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Eslint fix attempt
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@ -27,19 +27,19 @@ describe("Moves - Freezy Frost", () => {
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.battleType("single")
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.enemySpecies(Species.RATTATA)
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.enemyLevel(100)
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.enemyMoveset([Moves.HOWL, Moves.HOWL, Moves.HOWL, Moves.HOWL])
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.enemyMoveset([ Moves.HOWL, Moves.HOWL, Moves.HOWL, Moves.HOWL ])
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.enemyAbility(Abilities.BALL_FETCH)
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.startingLevel(100)
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.moveset([Moves.FREEZY_FROST, Moves.HOWL, Moves.SPLASH])
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.moveset([ Moves.FREEZY_FROST, Moves.HOWL, Moves.SPLASH ])
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.ability(Abilities.BALL_FETCH);
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vi.spyOn(allMoves[Moves.FREEZY_FROST], "accuracy", "get").mockReturnValue(100);
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vi.spyOn(allMoves[ Moves.FREEZY_FROST ], "accuracy", "get").mockReturnValue(100);
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});
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it(
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"should clear stat changes of user and opponent",
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async () => {
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await game.classicMode.startBattle([Species.SHUCKLE]);
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await game.classicMode.startBattle([ Species.SHUCKLE ]);
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const user = game.scene.getPlayerPokemon()!;
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const enemy = game.scene.getEnemyPokemon()!;
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@ -59,8 +59,8 @@ describe("Moves - Freezy Frost", () => {
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it(
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"should clear all stat changes even when enemy uses the move",
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async () => {
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game.override.enemyMoveset([Moves.FREEZY_FROST, Moves.FREEZY_FROST, Moves.FREEZY_FROST, Moves.FREEZY_FROST]);
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await game.classicMode.startBattle([Species.SHUCKLE]); // Shuckle for slower Howl on first turn so Freezy Frost doesn't affect it.
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game.override.enemyMoveset([ Moves.FREEZY_FROST, Moves.FREEZY_FROST, Moves.FREEZY_FROST, Moves.FREEZY_FROST ]);
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await game.classicMode.startBattle([ Species.SHUCKLE ]); // Shuckle for slower Howl on first turn so Freezy Frost doesn't affect it.
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const user = game.scene.getPlayerPokemon()!;
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game.move.select(Moves.HOWL);
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@ -78,9 +78,9 @@ describe("Moves - Freezy Frost", () => {
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"should clear all stat changes in double battle",
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async () => {
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game.override.battleType("double");
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await game.classicMode.startBattle([Species.SHUCKLE, Species.RATTATA]);
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const [leftPlayer, rightPlayer] = game.scene.getPlayerField();
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const [leftOpp, rightOpp] = game.scene.getEnemyField();
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await game.classicMode.startBattle([ Species.SHUCKLE, Species.RATTATA ]);
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const [ leftPlayer, rightPlayer ] = game.scene.getPlayerField();
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const [ leftOpp, rightOpp ] = game.scene.getEnemyField();
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game.move.select(Moves.HOWL, 0);
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await game.phaseInterceptor.to(CommandPhase);
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