diff --git a/src/phases/turn-start-phase.ts b/src/phases/turn-start-phase.ts index 7c569095b00..c7794ca7f07 100644 --- a/src/phases/turn-start-phase.ts +++ b/src/phases/turn-start-phase.ts @@ -17,9 +17,9 @@ export class TurnStartPhase extends FieldPhase { public readonly phaseName = "TurnStartPhase"; /** - * This orders the active Pokemon on the field by speed into an BattlerIndex array and returns that array. + * Helper method to retrieve the current speed order of the combattants. * It also checks for Trick Room and reverses the array if it is present. - * @returns An array of {@linkcode BattlerIndex}es containing all on-field Pokemon sorted in speed order. + * @returns The {@linkcode BattlerIndex}es of all on-field Pokemon, sorted in speed order. */ getSpeedOrder(): BattlerIndex[] { const playerField = globalScene.getPlayerField().filter(p => p.isActive()); @@ -53,7 +53,7 @@ export class TurnStartPhase extends FieldPhase { } /** - * This takes the result of getSpeedOrder and applies priority / bypass speed attributes to it. + * This takes the result of {@linkcode getSpeedOrder} and applies priority / bypass speed attributes to it. * This also considers the priority levels of various commands and changes the result of `getSpeedOrder` based on such. * @returns The `BattlerIndex`es of all on-field Pokemon sorted in action order. */ @@ -164,7 +164,7 @@ export class TurnStartPhase extends FieldPhase { // TODO: Remove `turnData.order` - // it is used exclusively for Fusion Flare/Bolt - // and uses a really jank implementation + // and uses a really jank (and incorrect) implementation if (turnCommand.command === Command.FIGHT) { pokemon.turnData.order = index; }