diff --git a/src/test/moves/pledge_moves.test.ts b/src/test/moves/pledge_moves.test.ts index 67c5cd3b2ee..45daeaaff25 100644 --- a/src/test/moves/pledge_moves.test.ts +++ b/src/test/moves/pledge_moves.test.ts @@ -76,7 +76,7 @@ describe("Moves - Pledge Moves", () => { game.move.select(Moves.FIRE_PLEDGE, 0, BattlerIndex.ENEMY); game.move.select(Moves.FIRE_PLEDGE, 0, BattlerIndex.ENEMY_2); - await game.setTurnOrder([BattlerIndex.PLAYER, BattlerIndex.PLAYER_2, BattlerIndex.ENEMY, BattlerIndex.ENEMY_2]); + await game.setTurnOrder([ BattlerIndex.PLAYER, BattlerIndex.PLAYER_2, BattlerIndex.ENEMY, BattlerIndex.ENEMY_2 ]); await game.phaseInterceptor.to("MoveEndPhase"); expect(firePledge.calculateBattlePower).toHaveLastReturnedWith(80); @@ -97,7 +97,7 @@ describe("Moves - Pledge Moves", () => { .battleType("single") .enemyMoveset(Moves.GRASS_PLEDGE); - await game.classicMode.startBattle([Species.CHARIZARD]); + await game.classicMode.startBattle([ Species.CHARIZARD ]); const playerPokemon = game.scene.getPlayerPokemon()!; const enemyPokemon = game.scene.getEnemyPokemon()!; @@ -117,7 +117,7 @@ describe("Moves - Pledge Moves", () => { it( "Grass Pledge - should combine with Fire Pledge to form a 150-power Fire-type attack that creates a 'sea of fire'", async () => { - await game.classicMode.startBattle([Species.CHARIZARD, Species.BLASTOISE]); + await game.classicMode.startBattle([ Species.CHARIZARD, Species.BLASTOISE ]); const grassPledge = allMoves[Moves.GRASS_PLEDGE]; vi.spyOn(grassPledge, "calculateBattlePower"); @@ -131,7 +131,7 @@ describe("Moves - Pledge Moves", () => { game.move.select(Moves.FIRE_PLEDGE, 0, BattlerIndex.ENEMY_2); game.move.select(Moves.GRASS_PLEDGE, 1, BattlerIndex.ENEMY); - await game.setTurnOrder([BattlerIndex.PLAYER, BattlerIndex.PLAYER_2, BattlerIndex.ENEMY, BattlerIndex.ENEMY_2]); + await game.setTurnOrder([ BattlerIndex.PLAYER, BattlerIndex.PLAYER_2, BattlerIndex.ENEMY, BattlerIndex.ENEMY_2 ]); // advance to the end of PLAYER_2's move this turn for (let i = 0; i < 2; i++) { await game.phaseInterceptor.to("MoveEndPhase"); @@ -153,9 +153,9 @@ describe("Moves - Pledge Moves", () => { it( "Fire Pledge - should combine with Water Pledge to form a 150-power Water-type attack that creates a 'rainbow'", async () => { - game.override.moveset([Moves.FIRE_PLEDGE, Moves.WATER_PLEDGE, Moves.FIERY_DANCE, Moves.SPLASH]); + game.override.moveset([ Moves.FIRE_PLEDGE, Moves.WATER_PLEDGE, Moves.FIERY_DANCE, Moves.SPLASH ]); - await game.classicMode.startBattle([Species.BLASTOISE, Species.VENUSAUR]); + await game.classicMode.startBattle([ Species.BLASTOISE, Species.VENUSAUR ]); const firePledge = allMoves[Moves.FIRE_PLEDGE]; vi.spyOn(firePledge, "calculateBattlePower"); @@ -168,7 +168,7 @@ describe("Moves - Pledge Moves", () => { game.move.select(Moves.WATER_PLEDGE, 0, BattlerIndex.ENEMY_2); game.move.select(Moves.FIRE_PLEDGE, 1, BattlerIndex.ENEMY); - await game.setTurnOrder([BattlerIndex.PLAYER, BattlerIndex.PLAYER_2, BattlerIndex.ENEMY, BattlerIndex.ENEMY_2]); + await game.setTurnOrder([ BattlerIndex.PLAYER, BattlerIndex.PLAYER_2, BattlerIndex.ENEMY, BattlerIndex.ENEMY_2 ]); // advance to the end of PLAYER_2's move this turn for (let i = 0; i < 2; i++) { await game.phaseInterceptor.to("MoveEndPhase"); @@ -182,7 +182,7 @@ describe("Moves - Pledge Moves", () => { game.move.select(Moves.FIERY_DANCE, 0, BattlerIndex.ENEMY_2); game.move.select(Moves.SPLASH, 1); - await game.setTurnOrder([BattlerIndex.PLAYER, BattlerIndex.PLAYER_2, BattlerIndex.ENEMY, BattlerIndex.ENEMY_2]); + await game.setTurnOrder([ BattlerIndex.PLAYER, BattlerIndex.PLAYER_2, BattlerIndex.ENEMY, BattlerIndex.ENEMY_2 ]); await game.phaseInterceptor.to("MoveEndPhase"); // Rainbow effect should increase Fiery Dance's chance of raising Sp. Atk to 100% @@ -193,7 +193,7 @@ describe("Moves - Pledge Moves", () => { it( "Water Pledge - should combine with Grass Pledge to form a 150-power Grass-type attack that creates a 'swamp'", async () => { - await game.classicMode.startBattle([Species.BLASTOISE, Species.CHARIZARD]); + await game.classicMode.startBattle([ Species.BLASTOISE, Species.CHARIZARD ]); const waterPledge = allMoves[Moves.WATER_PLEDGE]; vi.spyOn(waterPledge, "calculateBattlePower"); @@ -207,7 +207,7 @@ describe("Moves - Pledge Moves", () => { game.move.select(Moves.GRASS_PLEDGE, 0, BattlerIndex.ENEMY_2); game.move.select(Moves.WATER_PLEDGE, 1, BattlerIndex.ENEMY); - await game.setTurnOrder([BattlerIndex.PLAYER, BattlerIndex.PLAYER_2, BattlerIndex.ENEMY, BattlerIndex.ENEMY_2]); + await game.setTurnOrder([ BattlerIndex.PLAYER, BattlerIndex.PLAYER_2, BattlerIndex.ENEMY, BattlerIndex.ENEMY_2 ]); // advance to the end of PLAYER_2's move this turn for (let i = 0; i < 2; i++) { await game.phaseInterceptor.to("MoveEndPhase"); @@ -225,14 +225,14 @@ describe("Moves - Pledge Moves", () => { it( "Pledge Moves - should alter turn order when used in combination", async () => { - await game.classicMode.startBattle([Species.CHARIZARD, Species.BLASTOISE]); + await game.classicMode.startBattle([ Species.CHARIZARD, Species.BLASTOISE ]); const enemyPokemon = game.scene.getEnemyField(); game.move.select(Moves.WATER_PLEDGE, 0, BattlerIndex.ENEMY); game.move.select(Moves.FIRE_PLEDGE, 1, BattlerIndex.ENEMY_2); - await game.setTurnOrder([BattlerIndex.PLAYER, BattlerIndex.ENEMY, BattlerIndex.ENEMY_2, BattlerIndex.PLAYER_2]); + await game.setTurnOrder([ BattlerIndex.PLAYER, BattlerIndex.ENEMY, BattlerIndex.ENEMY_2, BattlerIndex.PLAYER_2 ]); // PLAYER_2 should act with a combined move immediately after PLAYER as the second move in the turn for (let i = 0; i < 2; i++) { await game.phaseInterceptor.to("MoveEndPhase"); @@ -247,9 +247,9 @@ describe("Moves - Pledge Moves", () => { async () => { game.override .ability(Abilities.SERENE_GRACE) - .moveset([Moves.FIRE_PLEDGE, Moves.WATER_PLEDGE, Moves.IRON_HEAD, Moves.SPLASH]); + .moveset([ Moves.FIRE_PLEDGE, Moves.WATER_PLEDGE, Moves.IRON_HEAD, Moves.SPLASH ]); - await game.classicMode.startBattle([Species.BLASTOISE, Species.CHARIZARD]); + await game.classicMode.startBattle([ Species.BLASTOISE, Species.CHARIZARD ]); const ironHeadFlinchAttr = allMoves[Moves.IRON_HEAD].getAttrs(FlinchAttr)[0]; vi.spyOn(ironHeadFlinchAttr, "getMoveChance"); @@ -274,9 +274,9 @@ describe("Moves - Pledge Moves", () => { "Pledge Moves - should have no effect when the second ally's move is cancelled", async () => { game.override - .enemyMoveset([Moves.SPLASH, Moves.SPORE]); + .enemyMoveset([ Moves.SPLASH, Moves.SPORE ]); - await game.classicMode.startBattle([Species.BLASTOISE, Species.CHARIZARD]); + await game.classicMode.startBattle([ Species.BLASTOISE, Species.CHARIZARD ]); const enemyPokemon = game.scene.getEnemyField(); @@ -286,7 +286,7 @@ describe("Moves - Pledge Moves", () => { await game.forceEnemyMove(Moves.SPORE, BattlerIndex.PLAYER_2); await game.forceEnemyMove(Moves.SPLASH); - await game.setTurnOrder([BattlerIndex.ENEMY, BattlerIndex.PLAYER, BattlerIndex.PLAYER_2, BattlerIndex.ENEMY_2]); + await game.setTurnOrder([ BattlerIndex.ENEMY, BattlerIndex.PLAYER, BattlerIndex.PLAYER_2, BattlerIndex.ENEMY_2 ]); await game.phaseInterceptor.to("BerryPhase", false);