myst. chest enc.: remove manual game-over check

This commit is contained in:
Felix Staud 2024-07-17 10:11:34 -07:00
parent a862dabcd1
commit 78cbc22693

View File

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