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Fix and Lint Suggestions
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@ -44,7 +44,10 @@ import { Variant } from "#sprites/variant";
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* }
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* ```
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*/
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const overrides = {} satisfies Partial<InstanceType<OverridesType>>;
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const overrides = {
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STARTER_SPECIES_OVERRIDE: SpeciesId.TYPHLOSION,
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MOVESET_OVERRIDE: [MoveId.EXPLOSION],
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} satisfies Partial<InstanceType<OverridesType>>;
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/**
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* If you need to add Overrides values for local testing do that inside {@linkcode overrides}
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@ -36,7 +36,6 @@ export class PartyHealPhase extends BattlePhase {
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move.ppUsed = 0;
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}
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pokemon.updateInfo(true);
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}
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}
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const healSong = globalScene.playSoundWithoutBgm("heal");
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globalScene.time.delayedCall(fixedInt(healSong.totalDuration * 1000), () => {
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@ -30,7 +30,7 @@ describe("Challenges - Limited Catch", () => {
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.enemySpecies(SpeciesId.VOLTORB)
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.enemyAbility(AbilityId.BALL_FETCH)
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.enemyMoveset(MoveId.SPLASH)
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.startingModifier([{ name: "MASTER_BALL", count: 1 }])
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.startingModifier([{ name: "MASTER_BALL", count: 1 }]);
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});
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it("should allow wild Pokémon to be caught on X1 waves", async () => {
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@ -29,7 +29,7 @@ describe("Challenges - No Support", () => {
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.battleStyle("single")
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.enemySpecies(SpeciesId.VOLTORB)
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.enemyAbility(AbilityId.BALL_FETCH)
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.enemyMoveset(MoveId.SPLASH)
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.enemyMoveset(MoveId.SPLASH);
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});
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it('should disable the shop in "No Shop"', async () => {
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@ -74,7 +74,7 @@ describe("Challenges - No Support", () => {
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game.move.use(MoveId.SPLASH);
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await game.doKillOpponents();
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await game.toNextWave();
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expect(playerPokemon).not.toHaveFullHp();
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game.move.use(MoveId.SPLASH);
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@ -34,7 +34,7 @@ describe("Challenges - Permanent Faint", () => {
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.battleStyle("single")
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.enemySpecies(SpeciesId.VOLTORB)
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.enemyAbility(AbilityId.BALL_FETCH)
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.enemyMoveset(MoveId.SPLASH)
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.enemyMoveset(MoveId.SPLASH);
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});
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it("should render Revival Blessing unusable by players only", async () => {
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@ -44,7 +44,7 @@ describe("Challenges - Permanent Faint", () => {
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const player = game.field.getPlayerPokemon();
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const revBlessing = player.getMoveset()[0];
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expect(revBlessing.isUsable()).toBe(false);
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game.move.select(MoveId.REVIVAL_BLESSING);
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await game.toEndOfTurn();
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