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Fix tests checking status instead of tag
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@ -40,13 +40,13 @@ describe("Abilities - Oblivious", () => {
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await game.classicMode.startBattle([ Species.FEEBAS ]);
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const enemy = game.scene.getEnemyPokemon();
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enemy?.addTag(BattlerTagType.TAUNT); // sourceID needs to be defined
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enemy?.addTag(BattlerTagType.TAUNT);
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expect(enemy?.getTag(BattlerTagType.TAUNT)).toBeTruthy();
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game.move.select(Moves.SKILL_SWAP);
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await game.phaseInterceptor.to("BerryPhase");
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expect(enemy?.status).toBeFalsy();
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expect(enemy?.getTag(BattlerTagType.TAUNT)).toBeFalsy();
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});
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it("should remove infatuation when gained", async () => {
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@ -64,6 +64,6 @@ describe("Abilities - Oblivious", () => {
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game.move.select(Moves.SKILL_SWAP);
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await game.phaseInterceptor.to("BerryPhase");
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expect(enemy?.status).toBeFalsy();
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expect(enemy?.getTag(BattlerTagType.INFATUATED)).toBeFalsy();
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});
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});
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@ -46,6 +46,6 @@ describe("Abilities - Own Tempo", () => {
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game.move.select(Moves.SKILL_SWAP);
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await game.phaseInterceptor.to("BerryPhase");
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expect(enemy?.status).toBeFalsy();
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expect(enemy?.getTag(BattlerTagType.CONFUSED)).toBeFalsy();
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});
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});
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