Remove Comatose changes as it doesn't reapply

This commit is contained in:
Dean 2025-02-23 22:44:37 -08:00
parent 85d9a4317b
commit cfecf490e2
2 changed files with 0 additions and 56 deletions

View File

@ -6703,7 +6703,6 @@ export function initAbilities() {
.attr(UnswappableAbilityAbAttr)
.attr(UnsuppressableAbilityAbAttr)
.attr(StatusEffectImmunityAbAttr, ...getNonVolatileStatusEffects())
.attr(PostSummonHealStatusAbAttr, ...getNonVolatileStatusEffects())
.attr(BattlerTagImmunityAbAttr, BattlerTagType.DROWSY),
new Ability(Abilities.QUEENLY_MAJESTY, 7)
.attr(FieldPriorityMoveImmunityAbAttr)

View File

@ -1,55 +0,0 @@
import { BattlerIndex } from "#app/battle";
import { allAbilities } from "#app/data/ability";
import { Abilities } from "#enums/abilities";
import { Moves } from "#enums/moves";
import { Species } from "#enums/species";
import { StatusEffect } from "#enums/status-effect";
import GameManager from "#test/testUtils/gameManager";
import Phaser from "phaser";
import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest";
describe("Abilities - Comatose", () => {
let phaserGame: Phaser.Game;
let game: GameManager;
beforeAll(() => {
phaserGame = new Phaser.Game({
type: Phaser.HEADLESS,
});
});
afterEach(() => {
game.phaseInterceptor.restoreOg();
});
beforeEach(() => {
game = new GameManager(phaserGame);
game.override
.moveset([ Moves.SPLASH ])
.ability(Abilities.BALL_FETCH)
.battleType("single")
.disableCrits()
.enemySpecies(Species.MAGIKARP)
.enemyAbility(Abilities.BALL_FETCH)
.enemyMoveset(Moves.SPLASH);
});
it("should remove status when reactivated", async () => {
game.override.enemyAbility(Abilities.BALL_FETCH)
.moveset([ Moves.SPORE, Moves.SPLASH ])
.enemyMoveset(Moves.SPLASH),
await game.classicMode.startBattle([ Species.FEEBAS ]);
const enemy = game.scene.getEnemyPokemon();
game.move.select(Moves.SPORE);
await game.setTurnOrder([ BattlerIndex.PLAYER, BattlerIndex.ENEMY ]);
await game.phaseInterceptor.to("MoveEndPhase");
expect(enemy?.status?.effect).toBe(StatusEffect.SLEEP);
enemy?.setTempAbility(allAbilities[Abilities.COMATOSE]);
await game.phaseInterceptor.to("BerryPhase");
expect(enemy?.status).toBeNull();
});
});