diff --git a/src/test/abilities/protosythesis.test.ts b/src/test/abilities/protosythesis.test.ts index d42031304e0..b1e354b7ec3 100644 --- a/src/test/abilities/protosythesis.test.ts +++ b/src/test/abilities/protosythesis.test.ts @@ -24,7 +24,7 @@ describe("Abilities - Protosynthesis", () => { beforeEach(() => { game = new GameManager(phaserGame); game.override - .moveset([ Moves.SPLASH ]) + .moveset([ Moves.SPLASH, Moves.TACKLE ]) .ability(Abilities.PROTOSYNTHESIS) .battleType("single") .disableCrits() @@ -36,25 +36,23 @@ describe("Abilities - Protosynthesis", () => { it("should not consider temporary items when determining which stat to boost", async() => { // Mew has uniform base stats game.override.startingModifier([{ name: "TEMP_STAT_STAGE_BOOSTER", type: Stat.DEF }]) - .ability(Abilities.PROTOSYNTHESIS) .enemyMoveset(Moves.SUNNY_DAY) .startingLevel(100) - .enemyLevel(100) - .moveset([ Moves.TACKLE, Moves.SPLASH ]); + .enemyLevel(100); await game.classicMode.startBattle([ Species.MEW ]); const mew = game.scene.getPlayerPokemon()!; // Nature of starting mon is randomized. We need to fix it to a neutral nature for the automated test. mew.setNature(Nature.HARDY); const enemy = game.scene.getEnemyPokemon()!; - const def_before_boost = mew?.getEffectiveStat(Stat.DEF, undefined, undefined, false, undefined, false, false, true); - const atk_before_boost = mew?.getEffectiveStat(Stat.ATK, undefined, undefined, false, undefined, false, false, true); + const def_before_boost = mew.getEffectiveStat(Stat.DEF, undefined, undefined, false, undefined, false, false, true); + const atk_before_boost = mew.getEffectiveStat(Stat.ATK, undefined, undefined, false, undefined, false, false, true); const initialHp = enemy.hp; game.move.select(Moves.TACKLE); await game.toNextTurn(); const unboosted_dmg = initialHp - enemy.hp; enemy.hp = initialHp; - const def_after_boost = mew?.getEffectiveStat(Stat.DEF, undefined, undefined, false, undefined, false, false, true); - const atk_after_boost = mew?.getEffectiveStat(Stat.ATK, undefined, undefined, false, undefined, false, false, true); + const def_after_boost = mew.getEffectiveStat(Stat.DEF, undefined, undefined, false, undefined, false, false, true); + const atk_after_boost = mew.getEffectiveStat(Stat.ATK, undefined, undefined, false, undefined, false, false, true); game.move.select(Moves.TACKLE); await game.toNextTurn(); const boosted_dmg = initialHp - enemy.hp;