_ABILITY damage 0 () SELF=yes}
|
||||
[/abilities]
|
||||
[/effect]
|
||||
[/modify_unit]
|
||||
|
||||
{ATTACK_AND_VALIDATE 0 (DAMAGE_VALUE=) WEAPON_COUNT=2}
|
||||
{SUCCEED}
|
||||
[/event]
|
||||
) SIDE2_LEADER="Elvish Archer"}
|
|
@ -722,6 +722,7 @@
|
|||
0 attacks_add_divide
|
||||
0 attacks_add_multiply
|
||||
0 attacks_add_sub
|
||||
0 attacks_affect_allies
|
||||
0 attacks_affect_self_no
|
||||
0 attacks_affect_enemies
|
||||
0 attacks_affect_everybody
|
||||
|
@ -756,6 +757,7 @@
|
|||
0 berserk_add_divide
|
||||
0 berserk_add_multiply
|
||||
0 berserk_add_sub
|
||||
0 berserk_affect_allies
|
||||
0 berserk_affect_self_no
|
||||
0 berserk_affect_enemies
|
||||
0 berserk_affect_everybody
|
||||
|
@ -789,6 +791,7 @@
|
|||
0 chance_to_hit_add_divide
|
||||
0 chance_to_hit_add_multiply
|
||||
0 chance_to_hit_add_sub
|
||||
0 chance_to_hit_affect_allies
|
||||
0 chance_to_hit_affect_self_no
|
||||
0 chance_to_hit_affect_enemies
|
||||
0 chance_to_hit_affect_everybody
|
||||
|
@ -813,6 +816,41 @@
|
|||
0 chance_to_hit_overwrite_specials_two_both_sides
|
||||
0 chance_to_hit_overwrite_specials_two_one_side
|
||||
0 chance_to_hit_overwrite_specials_mixed
|
||||
# damage ability tests
|
||||
0 damage_negative_value
|
||||
0 damage_zero
|
||||
0 damage_add
|
||||
0 damage_add_divide
|
||||
0 damage_add_multiply
|
||||
0 damage_add_sub
|
||||
0 damage_affect_allies
|
||||
0 damage_affect_self_no
|
||||
0 damage_affect_enemies
|
||||
0 damage_affect_everybody
|
||||
0 damage_divide
|
||||
0 damage_high_fraction
|
||||
0 damage_low_fraction
|
||||
0 damage_multiply
|
||||
0 damage_multiply_divide
|
||||
0 damage_multiply_fraction
|
||||
0 damage_no_value
|
||||
0 damage_sub
|
||||
0 damage_sub_divide
|
||||
0 damage_sub_multiply
|
||||
0 damage_wfl_other
|
||||
0 damage_wfl_self
|
||||
0 damage_two_cumulative_yes_same_id
|
||||
0 damage_two_cumulative_yes_unique_id
|
||||
0 damage_two_cumulative_no_same_id
|
||||
0 damage_two_cumulative_no_unique_id
|
||||
0 damage_two_cumulative_mixed_same_id
|
||||
0 damage_two_cumulative_mixed_unique_id
|
||||
0 damage_max_value
|
||||
0 damage_overwrite_specials_one_side
|
||||
0 damage_overwrite_specials_both_sides
|
||||
0 damage_overwrite_specials_two_both_sides
|
||||
0 damage_overwrite_specials_two_one_side
|
||||
0 damage_overwrite_specials_mixed
|
||||
# Warnings about WML
|
||||
0 unknown_scenario_false_positives
|
||||
0 unknown_scenario_interpolated
|
||||
|
|
Loading…
Add table
Reference in a new issue