From 4269c27b9c90e2b026921f13aa628dbe4c309dca Mon Sep 17 00:00:00 2001 From: EmoUsedHM01 <131687820+EmoUsedHM01@users.noreply.github.com> Date: Thu, 11 Apr 2024 19:52:03 +0100 Subject: [PATCH] Removed the additional indents --- src/data/move.ts | 70 ++++++++++++++++++++++++------------------------ 1 file changed, 35 insertions(+), 35 deletions(-) diff --git a/src/data/move.ts b/src/data/move.ts index c1e5bba7fcf..d83138492ff 100644 --- a/src/data/move.ts +++ b/src/data/move.ts @@ -2476,41 +2476,41 @@ export class ForceSwitchOutAttr extends MoveEffectAttr { apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): Promise { return new Promise(resolve => { // Check if the move category is not STATUS or if the switch out condition is not met - if (move.category !== MoveCategory.STATUS && !this.getSwitchOutCondition()(user, target, move)) { - // Apply effects that need to be executed before switch out - // For example, applying poison or any other status condition - this.applyEffectsBeforeSwitchOut(user, target, move); - // Resolve the Promise after the switch out is complete - return resolve(false); - } + if (move.category !== MoveCategory.STATUS && !this.getSwitchOutCondition()(user, target, move)) { + //Apply effects that need to be executed before switch out + //For example, applying poison or any other status condition + this.applyEffectsBeforeSwitchOut(user, target, move); + //Resolve the Promise after the switch out is complete + return resolve(false); + } // Move the switch out logic inside the conditional block // This ensures that the switch out only happens when the conditions are met - const switchOutTarget = this.user ? user : target; - if (switchOutTarget instanceof PlayerPokemon) { - // Switch out logic for PlayerPokemon - // This includes applying any necessary effects before switching out - if (switchOutTarget.hp) { - applyPreSwitchOutAbAttrs(PreSwitchOutAbAttr, switchOutTarget); - (switchOutTarget as PlayerPokemon).switchOut(this.batonPass, true).then(() => resolve(true)); - } - else { - resolve(false); - } - return; + const switchOutTarget = this.user ? user : target; + if (switchOutTarget instanceof PlayerPokemon) { + // Switch out logic for PlayerPokemon + // This includes applying any necessary effects before switching out + if (switchOutTarget.hp) { + applyPreSwitchOutAbAttrs(PreSwitchOutAbAttr, switchOutTarget); + (switchOutTarget as PlayerPokemon).switchOut(this.batonPass, true).then(() => resolve(true)); + } + else { + resolve(false); } - else if (user.scene.currentBattle.battleType) { - // Switch out logic for the battle type - switchOutTarget.resetTurnData(); - switchOutTarget.resetSummonData(); - switchOutTarget.hideInfo(); - switchOutTarget.setVisible(false); - switchOutTarget.scene.field.remove(switchOutTarget); - user.scene.triggerPokemonFormChange(switchOutTarget, SpeciesFormChangeActiveTrigger, true); + return; + } + else if (user.scene.currentBattle.battleType) { + // Switch out logic for the battle type + switchOutTarget.resetTurnData(); + switchOutTarget.resetSummonData(); + switchOutTarget.hideInfo(); + switchOutTarget.setVisible(false); + switchOutTarget.scene.field.remove(switchOutTarget); + user.scene.triggerPokemonFormChange(switchOutTarget, SpeciesFormChangeActiveTrigger, true); - if (switchOutTarget.hp) - user.scene.unshiftPhase(new SwitchSummonPhase(user.scene, switchOutTarget.getFieldIndex(), user.scene.currentBattle.trainer.getNextSummonIndex((switchOutTarget as EnemyPokemon).trainerSlot), false, this.batonPass, false)); - } + if (switchOutTarget.hp) + user.scene.unshiftPhase(new SwitchSummonPhase(user.scene, switchOutTarget.getFieldIndex(), user.scene.currentBattle.trainer.getNextSummonIndex((switchOutTarget as EnemyPokemon).trainerSlot), false, this.batonPass, false)); + } else { // Switch out logic for everything else switchOutTarget.setVisible(false); @@ -2522,12 +2522,12 @@ export class ForceSwitchOutAttr extends MoveEffectAttr { } if (!switchOutTarget.getAlly()?.isActive(true)) { - user.scene.clearEnemyHeldItemModifiers(); + user.scene.clearEnemyHeldItemModifiers(); - if (switchOutTarget.hp) { - user.scene.pushPhase(new BattleEndPhase(user.scene)); - user.scene.pushPhase(new NewBattlePhase(user.scene)); - } + if (switchOutTarget.hp) { + user.scene.pushPhase(new BattleEndPhase(user.scene)); + user.scene.pushPhase(new NewBattlePhase(user.scene)); + } } }