diff --git a/src/modifier/modifier-type.ts b/src/modifier/modifier-type.ts index fe3838f1c1c..857dd32261a 100644 --- a/src/modifier/modifier-type.ts +++ b/src/modifier/modifier-type.ts @@ -2222,8 +2222,8 @@ export class ModifierTypeOption { } export function getPartyLuckValue(party: Pokemon[]): integer { - if (party[0].scene.gameMode.modeId == GameModes.DAILY) { - return 0 + if (party[0].scene.gameMode.modeId === GameModes.DAILY) { + return 0; } const luck = Phaser.Math.Clamp(party.map(p => p.isFainted() ? 0 : p.getLuck()) .reduce((total: integer, value: integer) => total += value, 0), 0, 14); diff --git a/src/ui/modifier-select-ui-handler.ts b/src/ui/modifier-select-ui-handler.ts index f0cd4233a37..ec2bca11bdd 100644 --- a/src/ui/modifier-select-ui-handler.ts +++ b/src/ui/modifier-select-ui-handler.ts @@ -201,7 +201,7 @@ export default class ModifierSelectUiHandler extends AwaitableUiHandler { /* Multiplies the appearance duration by the speed parameter so that it is always constant, and avoids "flashbangs" at game speed x5 */ this.scene.showShopOverlay(750 * this.scene.gameSpeed); - this.scene.updateAndShowText(750, this.scene.gameMode.modeId == GameModes.DAILY); + this.scene.updateAndShowText(750, this.scene.gameMode.modeId === GameModes.DAILY); this.scene.updateBiomeWaveText(); this.scene.updateMoneyText();