Speed order test
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@ -31,7 +31,7 @@ describe("Moves - Quash", () => {
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.enemyAbility(Abilities.BALL_FETCH)
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.enemyMoveset([ Moves.RAIN_DANCE, Moves.SPLASH ])
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.ability(Abilities.BALL_FETCH)
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.moveset([ Moves.QUASH, Moves.SUNNY_DAY, Moves.SPLASH ]);
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.moveset([ Moves.QUASH, Moves.SUNNY_DAY, Moves.RAIN_DANCE, Moves.SPLASH ]);
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});
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it("makes the target move last in a turn, ignoring priority", async () => {
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@ -58,4 +58,21 @@ describe("Moves - Quash", () => {
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expect(game.scene.getPlayerField()[1].getLastXMoves(1)[0].result).toBe(MoveResult.FAIL);
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});
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it("makes multiple quashed targets move in speed order at the end of the turn", async () => {
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game.override.enemySpecies(Species.REGIELEKI)
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.enemyLevel(100);
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await game.classicMode.startBattle([ Species.ACCELGOR, Species.RATTATA ]);
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// both users are quashed - rattata is slower so rain should be up at end of turn
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game.move.select(Moves.RAIN_DANCE, 0);
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game.move.select(Moves.SUNNY_DAY, 1);
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await game.forceEnemyMove(Moves.QUASH, BattlerIndex.PLAYER);
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await game.forceEnemyMove(Moves.QUASH, BattlerIndex.PLAYER_2);
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await game.phaseInterceptor.to("TurnEndPhase", false);
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expect(game.scene.arena.weather?.weatherType).toBe(WeatherType.SUNNY);
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});
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});
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