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maybe fix flaky ceaseless edge test?
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4e98bcbe89
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@ -34,7 +34,7 @@ describe("Moves - Ceaseless Edge", () => {
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game.override.startingLevel(100);
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game.override.enemyLevel(100);
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game.override.moveset([ Moves.CEASELESS_EDGE, Moves.SPLASH, Moves.ROAR ]);
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game.override.enemyMoveset([ Moves.SPLASH, Moves.SPLASH, Moves.SPLASH, Moves.SPLASH ]);
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game.override.enemyMoveset(Moves.SPLASH);
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vi.spyOn(allMoves[Moves.CEASELESS_EDGE], "accuracy", "get").mockReturnValue(100);
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});
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@ -42,7 +42,7 @@ describe("Moves - Ceaseless Edge", () => {
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test(
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"move should hit and apply spikes",
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async () => {
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await game.startBattle([ Species.ILLUMISE ]);
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await game.classicMode.startBattle([ Species.ILLUMISE ]);
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const enemyPokemon = game.scene.getEnemyPokemon()!;
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@ -67,7 +67,7 @@ describe("Moves - Ceaseless Edge", () => {
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"move should hit twice with multi lens and apply two layers of spikes",
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async () => {
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game.override.startingHeldItems([{ name: "MULTI_LENS" }]);
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await game.startBattle([ Species.ILLUMISE ]);
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await game.classicMode.startBattle([ Species.ILLUMISE ]);
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const enemyPokemon = game.scene.getEnemyPokemon()!;
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@ -94,7 +94,7 @@ describe("Moves - Ceaseless Edge", () => {
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game.override.startingHeldItems([{ name: "MULTI_LENS" }]);
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game.override.startingWave(5);
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await game.startBattle([ Species.ILLUMISE ]);
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await game.classicMode.startBattle([ Species.ILLUMISE ]);
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game.move.select(Moves.CEASELESS_EDGE);
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await game.phaseInterceptor.to(MoveEffectPhase, false);
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@ -320,7 +320,7 @@ export default class GameManager {
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const originalMatchupScore = Trainer.prototype.getPartyMemberMatchupScores;
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Trainer.prototype.getPartyMemberMatchupScores = () => {
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Trainer.prototype.getPartyMemberMatchupScores = originalMatchupScore;
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return [[ 1, 100 ], [ 1, 100 ]];
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return [[ 1, 1000 ], [ 1, 1000 ]];
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};
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}
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