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Remove a test whose trigger conditions can no longer happen
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@ -21,22 +21,6 @@ describe("Abilities - Forecast", () => {
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const RAINY_FORM = 2;
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const RAINY_FORM = 2;
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const SNOWY_FORM = 3;
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const SNOWY_FORM = 3;
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/**
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* Tests form changes based on weather changes
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* @param game - The game manager instance
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* @param weather - The active weather to set
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* @param form - The expected form based on the active weather
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* @param initialForm - The initial form pre form change
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*/
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const testWeatherFormChange = async (game: GameManager, weather: WeatherType, form: number, initialForm?: number) => {
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game.override.weather(weather).starterForms({ [SpeciesId.CASTFORM]: initialForm });
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await game.classicMode.startBattle([SpeciesId.CASTFORM]);
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game.move.select(MoveId.SPLASH);
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expect(game.scene.getPlayerPokemon()?.formIndex).toBe(form);
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};
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/**
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/**
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* Tests reverting to normal form when Cloud Nine/Air Lock is active on the field
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* Tests reverting to normal form when Cloud Nine/Air Lock is active on the field
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* @param game - The game manager instance
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* @param game - The game manager instance
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@ -191,10 +175,6 @@ describe("Abilities - Forecast", () => {
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30 * 1000,
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30 * 1000,
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);
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);
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it("reverts to Normal Form during Clear weather", async () => {
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await testWeatherFormChange(game, WeatherType.NONE, NORMAL_FORM, SUNNY_FORM);
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});
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it("reverts to Normal Form if a Pokémon on the field has Air Lock", async () => {
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it("reverts to Normal Form if a Pokémon on the field has Air Lock", async () => {
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await testRevertFormAgainstAbility(game, AbilityId.AIR_LOCK);
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await testRevertFormAgainstAbility(game, AbilityId.AIR_LOCK);
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});
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});
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