update ME tsdocs with links
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@ -30,19 +30,18 @@ import { SeenEncounterData } from "#app/data/mystery-encounters/mystery-encounte
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* - Clearing of phase queues to enter the Mystery Encounter game state
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* - Management of session data related to MEs
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* - Initialization of ME option select menu and UI
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* - Execute onPreOptionPhase() logic if it exists for the selected option
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* - Display any OptionTextDisplay.selected type dialogue that is set in the MysteryEncounterDialogue dialogue tree for selected option
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* - Queuing of the MysteryEncounterOptionSelectedPhase
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* - Execute {@linkcode MysteryEncounter.onPreOptionPhase} logic if it exists for the selected option
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* - Display any `OptionTextDisplay.selected` type dialogue that is set in the {@linkcode MysteryEncounterDialogue} dialogue tree for selected option
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* - Queuing of the {@linkcode MysteryEncounterOptionSelectedPhase}
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*/
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export class MysteryEncounterPhase extends Phase {
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private readonly FIRST_DIALOGUE_PROMPT_DELAY = 300;
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optionSelectSettings?: OptionSelectSettings;
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/**
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*
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* @param scene
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* @param optionSelectSettings - allows overriding the typical options of an encounter with new ones
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* Mostly useful for having repeated queries during a single encounter, where the queries and options may differ each time
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* @param scene
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* @param optionSelectSettings allows overriding the typical options of an encounter with new ones
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*/
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constructor(scene: BattleScene, optionSelectSettings?: OptionSelectSettings) {
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super(scene);
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@ -114,7 +113,7 @@ export class MysteryEncounterPhase extends Phase {
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}
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/**
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* Queues MysteryEncounterOptionSelectedPhase, displays option.selected dialogue and ends phase
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* Queues {@linkcode MysteryEncounterOptionSelectedPhase}, displays option.selected dialogue and ends phase
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*/
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continueEncounter() {
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const endDialogueAndContinueEncounter = () => {
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@ -161,7 +160,7 @@ export class MysteryEncounterPhase extends Phase {
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/**
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* Will handle (in order):
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* - Execute onOptionSelect() logic if it exists for the selected option
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* - Execute {@linkcode MysteryEncounter.onOptionSelect} logic if it exists for the selected option
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*
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* It is important to point out that no phases are directly queued by any logic within this phase
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* Any phase that is meant to follow this one MUST be queued via the onOptionSelect() logic of the selected option
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@ -176,10 +175,10 @@ export class MysteryEncounterOptionSelectedPhase extends Phase {
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/**
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* Will handle (in order):
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* - Execute onOptionSelect() logic if it exists for the selected option
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* - Execute {@linkcode MysteryEncounter.onOptionSelect} logic if it exists for the selected option
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*
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* It is important to point out that no phases are directly queued by any logic within this phase
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* Any phase that is meant to follow this one MUST be queued via the onOptionSelect() logic of the selected option
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* It is important to point out that no phases are directly queued by any logic within this phase.
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* Any phase that is meant to follow this one MUST be queued via the {@linkcode MysteryEncounter.onOptionSelect} logic of the selected option.
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*/
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start() {
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super.start();
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@ -203,9 +202,9 @@ export class MysteryEncounterOptionSelectedPhase extends Phase {
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/**
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* Runs at the beginning of an Encounter's battle
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* Will clean up any residual flinches, Endure, etc. that are left over from startOfBattleEffects
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* Will also handle Game Overs, switches, etc. that could happen from handleMysteryEncounterBattleStartEffects
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* See [TurnEndPhase](../phases.ts) for more details
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* Will clean up any residual flinches, Endure, etc. that are left over from {@linkcode MysteryEncounter.startOfBattleEffects}
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* Will also handle Game Overs, switches, etc. that could happen from {@linkcode handleMysteryEncounterBattleStartEffects}
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* See {@linkcode TurnEndPhase} for more details
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*/
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export class MysteryEncounterBattleStartCleanupPhase extends Phase {
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constructor(scene: BattleScene) {
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@ -213,7 +212,7 @@ export class MysteryEncounterBattleStartCleanupPhase extends Phase {
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}
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/**
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* Cleans up TURN_END tags, any PostTurnEffectPhases, checks for Pokemon switches, then continues
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* Cleans up `TURN_END` tags, any {@linkcode PostTurnStatusEffectPhase}s, checks for Pokemon switches, then continues
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*/
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start() {
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super.start();
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@ -260,7 +259,7 @@ export class MysteryEncounterBattleStartCleanupPhase extends Phase {
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* - Setting BGM
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* - Showing intro dialogue for an enemy trainer or wild Pokemon
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* - Sliding in the visuals for enemy trainer or wild Pokemon, as well as handling summoning animations
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* - Queue the SummonPhases, PostSummonPhases, etc., required to initialize the phase queue for a battle
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* - Queue the {@linkcode SummonPhase}s, {@linkcode PostSummonPhase}s, etc., required to initialize the phase queue for a battle
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*/
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export class MysteryEncounterBattlePhase extends Phase {
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disableSwitch: boolean;
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@ -307,7 +306,7 @@ export class MysteryEncounterBattlePhase extends Phase {
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}
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/**
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* Queues SummonPhases for the new battle, and handles trainer animations/dialogue if Trainer battle
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* Queues {@linkcode SummonPhase}s for the new battle, and handles trainer animations/dialogue if it's a Trainer battle
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* @param scene
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* @private
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*/
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@ -376,7 +375,7 @@ export class MysteryEncounterBattlePhase extends Phase {
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}
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/**
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* Initiate SummonPhases, scanner phases, PostSummon phases, etc.
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* Initiate {@linkcode SummonPhase}s, {@linkcode ScanIvsPhase}, {@linkcode PostSummonPhase}s, etc.
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* @param scene
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* @private
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*/
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@ -472,10 +471,10 @@ export class MysteryEncounterBattlePhase extends Phase {
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*
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* OR
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*
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* - Any encounter reward logic that is set within MysteryEncounter doEncounterExp
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* - Any encounter reward logic that is set within MysteryEncounter doEncounterRewards
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* - Any encounter reward logic that is set within {@linkcode MysteryEncounter.doEncounterExp}
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* - Any encounter reward logic that is set within {@linkcode MysteryEncounter.doEncounterRewards}
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* - Otherwise, can add a no-reward-item shop with only Potions, etc. if addHealPhase is true
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* - Queuing of the PostMysteryEncounterPhase
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* - Queuing of the {@linkcode PostMysteryEncounterPhase}
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*/
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export class MysteryEncounterRewardsPhase extends Phase {
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addHealPhase: boolean;
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@ -486,7 +485,7 @@ export class MysteryEncounterRewardsPhase extends Phase {
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}
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/**
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* Runs {@link MysteryEncounter.doContinueEncounter} and ends phase, OR {@link MysteryEncounter.onRewards} then continues encounter
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* Runs {@linkcode MysteryEncounter.doContinueEncounter} and ends phase, OR {@linkcode MysteryEncounter.onRewards} then continues encounter
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*/
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start() {
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super.start();
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@ -511,7 +510,7 @@ export class MysteryEncounterRewardsPhase extends Phase {
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}
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/**
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* Queues encounter EXP and rewards phases, PostMysteryEncounterPhase, and ends phase
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* Queues encounter EXP and rewards phases, {@linkcode PostMysteryEncounterPhase}, and ends phase
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*/
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doEncounterRewardsAndContinue() {
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const encounter = this.scene.currentBattle.mysteryEncounter!;
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@ -534,7 +533,7 @@ export class MysteryEncounterRewardsPhase extends Phase {
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/**
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* Will handle (in order):
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* - onPostOptionSelect logic (based on an option that was selected)
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* - {@linkcode MysteryEncounter.onPostOptionSelect} logic (based on an option that was selected)
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* - Showing any outro dialogue messages
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* - Cleanup of any leftover intro visuals
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* - Queuing of the next wave
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@ -549,7 +548,7 @@ export class PostMysteryEncounterPhase extends Phase {
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}
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/**
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* Runs {@link MysteryEncounter.onPostOptionSelect} then continues encounter
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* Runs {@linkcode MysteryEncounter.onPostOptionSelect} then continues encounter
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*/
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start() {
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super.start();
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@ -569,7 +568,7 @@ export class PostMysteryEncounterPhase extends Phase {
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}
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/**
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* Queues NewBattlePhase, plays outro dialogue and ends phase
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* Queues {@linkcode NewBattlePhase}, plays outro dialogue and ends phase
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*/
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continueEncounter() {
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const endPhase = () => {
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@ -14,14 +14,14 @@ import { isNullOrUndefined } from "#app/utils";
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export class SelectModifierPhase extends BattlePhase {
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private rerollCount: integer;
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private modifierTiers: ModifierTier[];
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private modifierTiers?: ModifierTier[];
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private customModifierSettings?: CustomModifierSettings;
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constructor(scene: BattleScene, rerollCount: integer = 0, modifierTiers?: ModifierTier[], customModifierSettings?: CustomModifierSettings) {
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super(scene);
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this.rerollCount = rerollCount;
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this.modifierTiers = modifierTiers!; // TODO: is this bang correct?
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this.modifierTiers = modifierTiers;
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this.customModifierSettings = customModifierSettings;
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}
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@ -1561,7 +1561,7 @@ export class GameData {
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* @param incrementCount
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* @param fromEgg
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* @param showMessage
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* @returns - true if Pokemon catch unlocked a new starter, false if Pokemon catch did not unlock a starter
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* @returns `true` if Pokemon catch unlocked a new starter, `false` if Pokemon catch did not unlock a starter
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*/
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setPokemonCaught(pokemon: Pokemon, incrementCount: boolean = true, fromEgg: boolean = false, showMessage: boolean = true): Promise<boolean> {
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return this.setPokemonSpeciesCaught(pokemon, pokemon.species, incrementCount, fromEgg, showMessage);
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@ -1573,7 +1573,7 @@ export class GameData {
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* @param incrementCount
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* @param fromEgg
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* @param showMessage
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* @returns - true if Pokemon catch unlocked a new starter, false if Pokemon catch did not unlock a starter
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* @returns `true` if Pokemon catch unlocked a new starter, `false` if Pokemon catch did not unlock a starter
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*/
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setPokemonSpeciesCaught(pokemon: Pokemon, species: PokemonSpecies, incrementCount: boolean = true, fromEgg: boolean = false, showMessage: boolean = true): Promise<boolean> {
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return new Promise<boolean>(resolve => {
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@ -1694,8 +1694,8 @@ export class GameData {
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*
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* @param species
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* @param eggMoveIndex
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* @param showMessage - Default true. If true, will display message for unlocked egg move
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* @param prependSpeciesToMessage - Default false. If true, will change message from "X Egg Move Unlocked!" to "Bulbasaur X Egg Move Unlocked!"
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* @param showMessage Default true. If true, will display message for unlocked egg move
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* @param prependSpeciesToMessage Default false. If true, will change message from "X Egg Move Unlocked!" to "Bulbasaur X Egg Move Unlocked!"
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*/
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setEggMoveUnlocked(species: PokemonSpecies, eggMoveIndex: integer, showMessage: boolean = true, prependSpeciesToMessage: boolean = false): Promise<boolean> {
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return new Promise<boolean>(resolve => {
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