diff --git a/src/field/pokemon.ts b/src/field/pokemon.ts index 097ce3ea777..1b540d65ac7 100644 --- a/src/field/pokemon.ts +++ b/src/field/pokemon.ts @@ -4710,7 +4710,8 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container { case StatusEffect.POISON: case StatusEffect.TOXIC: // Check for type based immunities and/or Corrosion from the applier. - isImmune = types.some(defType => { // only 1 immunity needed to block + isImmune = types.some(defType => { + // only 1 immunity needed to block if (defType !== PokemonType.POISON && defType !== PokemonType.STEEL) { return false; } diff --git a/src/phases/obtain-status-effect-phase.ts b/src/phases/obtain-status-effect-phase.ts index 5c0319eedd0..4feb0bd4f0c 100644 --- a/src/phases/obtain-status-effect-phase.ts +++ b/src/phases/obtain-status-effect-phase.ts @@ -31,12 +31,16 @@ export class ObtainStatusEffectPhase extends PokemonPhase { private statusEffect: StatusEffect, private sourcePokemon: Pokemon | null = null, private sleepTurnsRemaining = 0, - private sourceText?: string | null = null, // TODO: This should take `undefined` instead of `null` - private statusMessage = '', + sourceText: string | null = null, // TODO: This should take `undefined` instead of `null` + private statusMessage = "", ) { super(battlerIndex); - this.statusMessage ||= getStatusEffectObtainText(statusEffect, getPokemonNameWithAffix(this.getPokemon()), sourceText ?? undefined) + this.statusMessage ||= getStatusEffectObtainText( + statusEffect, + getPokemonNameWithAffix(this.getPokemon()), + sourceText ?? undefined, + ); } start() { @@ -46,8 +50,7 @@ export class ObtainStatusEffectPhase extends PokemonPhase { pokemon.updateInfo(true); new CommonBattleAnim(CommonAnim.POISON + (this.statusEffect - 1), pokemon).play(false, () => { - globalScene.phaseManager.queueMessage( - this.statusMessage); + globalScene.phaseManager.queueMessage(this.statusMessage); if (this.statusEffect && this.statusEffect !== StatusEffect.FAINT) { globalScene.triggerPokemonFormChange(pokemon, SpeciesFormChangeStatusEffectTrigger, true); // If the status was applied from a move, ensure abilities are not ignored for follow-up triggers.