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Ran linting
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@ -4710,7 +4710,8 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
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case StatusEffect.POISON:
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case StatusEffect.TOXIC:
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// Check for type based immunities and/or Corrosion from the applier.
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isImmune = types.some(defType => { // only 1 immunity needed to block
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isImmune = types.some(defType => {
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// only 1 immunity needed to block
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if (defType !== PokemonType.POISON && defType !== PokemonType.STEEL) {
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return false;
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}
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@ -31,12 +31,16 @@ export class ObtainStatusEffectPhase extends PokemonPhase {
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private statusEffect: StatusEffect,
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private sourcePokemon: Pokemon | null = null,
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private sleepTurnsRemaining = 0,
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private sourceText?: string | null = null, // TODO: This should take `undefined` instead of `null`
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private statusMessage = '',
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sourceText: string | null = null, // TODO: This should take `undefined` instead of `null`
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private statusMessage = "",
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) {
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super(battlerIndex);
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this.statusMessage ||= getStatusEffectObtainText(statusEffect, getPokemonNameWithAffix(this.getPokemon()), sourceText ?? undefined)
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this.statusMessage ||= getStatusEffectObtainText(
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statusEffect,
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getPokemonNameWithAffix(this.getPokemon()),
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sourceText ?? undefined,
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);
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}
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start() {
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@ -46,8 +50,7 @@ export class ObtainStatusEffectPhase extends PokemonPhase {
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pokemon.updateInfo(true);
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new CommonBattleAnim(CommonAnim.POISON + (this.statusEffect - 1), pokemon).play(false, () => {
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globalScene.phaseManager.queueMessage(
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this.statusMessage);
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globalScene.phaseManager.queueMessage(this.statusMessage);
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if (this.statusEffect && this.statusEffect !== StatusEffect.FAINT) {
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globalScene.triggerPokemonFormChange(pokemon, SpeciesFormChangeStatusEffectTrigger, true);
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// If the status was applied from a move, ensure abilities are not ignored for follow-up triggers.
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