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[UI/UX] Add cursor memory option (#5028)
* Adding a new key determining whether the command cursor resets at the beginning of each new battle. * Allowing user to toggle commandCursorReset on and off. * Changing option name to commandCursorMemory * Fixed caps in settings.ts * Moved Command_Cursor_Memory from Display settings to General settings
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@ -147,6 +147,7 @@ export default class BattleScene extends SceneBase {
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public damageNumbersMode: integer = 0;
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public damageNumbersMode: integer = 0;
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public reroll: boolean = false;
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public reroll: boolean = false;
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public shopCursorTarget: number = ShopCursorTarget.REWARDS;
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public shopCursorTarget: number = ShopCursorTarget.REWARDS;
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public commandCursorMemory: boolean = false;
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public showMovesetFlyout: boolean = true;
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public showMovesetFlyout: boolean = true;
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public showArenaFlyout: boolean = true;
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public showArenaFlyout: boolean = true;
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public showTimeOfDayWidget: boolean = true;
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public showTimeOfDayWidget: boolean = true;
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@ -35,8 +35,14 @@ export class CommandPhase extends FieldPhase {
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this.scene.updateGameInfo();
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this.scene.updateGameInfo();
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const commandUiHandler = this.scene.ui.handlers[Mode.COMMAND];
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const commandUiHandler = this.scene.ui.handlers[Mode.COMMAND];
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// If one of these conditions is true, we always reset the cursor to Command.FIGHT
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const cursorResetEvent = this.scene.currentBattle.battleType === BattleType.MYSTERY_ENCOUNTER ||
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this.scene.currentBattle.battleType === BattleType.TRAINER ||
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this.scene.arena.biomeType === Biome.END;
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if (commandUiHandler) {
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if (commandUiHandler) {
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if (this.scene.currentBattle.turn === 1 || commandUiHandler.getCursor() === Command.POKEMON) {
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if ((this.scene.currentBattle.turn === 1 && (!this.scene.commandCursorMemory || cursorResetEvent)) || commandUiHandler.getCursor() === Command.POKEMON) {
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commandUiHandler.setCursor(Command.FIGHT);
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commandUiHandler.setCursor(Command.FIGHT);
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} else {
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} else {
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commandUiHandler.setCursor(commandUiHandler.getCursor());
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commandUiHandler.setCursor(commandUiHandler.getCursor());
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@ -157,6 +157,7 @@ export const SettingKeys = {
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Move_Animations: "MOVE_ANIMATIONS",
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Move_Animations: "MOVE_ANIMATIONS",
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Show_Stats_on_Level_Up: "SHOW_LEVEL_UP_STATS",
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Show_Stats_on_Level_Up: "SHOW_LEVEL_UP_STATS",
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Shop_Cursor_Target: "SHOP_CURSOR_TARGET",
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Shop_Cursor_Target: "SHOP_CURSOR_TARGET",
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Command_Cursor_Memory: "COMMAND_CURSOR_MEMORY",
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Candy_Upgrade_Notification: "CANDY_UPGRADE_NOTIFICATION",
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Candy_Upgrade_Notification: "CANDY_UPGRADE_NOTIFICATION",
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Candy_Upgrade_Display: "CANDY_UPGRADE_DISPLAY",
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Candy_Upgrade_Display: "CANDY_UPGRADE_DISPLAY",
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Move_Info: "MOVE_INFO",
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Move_Info: "MOVE_INFO",
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@ -339,6 +340,13 @@ export const Setting: Array<Setting> = [
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default: 0,
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default: 0,
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type: SettingType.GENERAL
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type: SettingType.GENERAL
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},
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},
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{
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key: SettingKeys.Command_Cursor_Memory,
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label: i18next.t("settings:commandCursorMemory"),
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options: OFF_ON,
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default: 0,
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type: SettingType.GENERAL
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},
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{
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{
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key: SettingKeys.Enable_Retries,
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key: SettingKeys.Enable_Retries,
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label: i18next.t("settings:enableRetries"),
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label: i18next.t("settings:enableRetries"),
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@ -827,6 +835,9 @@ export function setSetting(scene: BattleScene, setting: string, value: integer):
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const selectedValue = shopCursorTargetIndexMap[value];
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const selectedValue = shopCursorTargetIndexMap[value];
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scene.shopCursorTarget = selectedValue;
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scene.shopCursorTarget = selectedValue;
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break;
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break;
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case SettingKeys.Command_Cursor_Memory:
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scene.commandCursorMemory = Setting[index].options[value].value === "On";
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break;
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case SettingKeys.EXP_Gains_Speed:
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case SettingKeys.EXP_Gains_Speed:
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scene.expGainsSpeed = value;
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scene.expGainsSpeed = value;
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break;
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break;
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