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Fix ceaseless edge test for real this time
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@ -92,7 +92,7 @@ describe("Moves - Ceaseless Edge", () => {
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"trainer - move should hit twice, apply two layers of spikes, force switch opponent - opponent takes damage",
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async () => {
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game.override.startingHeldItems([{ name: "MULTI_LENS" }]);
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game.override.startingWave(5);
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game.override.startingWave(25);
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await game.classicMode.startBattle([ Species.ILLUMISE ]);
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@ -102,7 +102,7 @@ describe("Moves - Ceaseless Edge", () => {
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const tagBefore = game.scene.arena.getTagOnSide(ArenaTagType.SPIKES, ArenaTagSide.ENEMY) as ArenaTrapTag;
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expect(tagBefore instanceof ArenaTrapTag).toBeFalsy();
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await game.phaseInterceptor.to(TurnEndPhase, false);
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await game.toNextTurn();
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const tagAfter = game.scene.arena.getTagOnSide(ArenaTagType.SPIKES, ArenaTagSide.ENEMY) as ArenaTrapTag;
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expect(tagAfter instanceof ArenaTrapTag).toBeTruthy();
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expect(tagAfter.layers).toBe(2);
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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, 1000 ], [ 1, 1000 ]];
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return [[ 1, 100 ], [ 1, 100 ]];
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};
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}
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