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Fix and Lint Suggestions Pt. 2
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@ -1,6 +1,6 @@
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import { allMoves } from "#data/data-lists";
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import { ChallengeType } from "#enums/challenge-type";
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import type { MoveId } from "#enums/move-id";
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import { MoveId } from "#enums/move-id";
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import type { Pokemon } from "#field/pokemon";
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import type { Move } from "#moves/move";
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import { applyChallenges } from "#utils/challenge-utils";
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@ -26,7 +26,7 @@ export class PartyHealPhase extends BattlePhase {
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applyChallenges(ChallengeType.PREVENT_REVIVE, preventRevive);
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for (const pokemon of globalScene.getPlayerParty()) {
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// Prevent reviving fainted pokemon during certain challenges
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if (!(pokemon.isFainted() && preventRevive.value)) {
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if (pokemon.isFainted() && preventRevive.value) {
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continue;
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}
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@ -34,7 +34,8 @@ describe("Challenges - Permanent Faint", () => {
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.battleStyle("single")
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.enemySpecies(SpeciesId.VOLTORB)
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.enemyAbility(AbilityId.BALL_FETCH)
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.enemyMoveset(MoveId.SPLASH);
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.enemyMoveset(MoveId.SPLASH)
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.moveset(MoveId.SPLASH);
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});
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it("should render Revival Blessing unusable by players only", async () => {
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@ -43,7 +44,7 @@ describe("Challenges - Permanent Faint", () => {
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const player = game.field.getPlayerPokemon();
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const revBlessing = player.getMoveset()[0];
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expect(revBlessing.isUsable()).toBe(false);
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expect(revBlessing.isUsable(player)).toBe(false);
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game.move.select(MoveId.REVIVAL_BLESSING);
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await game.toEndOfTurn();
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@ -57,7 +58,7 @@ describe("Challenges - Permanent Faint", () => {
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game.override.startingWave(181).startingLevel(200);
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await game.challengeMode.startBattle();
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game.move.select(MoveId.RAZOR_LEAF);
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game.move.select(MoveId.SPLASH);
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await game.doKillOpponents();
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await game.phaseInterceptor.to("SelectModifierPhase");
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@ -84,7 +85,7 @@ describe("Challenges - Permanent Faint", () => {
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faintedPokemon.status = new Status(StatusEffect.FAINT);
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expect(faintedPokemon.isFainted()).toBe(true);
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game.move.select(MoveId.RAZOR_LEAF);
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game.move.select(MoveId.SPLASH);
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await game.doKillOpponents();
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await game.toNextWave();
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