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Remove Comatose changes as it doesn't reapply
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@ -6703,7 +6703,6 @@ export function initAbilities() {
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.attr(UnswappableAbilityAbAttr)
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.attr(UnswappableAbilityAbAttr)
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.attr(UnsuppressableAbilityAbAttr)
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.attr(UnsuppressableAbilityAbAttr)
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.attr(StatusEffectImmunityAbAttr, ...getNonVolatileStatusEffects())
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.attr(StatusEffectImmunityAbAttr, ...getNonVolatileStatusEffects())
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.attr(PostSummonHealStatusAbAttr, ...getNonVolatileStatusEffects())
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.attr(BattlerTagImmunityAbAttr, BattlerTagType.DROWSY),
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.attr(BattlerTagImmunityAbAttr, BattlerTagType.DROWSY),
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new Ability(Abilities.QUEENLY_MAJESTY, 7)
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new Ability(Abilities.QUEENLY_MAJESTY, 7)
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.attr(FieldPriorityMoveImmunityAbAttr)
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.attr(FieldPriorityMoveImmunityAbAttr)
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@ -1,55 +0,0 @@
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import { BattlerIndex } from "#app/battle";
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import { allAbilities } from "#app/data/ability";
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import { Abilities } from "#enums/abilities";
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import { Moves } from "#enums/moves";
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import { Species } from "#enums/species";
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import { StatusEffect } from "#enums/status-effect";
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import GameManager from "#test/testUtils/gameManager";
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import Phaser from "phaser";
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import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest";
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describe("Abilities - Comatose", () => {
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let phaserGame: Phaser.Game;
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let game: GameManager;
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beforeAll(() => {
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phaserGame = new Phaser.Game({
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type: Phaser.HEADLESS,
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});
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});
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afterEach(() => {
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game.phaseInterceptor.restoreOg();
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});
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beforeEach(() => {
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game = new GameManager(phaserGame);
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game.override
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.moveset([ Moves.SPLASH ])
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.ability(Abilities.BALL_FETCH)
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.battleType("single")
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.disableCrits()
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.enemySpecies(Species.MAGIKARP)
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.enemyAbility(Abilities.BALL_FETCH)
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.enemyMoveset(Moves.SPLASH);
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});
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it("should remove status when reactivated", async () => {
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game.override.enemyAbility(Abilities.BALL_FETCH)
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.moveset([ Moves.SPORE, Moves.SPLASH ])
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.enemyMoveset(Moves.SPLASH),
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await game.classicMode.startBattle([ Species.FEEBAS ]);
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const enemy = game.scene.getEnemyPokemon();
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game.move.select(Moves.SPORE);
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await game.setTurnOrder([ BattlerIndex.PLAYER, BattlerIndex.ENEMY ]);
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await game.phaseInterceptor.to("MoveEndPhase");
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expect(enemy?.status?.effect).toBe(StatusEffect.SLEEP);
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enemy?.setTempAbility(allAbilities[Abilities.COMATOSE]);
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await game.phaseInterceptor.to("BerryPhase");
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expect(enemy?.status).toBeNull();
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});
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});
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