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[Bug] Fix softlock caused by shields down preventing faint status (#5252)
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@ -2861,7 +2861,7 @@ export class PreSetStatusEffectImmunityAbAttr extends PreSetStatusAbAttr {
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* @returns A boolean indicating the result of the status application.
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* @returns A boolean indicating the result of the status application.
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*/
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*/
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applyPreSetStatus(pokemon: Pokemon, passive: boolean, simulated: boolean, effect: StatusEffect, cancelled: Utils.BooleanHolder, args: any[]): boolean {
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applyPreSetStatus(pokemon: Pokemon, passive: boolean, simulated: boolean, effect: StatusEffect, cancelled: Utils.BooleanHolder, args: any[]): boolean {
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if (this.immuneEffects.length < 1 || this.immuneEffects.includes(effect)) {
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if (effect !== StatusEffect.FAINT && this.immuneEffects.length < 1 || this.immuneEffects.includes(effect)) {
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cancelled.value = true;
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cancelled.value = true;
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return true;
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return true;
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}
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}
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@ -189,4 +189,19 @@ describe("Abilities - SHIELDS DOWN", () => {
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}
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}
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);
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);
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test("should not prevent minior from receiving the fainted status effect in trainer battles", async () => {
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game.override.enemyMoveset([ Moves.TACKLE ]);
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game.override.moveset([ Moves.THUNDERBOLT ]);
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game.override.startingLevel(100);
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game.override.startingWave(5);
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game.override.enemySpecies(Species.MINIOR);
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await game.classicMode.startBattle([ Species.REGIELEKI ]);
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const minior = game.scene.getEnemyPokemon()!;
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game.move.select(Moves.THUNDERBOLT);
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await game.toNextTurn();
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expect(minior.isFainted()).toBe(true);
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expect(minior.status?.effect).toBe(StatusEffect.FAINT);
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});
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});
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});
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