diff --git a/src/data/mystery-encounters/mystery-encounter-option.ts b/src/data/mystery-encounters/mystery-encounter-option.ts index 1fe84a116ad..fb3daf53a8b 100644 --- a/src/data/mystery-encounters/mystery-encounter-option.ts +++ b/src/data/mystery-encounters/mystery-encounter-option.ts @@ -44,7 +44,7 @@ export default class MysteryEncounterOption implements IMysteryEncounterOption { /** * Dialogue object containing all the dialogue, messages, tooltips, etc. for this option - * Will be populated on MysteryEncounter initialization + * Will be populated on {@linkcode MysteryEncounter} initialization */ dialogue?: OptionTextDisplay; diff --git a/src/data/mystery-encounters/mystery-encounter.ts b/src/data/mystery-encounters/mystery-encounter.ts index 72cb6e49fca..a204ea848da 100644 --- a/src/data/mystery-encounters/mystery-encounter.ts +++ b/src/data/mystery-encounters/mystery-encounter.ts @@ -87,7 +87,7 @@ export default class MysteryEncounter implements IMysteryEncounter { */ encounterAnimations?: EncounterAnim[]; /** - * If specified, defines any game modes where the MysteryEncounter should *NOT* spawn + * If specified, defines any game modes where the {@linkcode MysteryEncounter} should *NOT* spawn */ disabledGameModes?: GameModes[]; /** @@ -268,7 +268,7 @@ export default class MysteryEncounter implements IMysteryEncounter { } /** - * Checks if the current scene state meets the requirements for the MysteryEncounter to spawn + * Checks if the current scene state meets the requirements for the {@linkcode MysteryEncounter} to spawn * This is used to filter the pool of encounters down to only the ones with all requirements met * @param scene * @returns @@ -491,7 +491,7 @@ export default class MysteryEncounter implements IMysteryEncounter { /** * Maintains seed offset for RNG consistency - * Increments if the same MysteryEncounter has multiple option select cycles + * Increments if the same {@linkcode MysteryEncounter} has multiple option select cycles * @param scene */ updateSeedOffset(scene: BattleScene) { @@ -534,7 +534,7 @@ export class MysteryEncounterBuilder implements Partial { /** * @statif Defines the type of encounter which is used as an identifier, should be tied to a unique MysteryEncounterType - * NOTE: if new functions are added to MysteryEncounter class + * NOTE: if new functions are added to {@linkcode MysteryEncounter} class * @param encounterType * @returns this */ diff --git a/src/data/mystery-encounters/utils/encounter-phase-utils.ts b/src/data/mystery-encounters/utils/encounter-phase-utils.ts index ba03973db2d..2cd369fbaad 100644 --- a/src/data/mystery-encounters/utils/encounter-phase-utils.ts +++ b/src/data/mystery-encounters/utils/encounter-phase-utils.ts @@ -594,7 +594,7 @@ export function selectOptionThenPokemon(scene: BattleScene, options: OptionSelec * @param scene - Battle Scene * @param customShopRewards - adds a shop phase with the specified rewards / reward tiers * @param eggRewards - * @param preRewardsCallback - can execute an arbitrary callback before the new phases if necessary (useful for updating items/party/injecting new phases before MysteryEncounterRewardsPhase) + * @param preRewardsCallback - can execute an arbitrary callback before the new phases if necessary (useful for updating items/party/injecting new phases before {@linkcode MysteryEncounterRewardsPhase}) */ export function setEncounterRewards(scene: BattleScene, customShopRewards?: CustomModifierSettings, eggRewards?: IEggOptions[], preRewardsCallback?: Function) { scene.currentBattle.mysteryEncounter!.doEncounterRewards = (scene: BattleScene) => { @@ -771,7 +771,7 @@ export function transitionMysteryEncounterIntroVisuals(scene: BattleScene, hide: /** * Will queue moves for any pokemon to use before the first CommandPhase of a battle - * Mostly useful for allowing MysteryEncounter enemies to "cheat" and use moves before the first turn + * Mostly useful for allowing {@linkcode MysteryEncounter} enemies to "cheat" and use moves before the first turn * @param scene */ export function handleMysteryEncounterBattleStartEffects(scene: BattleScene) { diff --git a/src/enums/mystery-encounter-mode.ts b/src/enums/mystery-encounter-mode.ts index 3313b19e400..f1e98ca5b18 100644 --- a/src/enums/mystery-encounter-mode.ts +++ b/src/enums/mystery-encounter-mode.ts @@ -1,12 +1,12 @@ export enum MysteryEncounterMode { - /** MysteryEncounter will always begin in this mode, but will always swap modes when an option is selected */ + /** {@linkcode MysteryEncounter} will always begin in this mode, but will always swap modes when an option is selected */ DEFAULT, - /** If the MysteryEncounter battle is a trainer type battle */ + /** If the {@linkcode MysteryEncounter} battle is a trainer type battle */ TRAINER_BATTLE, - /** If the MysteryEncounter battle is a wild type battle */ + /** If the {@linkcode MysteryEncounter} battle is a wild type battle */ WILD_BATTLE, /** Enables special boss music during encounter */ BOSS_BATTLE, - /** If there is no battle in the MysteryEncounter or option selected */ + /** If there is no battle in the {@linkcode MysteryEncounter} or option selected */ NO_BATTLE } diff --git a/src/test/mystery-encounter/encounter-test-utils.ts b/src/test/mystery-encounter/encounter-test-utils.ts index 4f2bb6fe45b..a31ee150bfd 100644 --- a/src/test/mystery-encounter/encounter-test-utils.ts +++ b/src/test/mystery-encounter/encounter-test-utils.ts @@ -15,11 +15,11 @@ import { VictoryPhase } from "#app/phases/victory-phase"; import { MessagePhase } from "#app/phases/message-phase"; /** - * Runs a MysteryEncounter to either the start of a battle, or to the MysteryEncounterRewardsPhase, depending on the option selected + * Runs a {@linkcode MysteryEncounter} to either the start of a battle, or to the {@linkcode MysteryEncounterRewardsPhase}, depending on the option selected * @param game - * @param optionNo - human number, not index - * @param secondaryOptionSelect - - * @param isBattle - if selecting option should lead to battle, set to true + * @param optionNo Human number, not index + * @param secondaryOptionSelect + * @param isBattle If selecting option should lead to battle, set to `true` */ export async function runMysteryEncounterToEnd(game: GameManager, optionNo: number, secondaryOptionSelect?: { pokemonNo: number, optionNo?: number }, isBattle: boolean = false) { vi.spyOn(EncounterPhaseUtils, "selectPokemonForOption"); @@ -157,7 +157,7 @@ async function handleSecondaryOptionSelect(game: GameManager, pokemonNo: number, } /** - * For any MysteryEncounter that has a battle, can call this to skip battle and proceed to MysteryEncounterRewardsPhase + * For any {@linkcode MysteryEncounter} that has a battle, can call this to skip battle and proceed to {@linkcode MysteryEncounterRewardsPhase} * @param game * @param runRewardsPhase */ diff --git a/src/test/mystery-encounter/encounters/the-winstrate-challenge-encounter.test.ts b/src/test/mystery-encounter/encounters/the-winstrate-challenge-encounter.test.ts index 34a7231f11a..0c642225031 100644 --- a/src/test/mystery-encounter/encounters/the-winstrate-challenge-encounter.test.ts +++ b/src/test/mystery-encounter/encounters/the-winstrate-challenge-encounter.test.ts @@ -363,7 +363,7 @@ describe("The Winstrate Challenge - Mystery Encounter", () => { }); /** - * For any MysteryEncounter that has a battle, can call this to skip battle and proceed to MysteryEncounterRewardsPhase + * For any {@linkcode MysteryEncounter} that has a battle, can call this to skip battle and proceed to MysteryEncounterRewardsPhase * @param game * @param isFinalBattle */