[Bug] Clear status immediately in menus (#5739)

Add asPhase parameter
This commit is contained in:
Dean 2025-05-01 19:50:56 -07:00 committed by GitHub
parent 3af1bdbcff
commit 7a9fc3fc8d
No known key found for this signature in database
GPG Key ID: B5690EEEBB952194
6 changed files with 40 additions and 27 deletions

View File

@ -6145,7 +6145,7 @@ export class RevivalBlessingAttr extends MoveEffectAttr {
const faintedPokemon = globalScene.getEnemyParty().filter((p) => p.isFainted() && !p.isBoss());
const pokemon = faintedPokemon[user.randSeedInt(faintedPokemon.length)];
const slotIndex = globalScene.getEnemyParty().findIndex((p) => pokemon.id === p.id);
pokemon.resetStatus();
pokemon.resetStatus(true, false, false, true);
pokemon.heal(Math.min(toDmgValue(0.5 * pokemon.getMaxHp()), pokemon.getMaxHp()));
globalScene.queueMessage(i18next.t("moveTriggers:revivalBlessing", { pokemonName: getPokemonNameWithAffix(pokemon) }), 0, true);
const allyPokemon = user.getAlly();

View File

@ -5608,13 +5608,44 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
* @param revive Whether revive should be cured; defaults to true.
* @param confusion Whether resetStatus should include confusion or not; defaults to false.
* @param reloadAssets Whether to reload the assets or not; defaults to false.
* @param asPhase Whether to reset the status in a phase or immediately
*/
resetStatus(revive = true, confusion = false, reloadAssets = false): void {
resetStatus(revive = true, confusion = false, reloadAssets = false, asPhase = true): void {
const lastStatus = this.status?.effect;
if (!revive && lastStatus === StatusEffect.FAINT) {
return;
}
globalScene.unshiftPhase(new ResetStatusPhase(this, confusion, reloadAssets));
if (asPhase) {
globalScene.unshiftPhase(new ResetStatusPhase(this, confusion, reloadAssets));
} else {
this.clearStatus(confusion, reloadAssets);
}
}
/**
* Performs the action of clearing a Pokemon's status
*
* This is a helper to {@linkcode resetStatus}, which should be called directly instead of this method
*/
public clearStatus(confusion: boolean, reloadAssets: boolean) {
const lastStatus = this.status?.effect;
this.status = null;
if (lastStatus === StatusEffect.SLEEP) {
this.setFrameRate(10);
if (this.getTag(BattlerTagType.NIGHTMARE)) {
this.lapseTag(BattlerTagType.NIGHTMARE);
}
}
if (confusion) {
if (this.getTag(BattlerTagType.CONFUSED)) {
this.lapseTag(BattlerTagType.CONFUSED);
}
}
if (reloadAssets) {
this.loadAssets(false).then(() => this.playAnim());
}
this.updateInfo(true);
}
/**

View File

@ -1953,7 +1953,7 @@ export class PokemonInstantReviveModifier extends PokemonHeldItemModifier {
);
// Remove the Pokemon's FAINT status
pokemon.resetStatus(true, false, true);
pokemon.resetStatus(true, false, true, false);
// Reapply Commander on the Pokemon's side of the field, if applicable
const field = pokemon.isPlayer() ? globalScene.getPlayerField() : globalScene.getEnemyField();
@ -2161,7 +2161,7 @@ export class PokemonHpRestoreModifier extends ConsumablePokemonModifier {
restorePoints = Math.floor(restorePoints * multiplier);
}
if (this.fainted || this.healStatus) {
pokemon.resetStatus(true, true);
pokemon.resetStatus(true, true, false, false);
}
pokemon.hp = Math.min(
pokemon.hp +
@ -2181,7 +2181,7 @@ export class PokemonStatusHealModifier extends ConsumablePokemonModifier {
* @returns always `true`
*/
override apply(playerPokemon: PlayerPokemon): boolean {
playerPokemon.resetStatus(true, true);
playerPokemon.resetStatus(true, true, false, false);
return true;
}
}

View File

@ -21,7 +21,7 @@ export class PartyHealPhase extends BattlePhase {
globalScene.ui.fadeOut(1000).then(() => {
for (const pokemon of globalScene.getPlayerParty()) {
pokemon.hp = pokemon.getMaxHp();
pokemon.resetStatus();
pokemon.resetStatus(true, false, false, true);
for (const move of pokemon.moveset) {
move.ppUsed = 0;
}

View File

@ -1,7 +1,5 @@
import type Pokemon from "#app/field/pokemon";
import { BattlePhase } from "#app/phases/battle-phase";
import { BattlerTagType } from "#enums/battler-tag-type";
import { StatusEffect } from "#enums/status-effect";
/**
* Phase which handles resetting a Pokemon's status to none
@ -22,23 +20,7 @@ export class ResetStatusPhase extends BattlePhase {
}
public override start() {
const lastStatus = this.pokemon.status?.effect;
this.pokemon.status = null;
if (lastStatus === StatusEffect.SLEEP) {
this.pokemon.setFrameRate(10);
if (this.pokemon.getTag(BattlerTagType.NIGHTMARE)) {
this.pokemon.lapseTag(BattlerTagType.NIGHTMARE);
}
}
if (this.affectConfusion) {
if (this.pokemon.getTag(BattlerTagType.CONFUSED)) {
this.pokemon.lapseTag(BattlerTagType.CONFUSED);
}
}
if (this.reloadAssets) {
this.pokemon.loadAssets(false).then(() => this.pokemon.playAnim());
}
this.pokemon.updateInfo(true);
this.pokemon.clearStatus(this.affectConfusion, this.reloadAssets);
this.end();
}
}

View File

@ -32,7 +32,7 @@ export class RevivalBlessingPhase extends BattlePhase {
}
pokemon.resetTurnData();
pokemon.resetStatus();
pokemon.resetStatus(true, false, false, false);
pokemon.heal(Math.min(toDmgValue(0.5 * pokemon.getMaxHp()), pokemon.getMaxHp()));
globalScene.queueMessage(
i18next.t("moveTriggers:revivalBlessing", {