myst. chest enc.: remove manual game-over check
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@ -1,10 +1,10 @@
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import { queueEncounterMessage, showEncounterText } from "#app/data/mystery-encounters/utils/encounter-dialogue-utils";
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import {
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leaveEncounterWithoutBattle,
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setEncounterRewards
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} from "#app/data/mystery-encounters/utils/encounter-phase-utils";
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import { getHighestLevelPlayerPokemon, koPlayerPokemon } from "#app/data/mystery-encounters/utils/encounter-pokemon-utils";
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import { ModifierTier } from "#app/modifier/modifier-tier";
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import { GameOverPhase } from "#app/phases";
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import { randSeedInt } from "#app/utils";
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import { MysteryEncounterType } from "#enums/mystery-encounter-type";
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import BattleScene from "../../../battle-scene";
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import IMysteryEncounter, {
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@ -12,8 +12,6 @@ import IMysteryEncounter, {
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MysteryEncounterTier,
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} from "../mystery-encounter";
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import { EncounterOptionMode, MysteryEncounterOptionBuilder } from "../mystery-encounter-option";
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import { queueEncounterMessage, showEncounterText } from "#app/data/mystery-encounters/utils/encounter-dialogue-utils";
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import { getHighestLevelPlayerPokemon, koPlayerPokemon } from "#app/data/mystery-encounters/utils/encounter-pokemon-utils";
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export const MysteriousChestEncounter: IMysteryEncounter =
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MysteryEncounterBuilder.withEncounterType(
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@ -62,7 +60,8 @@ export const MysteriousChestEncounter: IMysteryEncounter =
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})
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.withOptionPhase(async (scene: BattleScene) => {
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// Open the chest
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const roll = randSeedInt(100);
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// const roll = randSeedInt(100);
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const roll = 0;
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if (roll > 60) {
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// Choose between 2 COMMON / 2 GREAT tier items (40%)
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setEncounterRewards(scene, {
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@ -117,13 +116,13 @@ export const MysteriousChestEncounter: IMysteryEncounter =
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// Does this synchronously so that game over doesn't happen over result message
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await showEncounterText(scene, "mysteryEncounter:mysterious_chest_option_1_bad_result")
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.then(() => {
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if (scene.getParty().filter((p) => p.isAllowedInBattle()).length === 0) {
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// All pokemon fainted, game over
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scene.clearPhaseQueue();
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scene.unshiftPhase(new GameOverPhase(scene));
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} else {
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leaveEncounterWithoutBattle(scene);
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}
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// if (scene.getParty().filter((p) => p.isAllowedInBattle()).length === 0) {
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// // All pokemon fainted, game over
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// scene.clearPhaseQueue();
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// scene.unshiftPhase(new GameOverPhase(scene));
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// } else {
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leaveEncounterWithoutBattle(scene);
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// }
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});
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}
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})
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