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fix comment typos
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@ -242,8 +242,8 @@ export class BattleScene extends SceneBase {
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public battleStyle: BattleStyle = BattleStyle.SWITCH;
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public battleStyle: BattleStyle = BattleStyle.SWITCH;
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/**
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/**
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* Defines whether or not to show type effectiveness hints
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* Defines whether or not to show type effectiveness hints
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* - true: No hints
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* - true: Show hints for moves
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* - false: Show hints for moves
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* - false: No hints
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*/
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*/
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public typeHints = false;
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public typeHints = false;
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@ -2043,7 +2043,7 @@ export class AllyStatMultiplierAbAttr extends AbAttr {
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/**
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/**
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* @param stat - The stat being modified
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* @param stat - The stat being modified
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* @param multipler - The multiplier to apply to the stat
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* @param multiplier - The multiplier to apply to the stat
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* @param ignorable - Whether the multiplier can be ignored by mold breaker-like moves and abilities
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* @param ignorable - Whether the multiplier can be ignored by mold breaker-like moves and abilities
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*/
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*/
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constructor(stat: BattleStat, multiplier: number, ignorable = true) {
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constructor(stat: BattleStat, multiplier: number, ignorable = true) {
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@ -576,7 +576,7 @@ export class MysteryEncounterBuilder implements Partial<IMysteryEncounter> {
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*/
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*/
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/**
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/**
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* @statif Defines the type of encounter which is used as an identifier, should be tied to a unique MysteryEncounterType
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* @static Defines the type of encounter which is used as an identifier, should be tied to a unique MysteryEncounterType
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* NOTE: if new functions are added to {@linkcode MysteryEncounter} class
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* NOTE: if new functions are added to {@linkcode MysteryEncounter} class
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* @param encounterType
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* @param encounterType
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* @returns this
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* @returns this
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@ -605,7 +605,7 @@ export class MysteryEncounterBuilder implements Partial<IMysteryEncounter> {
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}
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}
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/**
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/**
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* Defines an option + phasefor the encounter.
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* Defines an option + phase for the encounter.
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* Use for easy/streamlined options.
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* Use for easy/streamlined options.
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* There should be at least 2 options defined and no more than 4.
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* There should be at least 2 options defined and no more than 4.
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* If complex use {@linkcode MysteryEncounterBuilder.withOption}
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* If complex use {@linkcode MysteryEncounterBuilder.withOption}
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@ -627,7 +627,7 @@ export class MysteryEncounterBuilder implements Partial<IMysteryEncounter> {
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}
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}
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/**
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/**
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* Defines an option + phasefor the encounter.
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* Defines an option + phase for the encounter.
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* Use for easy/streamlined options.
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* Use for easy/streamlined options.
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* There should be at least 2 options defined and no more than 4.
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* There should be at least 2 options defined and no more than 4.
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* If complex use {@linkcode MysteryEncounterBuilder.withOption}
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* If complex use {@linkcode MysteryEncounterBuilder.withOption}
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@ -6,7 +6,7 @@ import { isNullOrUndefined } from "#utils/common";
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import i18next from "i18next";
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import i18next from "i18next";
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/**
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/**
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* Will inject all relevant dialogue tokens that exist in the {@linkcode BattlegScene.currentBattle.mysteryEncounter.dialogueTokens}, into i18n text.
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* Will inject all relevant dialogue tokens that exist in the {@linkcode globalScene.currentBattle.mysteryEncounter.dialogueTokens}, into i18n text.
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* Also adds BBCodeText fragments for colored text, if applicable
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* Also adds BBCodeText fragments for colored text, if applicable
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* @param keyOrString
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* @param keyOrString
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* @param primaryStyle Can define a text style to be applied to the entire string. Must be defined for BBCodeText styles to be applied correctly
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* @param primaryStyle Can define a text style to be applied to the entire string. Must be defined for BBCodeText styles to be applied correctly
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@ -4045,7 +4045,7 @@ export abstract class Pokemon extends Phaser.GameObjects.Container {
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* @param damage integer
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* @param damage integer
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* @param ignoreSegments boolean, not currently used
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* @param ignoreSegments boolean, not currently used
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* @param preventEndure used to update damage if endure or sturdy
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* @param preventEndure used to update damage if endure or sturdy
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* @param ignoreFaintPhas flag on whether to add FaintPhase if pokemon after applying damage faints
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* @param ignoreFaintPhase flag on whether to add FaintPhase if pokemon after applying damage faints
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* @returns integer representing damage dealt
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* @returns integer representing damage dealt
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*/
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*/
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damage(damage: number, _ignoreSegments = false, preventEndure = false, ignoreFaintPhase = false): number {
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damage(damage: number, _ignoreSegments = false, preventEndure = false, ignoreFaintPhase = false): number {
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