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Fix pokemon.ts
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@ -4669,7 +4669,7 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
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* @param reason - The reason for the status application failure -
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* @param reason - The reason for the status application failure -
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* can be "overlap" (already has same status), "other" (generic fail message)
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* can be "overlap" (already has same status), "other" (generic fail message)
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* or a {@linkcode TerrainType} for terrain-based blockages.
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* or a {@linkcode TerrainType} for terrain-based blockages.
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* Defaults to "other".
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* Default "other"
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*/
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*/
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queueStatusImmuneMessage(
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queueStatusImmuneMessage(
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quiet: boolean,
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quiet: boolean,
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@ -4784,7 +4784,7 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
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}
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}
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if (isImmune) {
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if (isImmune) {
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this.queueImmuneMessage(quiet, reason);
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this.queueStatusImmuneMessage(quiet, reason);
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return false;
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return false;
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}
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}
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@ -4834,7 +4834,7 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
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* @param overrideStatus - Whether to allow overriding the Pokemon's current status with a different one; default `false`
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* @param overrideStatus - Whether to allow overriding the Pokemon's current status with a different one; default `false`
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* @param quiet - Whether to suppress in-battle messages for status checks; default `true`
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* @param quiet - Whether to suppress in-battle messages for status checks; default `true`
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* @param overrideMessage - String containing text to be displayed upon status setting; defaults to normal key for status
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* @param overrideMessage - String containing text to be displayed upon status setting; defaults to normal key for status
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* and is used exclusively for Rest.
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* and is used exclusively for Rest
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* @returns Whether the status effect phase was successfully created.
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* @returns Whether the status effect phase was successfully created.
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* @see {@linkcode doSetStatus} - alternate function that sets status immediately (albeit without condition checks).
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* @see {@linkcode doSetStatus} - alternate function that sets status immediately (albeit without condition checks).
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*/
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*/
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@ -4906,7 +4906,7 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
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* Does **NOT** perform any feasibility checks whatsoever; must be checked by the caller.
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* Does **NOT** perform any feasibility checks whatsoever; must be checked by the caller.
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* @param effect - The {@linkcode StatusEffect} to set
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* @param effect - The {@linkcode StatusEffect} to set
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* @param sleepTurnsRemaining - The number of turns to inflict sleep for; defaults to a random number between 2 and 4
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* @param sleepTurnsRemaining - The number of turns to inflict sleep for; defaults to a random number between 2 and 4
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* and is unused for all non-sleep Statuses.
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* and is unused for all non-sleep Statuses
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*/
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*/
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doSetStatus(effect: StatusEffect, sleepTurnsRemaining?: number): void;
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doSetStatus(effect: StatusEffect, sleepTurnsRemaining?: number): void;
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/**
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/**
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@ -4914,7 +4914,7 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
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* Does **NOT** perform any feasibility checks whatsoever; must be checked by the caller.
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* Does **NOT** perform any feasibility checks whatsoever; must be checked by the caller.
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* @param effect - The {@linkcode StatusEffect} to set
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* @param effect - The {@linkcode StatusEffect} to set
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* @param sleepTurnsRemaining - The number of turns to inflict sleep for; defaults to a random number between 2 and 4
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* @param sleepTurnsRemaining - The number of turns to inflict sleep for; defaults to a random number between 2 and 4
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* and is unused for all non-sleep Statuses.
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* and is unused for all non-sleep Statuses
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* @todo Make this private and change tests to use a field-based helper or similar
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* @todo Make this private and change tests to use a field-based helper or similar
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*/
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*/
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doSetStatus(
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doSetStatus(
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