diff --git a/src/modifier/modifier.ts b/src/modifier/modifier.ts index 42fb5ccec72..3b34d770c07 100644 --- a/src/modifier/modifier.ts +++ b/src/modifier/modifier.ts @@ -2181,8 +2181,7 @@ export class EnemyFusionChanceModifier extends EnemyPersistentModifier { export function modifiersOverride(scene: Phaser.Scene, player: boolean = true): void { const modifierOverride = player ? STARTING_MODIFIER_OVERRIDE : OPP_MODIFIER_OVERRIDE; - // if no override, do nothing - if (!modifierOverride || modifierOverride.length === 0 || !scene) return; + if (!modifierOverride || modifierOverride.length === 0 || !scene) return; // if no override, do nothing // if it's the opponent, we clear all his current modifiers to avoid stacking if (!player) { scene.enemyModifiers = []; @@ -2191,8 +2190,7 @@ export function modifiersOverride(scene: Phaser.Scene, player: boolean = true): modifierOverride.forEach(item => { const modifierName = item[0]; const qty = item[1] || 1; - // if the modifier does not exist, we skip it - if (!modifierTypes.hasOwnProperty(modifierName)) return; + if (!modifierTypes.hasOwnProperty(modifierName)) return; // if the modifier does not exist, we skip it const modifierType = modifierTypes[modifierName](); const modifier = modifierType.withIdFromFunc(modifierTypes[modifierName]).newModifier() as PersistentModifier; modifier.stackCount = qty; @@ -2206,22 +2204,17 @@ export function modifiersOverride(scene: Phaser.Scene, player: boolean = true): export function itemHeldsOverride(scene: Phaser.Scene, pokemon: Pokemon, player: boolean = true): void { const heldItemsOverride = player ? STARTING_HELD_ITEMS_OVERRIDE : OPP_HELD_ITEMS_OVERRIDE; - // if no override, do nothing - if (!heldItemsOverride || heldItemsOverride.length === 0 || !scene) return; + if (!heldItemsOverride || heldItemsOverride.length === 0 || !scene) return; // if no override, do nothing // we loop through all the itemName given in the override file heldItemsOverride.forEach(item => { const itemName = item[0]; const qty = item[1] || 1; - // if the item does not exist, we skip it - if (!modifierTypes.hasOwnProperty(itemName)) return; - // we retrieve the item in the list - const modifierType = modifierTypes[itemName](); + if (!modifierTypes.hasOwnProperty(itemName)) return; // if the item does not exist, we skip it + const modifierType = modifierTypes[itemName](); // we retrieve the item in the list // we create the item const itemModifier = modifierType.withIdFromFunc(modifierTypes[itemName]).newModifier((pokemon) as PersistentModifier) as PokemonHeldItemModifier; - // we assign the created item to the pokemon - itemModifier.pokemonId = pokemon.id; - // we say how many items we want - itemModifier.stackCount = qty; + itemModifier.pokemonId = pokemon.id; // we assign the created item to the pokemon + itemModifier.stackCount = qty; // we say how many items we want if (player) { scene.addModifier(itemModifier as PokemonHeldItemModifier, true, false, false, true); } else {