Merge hotfixes from main to beta (1.2.2) (#4912)

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NightKev 2024-11-18 14:32:51 -08:00 committed by GitHub
commit a86afa6725
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4 changed files with 23 additions and 8 deletions

4
package-lock.json generated
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@ -1,12 +1,12 @@
{
"name": "pokemon-rogue-battle",
"version": "1.2.0",
"version": "1.2.2",
"lockfileVersion": 3,
"requires": true,
"packages": {
"": {
"name": "pokemon-rogue-battle",
"version": "1.2.0",
"version": "1.2.2",
"hasInstallScript": true,
"dependencies": {
"@material/material-color-utilities": "^0.2.7",

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@ -1,7 +1,7 @@
{
"name": "pokemon-rogue-battle",
"private": true,
"version": "1.2.0",
"version": "1.2.2",
"type": "module",
"scripts": {
"start": "vite",

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@ -3243,11 +3243,14 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
return null;
}
getMoveHistory(): TurnMove[] {
public getMoveHistory(): TurnMove[] {
return this.battleSummonData.moveHistory;
}
pushMoveHistory(turnMove: TurnMove) {
public pushMoveHistory(turnMove: TurnMove): void {
if (!this.isOnField()) {
return;
}
turnMove.turn = this.scene.currentBattle?.turn;
this.getMoveHistory().push(turnMove);
}

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@ -92,8 +92,20 @@ export class MoveEffectPhase extends PokemonPhase {
const isDelayedAttack = this.move.getMove().hasAttr(DelayedAttackAttr);
/** If the user was somehow removed from the field and it's not a delayed attack, end this phase */
if (!user.isOnField() && !isDelayedAttack) {
return super.end();
if (!user.isOnField()) {
if (!isDelayedAttack) {
return super.end();
} else {
if (!user.scene) {
/**
* This happens if the Pokemon that used the delayed attack gets caught and released
* on the turn the attack would have triggered. Having access to the global scene
* in the future may solve this entirely, so for now we just cancel the hit
*/
return super.end();
}
user.resetTurnData();
}
}
/**
@ -174,7 +186,7 @@ export class MoveEffectPhase extends PokemonPhase {
const playOnEmptyField = this.scene.currentBattle?.mysteryEncounter?.hasBattleAnimationsWithoutTargets ?? false;
// Move animation only needs one target
new MoveAnim(move.id as Moves, user, this.getFirstTarget()!.getBattlerIndex()!, playOnEmptyField).play(this.scene, move.hitsSubstitute(user, this.getFirstTarget()!), () => {
new MoveAnim(move.id as Moves, user, this.getFirstTarget()!.getBattlerIndex(), playOnEmptyField).play(this.scene, move.hitsSubstitute(user, this.getFirstTarget()!), () => {
/** Has the move successfully hit a target (for damage) yet? */
let hasHit: boolean = false;
for (const target of targets) {