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