small cleanup of changes

This commit is contained in:
ImperialSympathizer 2024-07-11 14:58:44 -04:00
parent b6ef210584
commit c72bed0ee7
3 changed files with 16 additions and 7 deletions

View File

@ -119,7 +119,6 @@ export const CIVILIZATION_ENCOUNTER_BIOMES = [
export const allMysteryEncounters: { [encounterType: number]: MysteryEncounter } = {};
// TO ENABLE AN ENCOUNTER IN ALL BIOMES, DO NOT SPECIFY IN ANY OF THESE LISTS/MAPS
const extremeBiomeEncounters: MysteryEncounterType[] = [];
@ -136,6 +135,10 @@ const civilizationBiomeEncounters: MysteryEncounterType[] = [
MysteryEncounterType.DEPARTMENT_STORE_SALE
];
/**
* To add an encounter to every biome possible, use this array
*/
const anyBiomeEncounters: MysteryEncounterType[] = [
MysteryEncounterType.FIGHT_OR_FLIGHT,
MysteryEncounterType.DARK_DEAL,
@ -143,7 +146,13 @@ const anyBiomeEncounters: MysteryEncounterType[] = [
MysteryEncounterType.TRAINING_SESSION
];
// Add MysteryEncounterType to biomes to enable it exclusively for those biomes
/**
* ENCOUNTER BIOME MAPPING
* To add an Encounter to a biome group, instead of cluttering the map, use the biome group arrays above
*
* Adding specific Encounters to the mysteryEncountersByBiome map is for specific cases and special circumstances
* that biome groups do not cover
*/
export const mysteryEncountersByBiome = new Map<Biome, MysteryEncounterType[]>([
[Biome.TOWN, []],
[Biome.PLAINS, []],
@ -192,7 +201,7 @@ export const mysteryEncountersByBiome = new Map<Biome, MysteryEncounterType[]>([
export function initMysteryEncounters() {
allMysteryEncounters[MysteryEncounterType.MYSTERIOUS_CHALLENGERS] = MysteriousChallengersEncounter;
allMysteryEncounters[MysteryEncounterType.MYSTERIOUS_CHEST] = MysteriousChestEncounter;
allMysteryEncounters[MysteryEncounterType.DARK_DEAL] = DarkDealEncounter; // TODO: move to HUMAN if we add an ANY biome ROGUE tier encounter
allMysteryEncounters[MysteryEncounterType.DARK_DEAL] = DarkDealEncounter;
allMysteryEncounters[MysteryEncounterType.FIGHT_OR_FLIGHT] = FightOrFlightEncounter;
allMysteryEncounters[MysteryEncounterType.TRAINING_SESSION] = TrainingSessionEncounter;
allMysteryEncounters[MysteryEncounterType.SLEEPING_SNORLAX] = SleepingSnorlaxEncounter;

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@ -108,7 +108,6 @@ export const mysteryEncounter: SimpleTranslationEntries = {
"field_trip_title": "Field Trip",
"field_trip_description": "A teacher is requesting a move demonstration from a Pokémon. Depending on the move you choose, she might have something useful for you in exchange.",
"field_trip_query": "Which move category will you show off?",
// "field_trip_invalid_selection": "Pokémon doesn't know that type of move.",
"field_trip_option_1_label": "A Physical Move",
"field_trip_option_1_tooltip": "(+) Physical Item Rewards",
"field_trip_option_2_label": "A Special Move",
@ -141,6 +140,7 @@ export const mysteryEncounter: SimpleTranslationEntries = {
"mysterious_challengers_outro_win": "The mysterious challenger was defeated!",
// Mystery Encounters -- Rare Tier
"training_session_intro_message": "You've come across some\ntraining tools and supplies.",
"training_session_title": "Training Session",
"training_session_description": "These supplies look like they could be used to train a member of your party! There are a few ways you could train your Pokémon, by battling against it with the rest of your team.",
@ -173,8 +173,8 @@ export const mysteryEncounter: SimpleTranslationEntries = {
"dark_deal_title": "Dark Deal",
"dark_deal_description": "The disturbing fellow holds up some Pokéballs.\n\"I'll make it worth your while! You can have these strong Pokéballs as payment, All I need is a Pokémon from your team! Hehe...\"",
"dark_deal_query": "What will you do?",
"dark_deal_option_1_label": "Accept", // Give player 10 rogue balls. Remove a random Pokémon from player's party. Fight a legendary Pokémon as a boss
"dark_deal_option_1_tooltip": "(+) 5 Rogue Balls\n(?) Enhance a Random Pokémon", // Give player 10 rogue balls. Remove a random Pokémon from player's party. Fight a legendary Pokémon as a boss
"dark_deal_option_1_label": "Accept",
"dark_deal_option_1_tooltip": "(+) 5 Rogue Balls\n(?) Enhance a Random Pokémon",
"dark_deal_option_2_label": "Refuse",
"dark_deal_option_2_tooltip": "(-) No Rewards",
"dark_deal_option_1_selected": `Let's see, that @ec{pokeName} will do nicely!
@ -206,6 +206,5 @@ export const mysteryEncounter: SimpleTranslationEntries = {
$But on the bright side, the Snorlax left something behind...
$@s{item_fanfare}You gained a Berry!`,
"sleeping_snorlax_option_3_good_result": "Your @ec{option3PrimaryName} uses @ec{option3PrimaryMove}! @s{item_fanfare}It steals Leftovers off the sleeping Snorlax and you make out like bandits!",
// "sleeping_snorlax_outro_win": "The mysterious challengers were defeated!",
} as const;

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@ -325,6 +325,7 @@ export default class MysteryEncounterUiHandler extends UiHandler {
let text;
if (this.filteredEncounterOptions[i].hasRequirements() && this.optionsMeetsReqs[i]) {
// Options with special requirements that are met are automatically colored green
// In cases where isDisabledOnRequirementsNotMet = false and requirements are not met, option will not be auto-colored
text = getEncounterText(this.scene, optionDialogue.buttonLabel, TextStyle.SUMMARY_GREEN);
} else {
text = getEncounterText(this.scene, optionDialogue.buttonLabel, optionDialogue.style ? optionDialogue.style : TextStyle.WINDOW);