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'use strict';
const assert = require('../../assert');
const common = require('../../common');
let battle;
describe('Charge', () => {
afterEach(() => {
battle.destroy();
});
it('should double the base power of the next Electric attack', () => {
battle = common.createBattle([[
{ species: 'Kilowattrel', moves: ['charge', 'thunderbolt'] },
], [
{ species: 'Dondozo', ability: 'shellarmor', moves: ['sleeptalk'] },
]]);
battle.makeChoices();
battle.makeChoices('move thunderbolt', 'auto');
assert.fainted(battle.p2.active[0]);
});
it('should remain active until an Electric-type attack is used', () => {
battle = common.createBattle([[
{ species: 'Kilowattrel', moves: ['charge', 'agility', 'airslash', 'thunderbolt', 'naturepower'] },
], [
{ species: 'Baxcalibur', moves: ['sleeptalk', 'electricterrain'] },
]]);
battle.makeChoices();
battle.makeChoices('move agility', 'auto');
assert(battle.p1.active[0].volatiles['charge']);
battle.makeChoices('move airslash', 'auto');
assert(battle.p1.active[0].volatiles['charge']);
battle.makeChoices('move thunderbolt', 'auto');
assert.false(battle.p1.active[0].volatiles['charge']);
battle.makeChoices('auto', 'move electricterrain');
battle.makeChoices('move naturepower', 'auto');
assert.false(battle.p1.active[0].volatiles['charge']);
});
it('should wear off after an Electric-type status move that is not Charge is used', () => {
battle = common.createBattle([[
{ species: 'Kilowattrel', moves: ['charge', 'thunderwave'] },
], [
{ species: 'Baxcalibur', moves: ['sleeptalk'] },
]]);
battle.makeChoices();
battle.makeChoices();
assert(battle.p1.active[0].volatiles['charge']);
battle.makeChoices('move thunderwave', 'auto');
assert.false(battle.p1.active[0].volatiles['charge']);
});
});
describe('Charge [Gen 8]', () => {
afterEach(() => {
battle.destroy();
});
it('should wear off after a move of any type is used', () => {
battle = common.gen(8).createBattle([[
{ species: 'Pikachu', moves: ['charge', 'tackle', 'thundershock'] },
], [
{ species: 'Dragapult', moves: ['sleeptalk'] },
]]);
battle.makeChoices();
battle.makeChoices('move tackle', 'auto');
assert.false(battle.p1.active[0].volatiles['charge']);
battle.makeChoices();
battle.makeChoices('move thundershock', 'auto');
assert.false(battle.p1.active[0].volatiles['charge']);
});
});