merge up-to date
This commit is contained in:
commit
2a1340b862
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@ -1,12 +1,12 @@
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{
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"name": "pokemon-rogue-battle",
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"version": "1.1.6",
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"version": "1.2.0",
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"lockfileVersion": 3,
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"requires": true,
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"packages": {
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"": {
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"name": "pokemon-rogue-battle",
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"version": "1.1.6",
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"version": "1.2.0",
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"hasInstallScript": true,
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"dependencies": {
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"@material/material-color-utilities": "^0.2.7",
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@ -1,7 +1,7 @@
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{
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"name": "pokemon-rogue-battle",
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"private": true,
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"version": "1.1.6",
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"version": "1.2.0",
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"type": "module",
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"scripts": {
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"start": "vite",
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@ -1 +1 @@
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Subproject commit d600913dbf1f8b47dae8dccbd8296df78f1c51b5
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Subproject commit ed1b1df4776ccd4330e8ac1d2f44de611d04c2bc
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@ -138,7 +138,7 @@ export const ShadyVitaminDealerEncounter: MysteryEncounter =
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newNature = randSeedInt(25) as Nature;
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}
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chosenPokemon.customPokemonData.nature = newNature;
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chosenPokemon.setCustomNature(newNature);
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encounter.setDialogueToken("newNature", getNatureName(newNature));
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queueEncounterMessage(scene, `${namespace}:cheap_side_effects`);
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setEncounterExp(scene, [ chosenPokemon.id ], 100);
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@ -226,8 +226,8 @@ export const TrainingSessionEncounter: MysteryEncounter =
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const onBeforeRewardsPhase = () => {
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queueEncounterMessage(scene, `${namespace}:option.2.finished`);
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// Add the pokemon back to party with Nature change
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playerPokemon.setNature(encounter.misc.chosenNature);
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scene.gameData.setPokemonCaught(playerPokemon, false);
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playerPokemon.setCustomNature(encounter.misc.chosenNature);
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scene.gameData.unlockSpeciesNature(playerPokemon.species, encounter.misc.chosenNature);
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// Add pokemon and modifiers back
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scene.getPlayerParty().push(playerPokemon);
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@ -7,22 +7,22 @@ import i18next from "i18next";
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/**
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* Will inject all relevant dialogue tokens that exist in the {@linkcode BattleScene.currentBattle.mysteryEncounter.dialogueTokens}, into i18n text.
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* Also adds BBCodeText fragments for colored text, if applicable
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* @param scene
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* @param keyOrString
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* @param primaryStyle Can define a text style to be applied to the entire string. Must be defined for BBCodeText styles to be applied correctly
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* @param uiTheme
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*/
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export function getEncounterText(scene: BattleScene, keyOrString?: string, primaryStyle?: TextStyle, uiTheme: UiTheme = UiTheme.DEFAULT): string | null {
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export function getEncounterText(scene: BattleScene, keyOrString?: string, primaryStyle?: TextStyle): string | null {
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if (isNullOrUndefined(keyOrString)) {
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return null;
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}
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const uiTheme = scene.uiTheme ?? UiTheme.DEFAULT;
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let textString: string | null = getTextWithDialogueTokens(scene, keyOrString);
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// Can only color the text if a Primary Style is defined
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// primaryStyle is applied to all text that does not have its own specified style
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if (primaryStyle && textString) {
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textString = getTextWithColors(textString, primaryStyle, uiTheme);
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textString = getTextWithColors(textString, primaryStyle, uiTheme, true);
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}
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return textString;
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@ -1204,6 +1204,11 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
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this.calculateStats();
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}
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setCustomNature(nature: Nature): void {
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this.customPokemonData.nature = nature;
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this.calculateStats();
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}
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generateNature(naturePool?: Nature[]): void {
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if (naturePool === undefined) {
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naturePool = Utils.getEnumValues(Nature);
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@ -230,6 +230,13 @@ export class GameMode implements GameModeConfig {
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return waveIndex % 10 === 0;
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}
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/**
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* @returns `true` if the current battle is against classic mode's final boss
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*/
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isBattleClassicFinalBoss(waveIndex: number): boolean {
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return (this.modeId === GameModes.CLASSIC || this.modeId === GameModes.CHALLENGE) && this.isWaveFinal(waveIndex);
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}
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/**
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* Every 50 waves of an Endless mode is a boss
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* At this time it is paradox pokemon
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@ -1,5 +1,5 @@
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import type BattleScene from "#app/battle-scene";
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import { FusionSpeciesFormEvolution, pokemonEvolutions, pokemonPrevolutions } from "#app/data/balance/pokemon-evolutions";
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import { FusionSpeciesFormEvolution, pokemonEvolutions } from "#app/data/balance/pokemon-evolutions";
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import { getBerryEffectFunc, getBerryPredicate } from "#app/data/berry";
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import { getLevelTotalExp } from "#app/data/exp";
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import { allMoves } from "#app/data/move";
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@ -2197,14 +2197,8 @@ export class PokemonNatureChangeModifier extends ConsumablePokemonModifier {
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* @returns
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*/
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override apply(playerPokemon: PlayerPokemon): boolean {
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playerPokemon.customPokemonData.nature = this.nature;
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let speciesId = playerPokemon.species.speciesId;
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playerPokemon.scene.gameData.dexData[speciesId].natureAttr |= 1 << (this.nature + 1);
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while (pokemonPrevolutions.hasOwnProperty(speciesId)) {
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speciesId = pokemonPrevolutions[speciesId];
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playerPokemon.scene.gameData.dexData[speciesId].natureAttr |= 1 << (this.nature + 1);
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}
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playerPokemon.setCustomNature(this.nature);
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playerPokemon.scene.gameData.unlockSpeciesNature(playerPokemon.species, this.nature);
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return true;
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}
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@ -141,10 +141,6 @@ export class EncounterPhase extends BattlePhase {
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} else if (!(battle.waveIndex % 1000)) {
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enemyPokemon.formIndex = 1;
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enemyPokemon.updateScale();
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const bossMBH = this.scene.findModifier(m => m instanceof TurnHeldItemTransferModifier && m.pokemonId === enemyPokemon.id, false) as TurnHeldItemTransferModifier;
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this.scene.removeModifier(bossMBH!);
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bossMBH?.setTransferrableFalse();
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this.scene.addEnemyModifier(bossMBH!);
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}
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}
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this.scene.ui.setMode(Mode.MESSAGE).then(() => {
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if (!this.loaded) {
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this.trySetWeatherIfNewBiome(); // Set weather before session gets saved
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this.scene.gameData.saveAll(this.scene, true, battle.waveIndex % 10 === 1 || (this.scene.lastSavePlayTime ?? 0) >= 300).then(success => {
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// Game syncs to server on waves X1 and X6 (As of 1.2.0)
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this.scene.gameData.saveAll(this.scene, true, battle.waveIndex % 5 === 1 || (this.scene.lastSavePlayTime ?? 0) >= 300).then(success => {
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this.scene.disableMenu = false;
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if (!success) {
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return this.scene.reset(true);
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if (enemyPokemon.isShiny(true)) {
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this.scene.unshiftPhase(new ShinySparklePhase(this.scene, BattlerIndex.ENEMY + e));
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}
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/** This sets Eternatus' held item to be untransferrable, preventing it from being stolen */
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if (enemyPokemon.species.speciesId === Species.ETERNATUS && (this.scene.gameMode.isBattleClassicFinalBoss(this.scene.currentBattle.waveIndex) || this.scene.gameMode.isEndlessMajorBoss(this.scene.currentBattle.waveIndex))) {
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const enemyMBH = this.scene.findModifier(m => m instanceof TurnHeldItemTransferModifier, false) as TurnHeldItemTransferModifier;
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if (enemyMBH) {
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this.scene.removeModifier(enemyMBH, true);
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enemyMBH.setTransferrableFalse();
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this.scene.addEnemyModifier(enemyMBH);
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}
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}
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});
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if (![ BattleType.TRAINER, BattleType.MYSTERY_ENCOUNTER ].includes(this.scene.currentBattle.battleType)) {
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@ -506,9 +506,9 @@ export class GameData {
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const starterIds = Object.keys(this.starterData).map(s => parseInt(s) as Species);
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for (const s of starterIds) {
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this.starterData[s].candyCount += this.dexData[s].caughtCount;
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this.starterData[s].candyCount += this.dexData[s].hatchedCount * 2;
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if (this.dexData[s].caughtAttr & DexAttr.SHINY) {
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this.starterData[s].candyCount += systemData.dexData[s].caughtCount;
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this.starterData[s].candyCount += systemData.dexData[s].hatchedCount * 2;
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if (systemData.dexData[s].caughtAttr & DexAttr.SHINY) {
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this.starterData[s].candyCount += 4;
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}
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}
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@ -1791,6 +1791,32 @@ export class GameData {
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});
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}
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/**
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* Checks whether the root species of a given {@PokemonSpecies} has been unlocked in the dex
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*/
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isRootSpeciesUnlocked(species: PokemonSpecies): boolean {
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return !!this.dexData[species.getRootSpeciesId()]?.caughtAttr;
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}
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/**
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* Unlocks the given {@linkcode Nature} for a {@linkcode PokemonSpecies} and its prevolutions.
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* Will fail silently if root species has not been unlocked
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*/
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unlockSpeciesNature(species: PokemonSpecies, nature: Nature): void {
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if (!this.isRootSpeciesUnlocked(species)) {
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return;
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}
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//recursively unlock nature for species and prevolutions
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const _unlockSpeciesNature = (speciesId: Species) => {
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this.dexData[speciesId].natureAttr |= 1 << (nature + 1);
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if (pokemonPrevolutions.hasOwnProperty(speciesId)) {
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_unlockSpeciesNature(pokemonPrevolutions[speciesId]);
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}
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};
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_unlockSpeciesNature(species.speciesId);
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}
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updateSpeciesDexIvs(speciesId: Species, ivs: integer[]): void {
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let dexEntry: DexEntry;
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do {
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@ -1,6 +1,7 @@
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import { SettingKeys } from "../../settings/settings";
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import { AbilityAttr, defaultStarterSpecies, DexAttr, SystemSaveData, SessionSaveData } from "../../game-data";
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import { allSpecies } from "../../../data/pokemon-species";
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import { SettingKeys } from "#app/system/settings/settings";
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import { AbilityAttr, defaultStarterSpecies, DexAttr, SystemSaveData, SessionSaveData } from "#app/system/game-data";
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import { allSpecies } from "#app/data/pokemon-species";
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import { isNullOrUndefined } from "#app/utils";
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export const systemMigrators = [
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/**
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* @param data {@linkcode SystemSaveData}
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*/
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function fixStarterData(data: SystemSaveData) {
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if (!isNullOrUndefined(data.starterData)) {
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for (const starterId of defaultStarterSpecies) {
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if (data.starterData[starterId]?.abilityAttr) {
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data.starterData[starterId].abilityAttr |= AbilityAttr.ABILITY_1;
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@ -55,6 +57,7 @@ export const systemMigrators = [
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}
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}
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}
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}
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] as const;
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export const settingsMigrators = [
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@ -369,9 +369,9 @@ export default class MysteryEncounterUiHandler extends UiHandler {
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let text: string | null;
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if (option.hasRequirements() && this.optionsMeetsReqs[i] && (option.optionMode === MysteryEncounterOptionMode.DEFAULT_OR_SPECIAL || option.optionMode === MysteryEncounterOptionMode.DISABLED_OR_SPECIAL)) {
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// Options with special requirements that are met are automatically colored green
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text = getEncounterText(this.scene, label, TextStyle.SUMMARY_GREEN);
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text = getEncounterText(this.scene, label, TextStyle.ME_OPTION_SPECIAL);
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} else {
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text = getEncounterText(this.scene, label, optionDialogue.style ? optionDialogue.style : TextStyle.WINDOW);
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text = getEncounterText(this.scene, label, optionDialogue.style ? optionDialogue.style : TextStyle.ME_OPTION_DEFAULT);
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}
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if (text) {
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@ -518,7 +518,8 @@ export default class RunInfoUiHandler extends UiHandler {
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const runTime = Utils.getPlayTimeString(this.runInfo.playTime);
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runInfoText.appendText(`${i18next.t("runHistory:runLength")}: ${runTime}`, false);
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const runMoney = Utils.formatMoney(this.scene.moneyFormat, this.runInfo.money);
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runInfoText.appendText(`[color=${getTextColor(TextStyle.MONEY)}]${i18next.t("battleScene:moneyOwned", { formattedMoney : runMoney })}[/color]`);
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const moneyTextColor = getTextColor(TextStyle.MONEY_WINDOW, false, this.scene.uiTheme);
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runInfoText.appendText(`[color=${moneyTextColor}]${i18next.t("battleScene:moneyOwned", { formattedMoney : runMoney })}[/color]`);
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runInfoText.setPosition(7, 70);
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runInfoTextContainer.add(runInfoText);
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// Luck
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@ -22,7 +22,8 @@ export enum TextStyle {
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SUMMARY_GOLD,
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SUMMARY_GRAY,
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SUMMARY_GREEN,
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MONEY,
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MONEY, // Money default styling (pale yellow)
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MONEY_WINDOW, // Money displayed in Windows (needs different colors based on theme)
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STATS_LABEL,
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STATS_VALUE,
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SETTINGS_VALUE,
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@ -38,7 +39,9 @@ export enum TextStyle {
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MOVE_PP_EMPTY,
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SMALLER_WINDOW_ALT,
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BGM_BAR,
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PERFECT_IV
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PERFECT_IV,
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ME_OPTION_DEFAULT, // Default style for choices in ME
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ME_OPTION_SPECIAL, // Style for choices with special requirements in ME
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}
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export interface TextStyleOptions {
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@ -139,6 +142,8 @@ export function getTextStyleOptions(style: TextStyle, uiTheme: UiTheme, extraSty
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case TextStyle.SUMMARY_GREEN:
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case TextStyle.WINDOW:
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case TextStyle.WINDOW_ALT:
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case TextStyle.ME_OPTION_DEFAULT:
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case TextStyle.ME_OPTION_SPECIAL:
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shadowXpos = 3;
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shadowYpos = 3;
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break;
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@ -177,6 +182,7 @@ export function getTextStyleOptions(style: TextStyle, uiTheme: UiTheme, extraSty
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break;
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case TextStyle.BATTLE_INFO:
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case TextStyle.MONEY:
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case TextStyle.MONEY_WINDOW:
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case TextStyle.TOOLTIP_TITLE:
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styleOptions.fontSize = defaultFontSize - 24;
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shadowXpos = 3.5;
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@ -238,13 +244,22 @@ export function getBBCodeFrag(content: string, textStyle: TextStyle, uiTheme: Ui
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* - "red text" with TextStyle.SUMMARY_RED applied
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* @param content string with styling that need to be applied for BBCodeTextObject
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* @param primaryStyle Primary style is required in order to escape BBCode styling properly.
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* @param uiTheme
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* @param uiTheme the {@linkcode UiTheme} to get TextStyle for
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* @param forWindow set to `true` if the text is to be displayed in a window ({@linkcode BattleScene.addWindow})
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* it will replace all instances of the default MONEY TextStyle by {@linkcode TextStyle.MONEY_WINDOW}
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*/
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export function getTextWithColors(content: string, primaryStyle: TextStyle, uiTheme: UiTheme = UiTheme.DEFAULT): string {
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export function getTextWithColors(content: string, primaryStyle: TextStyle, uiTheme: UiTheme, forWindow?: boolean): string {
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// Apply primary styling before anything else
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let text = getBBCodeFrag(content, primaryStyle, uiTheme) + "[/color][/shadow]";
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const primaryStyleString = [ ...text.match(new RegExp(/\[color=[^\[]*\]\[shadow=[^\[]*\]/i))! ][0];
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/* For money text displayed in game windows, we can't use the default {@linkcode TextStyle.MONEY}
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* or it will look wrong in legacy mode because of the different window background color
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* So, for text to be displayed in windows replace all "@[MONEY]" with "@[MONEY_WINDOW]" */
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if (forWindow) {
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text = text.replace(/@\[MONEY\]/g, (_substring: string) => "@[MONEY_WINDOW]");
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}
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// Set custom colors
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text = text.replace(/@\[([^{]*)\]{([^}]*)}/gi, (substring, textStyle: string, textToColor: string) => {
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return "[/color][/shadow]" + getBBCodeFrag(textToColor, TextStyle[textStyle], uiTheme) + "[/color][/shadow]" + primaryStyleString;
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@ -310,7 +325,12 @@ export function getTextColor(textStyle: TextStyle, shadow?: boolean, uiTheme: Ui
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return !shadow ? "#f89890" : "#984038";
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case TextStyle.SUMMARY_GOLD:
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case TextStyle.MONEY:
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return !shadow ? "#e8e8a8" : "#a0a060";
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return !shadow ? "#e8e8a8" : "#a0a060"; // Pale Yellow/Gold
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case TextStyle.MONEY_WINDOW:
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if (isLegacyTheme) {
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return !shadow ? "#f8b050" : "#c07800"; // Gold
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}
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return !shadow ? "#e8e8a8" : "#a0a060"; // Pale Yellow/Gold
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case TextStyle.SETTINGS_LOCKED:
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case TextStyle.SUMMARY_GRAY:
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return !shadow ? "#a0a0a0" : "#636363";
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|
@ -332,6 +352,13 @@ export function getTextColor(textStyle: TextStyle, shadow?: boolean, uiTheme: Ui
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return !shadow ? "#484848" : "#d0d0c8";
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case TextStyle.BGM_BAR:
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return !shadow ? "#f8f8f8" : "#6b5a73";
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case TextStyle.ME_OPTION_DEFAULT:
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return !shadow ? "#f8f8f8" : "#6b5a73"; // White
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case TextStyle.ME_OPTION_SPECIAL:
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if (isLegacyTheme) {
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return !shadow ? "#f8b050" : "#c07800"; // Gold
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}
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return !shadow ? "#78c850" : "#306850"; // Green
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}
|
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}
|
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|
||||
|
|
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