[Bug] Skip Eternatus dialogue again (#3716)

* The fix.

* Ordinals....

* tsdocs..

* my forgetting

* Fixed issues

* Update src/phases/encounter-phase.ts

Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>

* The actual change

* actual fixes

---------

Co-authored-by: frutescens <info@laptop>
Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
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Mumble 2024-08-30 02:16:15 -07:00 committed by GitHub
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2 changed files with 42 additions and 33 deletions

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@ -2,5 +2,9 @@
"encounter": "It appears the time has finally come once again.\nYou know why you have come here, do you not?\n$You were drawn here, because you have been here before.\nCountless times.\n$Though, perhaps it can be counted.\nTo be precise, this is in fact your {{cycleCount}} cycle.\n$Each cycle your mind reverts to its former state.\nEven so, somehow, remnants of your former selves remain.\n$Until now you have yet to succeed, but I sense a different presence in you this time.\n\n$You are the only one here, though it is as if there is… another.\n$Will you finally prove a formidable challenge to me?\nThe challenge I have longed after for millennia?\n$We begin.", "encounter": "It appears the time has finally come once again.\nYou know why you have come here, do you not?\n$You were drawn here, because you have been here before.\nCountless times.\n$Though, perhaps it can be counted.\nTo be precise, this is in fact your {{cycleCount}} cycle.\n$Each cycle your mind reverts to its former state.\nEven so, somehow, remnants of your former selves remain.\n$Until now you have yet to succeed, but I sense a different presence in you this time.\n\n$You are the only one here, though it is as if there is… another.\n$Will you finally prove a formidable challenge to me?\nThe challenge I have longed after for millennia?\n$We begin.",
"encounter_female": null, "encounter_female": null,
"firstStageWin": "I see. The presence I felt was indeed real.\nIt appears I no longer need to hold back.\n$Do not disappoint me.", "firstStageWin": "I see. The presence I felt was indeed real.\nIt appears I no longer need to hold back.\n$Do not disappoint me.",
"secondStageWin": "…Magnificent." "secondStageWin": "…Magnificent.",
"key_ordinal_one": "st",
"key_ordinal_two": "nd",
"key_ordinal_few": "rd",
"key_ordinal_other": "th"
} }

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@ -1,23 +1,23 @@
import BattleScene from "#app/battle-scene.js"; import BattleScene from "#app/battle-scene";
import { BattleType, BattlerIndex } from "#app/battle.js"; import { BattleType, BattlerIndex } from "#app/battle";
import { applyAbAttrs, SyncEncounterNatureAbAttr } from "#app/data/ability.js"; import { applyAbAttrs, SyncEncounterNatureAbAttr } from "#app/data/ability";
import { getCharVariantFromDialogue } from "#app/data/dialogue.js"; import { getCharVariantFromDialogue } from "#app/data/dialogue";
import { TrainerSlot } from "#app/data/trainer-config.js"; import { TrainerSlot } from "#app/data/trainer-config";
import { getRandomWeatherType } from "#app/data/weather.js"; import { getRandomWeatherType } from "#app/data/weather";
import { BattleSpec } from "#app/enums/battle-spec.js"; import { BattleSpec } from "#app/enums/battle-spec";
import { PlayerGender } from "#app/enums/player-gender.js"; import { PlayerGender } from "#app/enums/player-gender";
import { Species } from "#app/enums/species.js"; import { Species } from "#app/enums/species";
import { EncounterPhaseEvent } from "#app/events/battle-scene.js"; import { EncounterPhaseEvent } from "#app/events/battle-scene";
import Pokemon, { FieldPosition } from "#app/field/pokemon.js"; import Pokemon, { FieldPosition } from "#app/field/pokemon";
import { getPokemonNameWithAffix } from "#app/messages.js"; import { getPokemonNameWithAffix } from "#app/messages";
import { regenerateModifierPoolThresholds, ModifierPoolType } from "#app/modifier/modifier-type.js"; import { regenerateModifierPoolThresholds, ModifierPoolType } from "#app/modifier/modifier-type";
import { IvScannerModifier, TurnHeldItemTransferModifier } from "#app/modifier/modifier.js"; import { IvScannerModifier, TurnHeldItemTransferModifier } from "#app/modifier/modifier";
import { achvs } from "#app/system/achv.js"; import { achvs } from "#app/system/achv";
import { handleTutorial, Tutorial } from "#app/tutorial.js"; import { handleTutorial, Tutorial } from "#app/tutorial";
import { Mode } from "#app/ui/ui.js"; import { Mode } from "#app/ui/ui";
import i18next from "i18next"; import i18next from "i18next";
import { BattlePhase } from "./battle-phase"; import { BattlePhase } from "./battle-phase";
import * as Utils from "#app/utils.js"; import * as Utils from "#app/utils";
import { CheckSwitchPhase } from "./check-switch-phase"; import { CheckSwitchPhase } from "./check-switch-phase";
import { GameOverPhase } from "./game-over-phase"; import { GameOverPhase } from "./game-over-phase";
import { PostSummonPhase } from "./post-summon-phase"; import { PostSummonPhase } from "./post-summon-phase";
@ -358,24 +358,29 @@ export class EncounterPhase extends BattlePhase {
case BattleSpec.FINAL_BOSS: case BattleSpec.FINAL_BOSS:
const enemy = this.scene.getEnemyPokemon(); const enemy = this.scene.getEnemyPokemon();
this.scene.ui.showText(this.getEncounterMessage(), null, () => { this.scene.ui.showText(this.getEncounterMessage(), null, () => {
const count = 5643853 + this.scene.gameData.gameStats.classicSessionsPlayed; const localizationKey = "battleSpecDialogue:encounter";
//The two lines below check if English ordinals (1st, 2nd, 3rd, Xth) are used and determine which one to use. if (this.scene.ui.shouldSkipDialogue(localizationKey)) {
//Otherwise, it defaults to an empty string. // Logging mirrors logging found in dialogue-ui-handler
//As of 08-07-24: Spanish and Italian default to the English translations console.log(`Dialogue ${localizationKey} skipped`);
const ordinalUse = ["en", "es", "it"];
const currentLanguage = i18next.resolvedLanguage ?? "en";
const ordinalIndex = (ordinalUse.includes(currentLanguage)) ? ["st", "nd", "rd"][((count + 90) % 100 - 10) % 10 - 1] ?? "th" : "";
const cycleCount = count.toLocaleString() + ordinalIndex;
const genderIndex = this.scene.gameData.gender ?? PlayerGender.UNSET;
const genderStr = PlayerGender[genderIndex].toLowerCase();
const encounterDialogue = i18next.t("battleSpecDialogue:encounter", { context: genderStr, cycleCount: cycleCount });
this.scene.ui.showDialogue(encounterDialogue, enemy?.species.name, null, () => {
this.doEncounterCommon(false); this.doEncounterCommon(false);
}); } else {
const count = 5643853 + this.scene.gameData.gameStats.classicSessionsPlayed;
// The line below checks if an English ordinal is necessary or not based on whether an entry for encounterLocalizationKey exists in the language or not.
const ordinalUsed = !i18next.exists(localizationKey, {fallbackLng: []}) || i18next.resolvedLanguage === "en" ? i18next.t("battleSpecDialogue:key", { count: count, ordinal: true }) : "";
const cycleCount = count.toLocaleString() + ordinalUsed;
const genderIndex = this.scene.gameData.gender ?? PlayerGender.UNSET;
const genderStr = PlayerGender[genderIndex].toLowerCase();
const encounterDialogue = i18next.t(localizationKey, { context: genderStr, cycleCount: cycleCount });
if (!this.scene.gameData.getSeenDialogues()[localizationKey]) {
this.scene.gameData.saveSeenDialogue(localizationKey);
}
this.scene.ui.showDialogue(encounterDialogue, enemy?.species.name, null, () => {
this.doEncounterCommon(false);
});
}
}, 1500, true); }, 1500, true);
return true; return true;
} }
return false; return false;
} }
} }