Cleanup jsdoc comments

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Sirz Benjie 2025-04-17 15:23:25 -05:00
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@ -92,8 +92,6 @@ export class MoveEffectPhase extends PokemonPhase {
/** The result of the hit check against each target */ /** The result of the hit check against each target */
private hitChecks: HitCheckEntry[]; private hitChecks: HitCheckEntry[];
/** MOVE EFFECT TRIGGER CONDITIONS */
/** The move history entry for the move */ /** The move history entry for the move */
private moveHistoryEntry: TurnMove; private moveHistoryEntry: TurnMove;
@ -620,12 +618,12 @@ export class MoveEffectPhase extends PokemonPhase {
* @returns `true` if the move should bypass accuracy and semi-invulnerability * @returns `true` if the move should bypass accuracy and semi-invulnerability
* *
* Accuracy and semi-invulnerability can be bypassed by: * Accuracy and semi-invulnerability can be bypassed by:
* - An ability like {@linkcode Abilities.NO_GUARD No Guard} * - An ability like {@linkcode Abilities.NO_GUARD | No Guard}
* - A poison type using {@linkcode Moves.TOXIC Toxic} * - A poison type using {@linkcode Moves.TOXIC | Toxic}
* - A move like {@linkcode Moves.LOCK_ON Lock-On} or {@linkcode Moves.MIND_READER Mind Reader}. * - A move like {@linkcode Moves.LOCK_ON | Lock-On} or {@linkcode Moves.MIND_READER | Mind Reader}.
* - A field-targeted move like spikes * - A field-targeted move like spikes
* *
* Does *not* check against effects {@linkcode Moves.GLAIVE_RUSH Glaive Rush} status (which * Does *not* check against effects {@linkcode Moves.GLAIVE_RUSH | Glaive Rush} status (which
* should not bypass semi-invulnerability), or interactions like Earthquake hitting against Dig, * should not bypass semi-invulnerability), or interactions like Earthquake hitting against Dig,
* (which should not bypass the accuracy check). * (which should not bypass the accuracy check).
* *
@ -770,9 +768,9 @@ export class MoveEffectPhase extends PokemonPhase {
/** /**
* Applies all move effects that trigger in the event of a successful hit: * Applies all move effects that trigger in the event of a successful hit:
* *
* - {@linkcode MoveEffectTrigger.PRE_APPLY PRE_APPLY} effects` * - {@linkcode MoveEffectTrigger.PRE_APPLY | PRE_APPLY} effects`
* - Applying damage to the target * - Applying damage to the target
* - {@linkcode MoveEffectTrigger.POST_APPLY POST_APPLY} effects * - {@linkcode MoveEffectTrigger.POST_APPLY | POST_APPLY} effects
* - Invoking {@linkcode applyOnTargetEffects} if the move does not hit a substitute * - Invoking {@linkcode applyOnTargetEffects} if the move does not hit a substitute
* - Triggering form changes and emergency exit / wimp out if this is the last hit * - Triggering form changes and emergency exit / wimp out if this is the last hit
* - Preventing * - Preventing