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Honey Gather and Pickup will only activate if the battle was won
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@ -4112,9 +4112,13 @@ export class PostBattleAbAttr extends AbAttr {
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}
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export class PostBattleLootAbAttr extends PostBattleAbAttr {
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/**
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* @param args - `[0]`: boolean for if the battle ended in a victory
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* @returns `true` if successful
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*/
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applyPostBattle(pokemon: Pokemon, passive: boolean, simulated: boolean, args: any[]): boolean {
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const postBattleLoot = pokemon.scene.currentBattle.postBattleLoot;
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if (!simulated && postBattleLoot.length) {
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if (!simulated && postBattleLoot.length && args[0]) {
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const randItem = Utils.randSeedItem(postBattleLoot);
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//@ts-ignore - TODO see below
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if (pokemon.scene.tryTransferHeldItemModifier(randItem, pokemon, true, 1, true, undefined, false)) { // TODO: fix. This is a promise!?
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@ -4575,28 +4579,28 @@ export class MoneyAbAttr extends PostBattleAbAttr {
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/**
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* @param pokemon {@linkcode Pokemon} that is the user of this ability.
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* @param passive N/A
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* @param args N/A
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* @returns true
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* @param args - `[0]`: boolean for if the battle ended in a victory
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* @returns `true` if successful
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*/
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applyPostBattle(pokemon: Pokemon, passive: boolean, simulated: boolean, args: any[]): boolean {
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if (!simulated) {
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if (!simulated && args[0]) {
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pokemon.scene.currentBattle.moneyScattered += pokemon.scene.getWaveMoneyAmount(0.2);
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}
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return true;
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}
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return false;
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}
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}
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/**
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* Applies a stat change after a Pokémon is summoned,
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* conditioned on the presence of a specific arena tag.
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*
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* @extends {PostSummonStatStageChangeAbAttr}
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* @extends PostSummonStatStageChangeAbAttr
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*/
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export class PostSummonStatStageChangeOnArenaAbAttr extends PostSummonStatStageChangeAbAttr {
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/**
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* The type of arena tag that conditions the stat change.
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* @private
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* @type {ArenaTagType}
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*/
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private tagType: ArenaTagType;
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@ -4972,7 +4976,7 @@ class ForceSwitchOutHelper {
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pokemon.scene.clearEnemyHeldItemModifiers();
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if (switchOutTarget.hp) {
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pokemon.scene.pushPhase(new BattleEndPhase(pokemon.scene));
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pokemon.scene.pushPhase(new BattleEndPhase(pokemon.scene, false));
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pokemon.scene.pushPhase(new NewBattlePhase(pokemon.scene));
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}
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}
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@ -6035,7 +6035,7 @@ export class ForceSwitchOutAttr extends MoveEffectAttr {
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user.scene.clearEnemyHeldItemModifiers();
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if (switchOutTarget.hp) {
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user.scene.pushPhase(new BattleEndPhase(user.scene));
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user.scene.pushPhase(new BattleEndPhase(user.scene, false));
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user.scene.pushPhase(new NewBattlePhase(user.scene));
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}
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}
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@ -731,7 +731,7 @@ export function handleMysteryEncounterVictory(scene: BattleScene, addHealPhase:
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scene.pushPhase(new MysteryEncounterRewardsPhase(scene, addHealPhase));
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scene.pushPhase(new EggLapsePhase(scene));
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} else if (!scene.getEnemyParty().find(p => encounter.encounterMode !== MysteryEncounterMode.TRAINER_BATTLE ? p.isOnField() : !p?.isFainted(true))) {
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scene.pushPhase(new BattleEndPhase(scene));
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scene.pushPhase(new BattleEndPhase(scene, true));
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if (encounter.encounterMode === MysteryEncounterMode.TRAINER_BATTLE) {
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scene.pushPhase(new TrainerVictoryPhase(scene));
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}
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@ -52,7 +52,7 @@ export class AttemptRunPhase extends PokemonPhase {
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enemyPokemon.trySetStatus(StatusEffect.FAINT);
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});
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this.scene.pushPhase(new BattleEndPhase(this.scene));
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this.scene.pushPhase(new BattleEndPhase(this.scene, false));
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this.scene.pushPhase(new NewBattlePhase(this.scene));
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} else {
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playerPokemon.turnData.failedRunAway = true;
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@ -8,7 +8,7 @@ export class BattleEndPhase extends BattlePhase {
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/** If true, will increment battles won */
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isVictory: boolean;
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constructor(scene: BattleScene, isVictory: boolean = true) {
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constructor(scene: BattleScene, isVictory: boolean) {
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super(scene);
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this.isVictory = isVictory;
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@ -42,7 +42,7 @@ export class BattleEndPhase extends BattlePhase {
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}
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for (const pokemon of this.scene.getPokemonAllowedInBattle()) {
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applyPostBattleAbAttrs(PostBattleAbAttr, pokemon);
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applyPostBattleAbAttrs(PostBattleAbAttr, pokemon, false, this.isVictory);
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}
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if (this.scene.currentBattle.moneyScattered) {
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@ -41,7 +41,7 @@ export class VictoryPhase extends PokemonPhase {
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}
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if (!this.scene.getEnemyParty().find(p => this.scene.currentBattle.battleType === BattleType.WILD ? p.isOnField() : !p?.isFainted(true))) {
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this.scene.pushPhase(new BattleEndPhase(this.scene));
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this.scene.pushPhase(new BattleEndPhase(this.scene, true));
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if (this.scene.currentBattle.battleType === BattleType.TRAINER) {
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this.scene.pushPhase(new TrainerVictoryPhase(this.scene));
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}
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