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Apply suggestions from code review
Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
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@ -19,7 +19,7 @@ export class MoveEndPhase extends PokemonPhase {
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const pokemon = this.getPokemon();
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if (pokemon.isActive(true)) {
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pokemon. lapseTags(BattlerTagLapseType.AFTER_MOVE);
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pokemon.lapseTags(BattlerTagLapseType.AFTER_MOVE);
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}
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globalScene.arena.setIgnoreAbilities(false);
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@ -46,7 +46,7 @@ export class ObtainStatusEffectPhase extends PokemonPhase {
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this.sourceText ?? undefined,
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),
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);
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if (this.statusEffect && this.statusEffect !== StatusEffect.FAINT) {
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if (!isNullOrUndefined(this.statusEffect) && this.statusEffect !== StatusEffect.FAINT) {
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globalScene.triggerPokemonFormChange(pokemon, SpeciesFormChangeStatusEffectTrigger, true);
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// If mold breaker etc was used to set this status, it shouldn't apply to abilities activated afterwards
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globalScene.arena.setIgnoreAbilities(false);
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@ -9,9 +9,9 @@ import { StatusEffect } from "#enums/status-effect";
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* This is necessary to perform in a phase primarly to ensure that the status icon disappears at the correct time in the battle
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*/
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export class ResetStatusPhase extends BattlePhase {
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private pokemon: Pokemon;
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private affectConfusion: boolean;
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private reloadAssets: boolean;
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private readonly pokemon: Pokemon;
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private readonly affectConfusion: boolean;
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private readonly reloadAssets: boolean;
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constructor(pokemon: Pokemon, affectConfusion: boolean, reloadAssets: boolean) {
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super();
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