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small cleanup of changes
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@ -119,7 +119,6 @@ export const CIVILIZATION_ENCOUNTER_BIOMES = [
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export const allMysteryEncounters: { [encounterType: number]: MysteryEncounter } = {};
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// TO ENABLE AN ENCOUNTER IN ALL BIOMES, DO NOT SPECIFY IN ANY OF THESE LISTS/MAPS
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const extremeBiomeEncounters: MysteryEncounterType[] = [];
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@ -136,6 +135,10 @@ const civilizationBiomeEncounters: MysteryEncounterType[] = [
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MysteryEncounterType.DEPARTMENT_STORE_SALE
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];
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/**
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* To add an encounter to every biome possible, use this array
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*/
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const anyBiomeEncounters: MysteryEncounterType[] = [
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MysteryEncounterType.FIGHT_OR_FLIGHT,
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MysteryEncounterType.DARK_DEAL,
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@ -143,7 +146,13 @@ const anyBiomeEncounters: MysteryEncounterType[] = [
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MysteryEncounterType.TRAINING_SESSION
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];
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// Add MysteryEncounterType to biomes to enable it exclusively for those biomes
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/**
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* ENCOUNTER BIOME MAPPING
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* To add an Encounter to a biome group, instead of cluttering the map, use the biome group arrays above
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*
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* Adding specific Encounters to the mysteryEncountersByBiome map is for specific cases and special circumstances
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* that biome groups do not cover
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*/
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export const mysteryEncountersByBiome = new Map<Biome, MysteryEncounterType[]>([
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[Biome.TOWN, []],
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[Biome.PLAINS, []],
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@ -192,7 +201,7 @@ export const mysteryEncountersByBiome = new Map<Biome, MysteryEncounterType[]>([
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export function initMysteryEncounters() {
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allMysteryEncounters[MysteryEncounterType.MYSTERIOUS_CHALLENGERS] = MysteriousChallengersEncounter;
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allMysteryEncounters[MysteryEncounterType.MYSTERIOUS_CHEST] = MysteriousChestEncounter;
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allMysteryEncounters[MysteryEncounterType.DARK_DEAL] = DarkDealEncounter; // TODO: move to HUMAN if we add an ANY biome ROGUE tier encounter
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allMysteryEncounters[MysteryEncounterType.DARK_DEAL] = DarkDealEncounter;
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allMysteryEncounters[MysteryEncounterType.FIGHT_OR_FLIGHT] = FightOrFlightEncounter;
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allMysteryEncounters[MysteryEncounterType.TRAINING_SESSION] = TrainingSessionEncounter;
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allMysteryEncounters[MysteryEncounterType.SLEEPING_SNORLAX] = SleepingSnorlaxEncounter;
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@ -108,7 +108,6 @@ export const mysteryEncounter: SimpleTranslationEntries = {
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"field_trip_title": "Field Trip",
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"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.",
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"field_trip_query": "Which move category will you show off?",
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// "field_trip_invalid_selection": "Pokémon doesn't know that type of move.",
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"field_trip_option_1_label": "A Physical Move",
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"field_trip_option_1_tooltip": "(+) Physical Item Rewards",
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"field_trip_option_2_label": "A Special Move",
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@ -141,6 +140,7 @@ export const mysteryEncounter: SimpleTranslationEntries = {
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"mysterious_challengers_outro_win": "The mysterious challenger was defeated!",
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// Mystery Encounters -- Rare Tier
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"training_session_intro_message": "You've come across some\ntraining tools and supplies.",
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"training_session_title": "Training Session",
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"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.",
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@ -173,8 +173,8 @@ export const mysteryEncounter: SimpleTranslationEntries = {
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"dark_deal_title": "Dark Deal",
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"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...\"",
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"dark_deal_query": "What will you do?",
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"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
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"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
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"dark_deal_option_1_label": "Accept",
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"dark_deal_option_1_tooltip": "(+) 5 Rogue Balls\n(?) Enhance a Random Pokémon",
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"dark_deal_option_2_label": "Refuse",
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"dark_deal_option_2_tooltip": "(-) No Rewards",
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"dark_deal_option_1_selected": `Let's see, that @ec{pokeName} will do nicely!
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@ -206,6 +206,5 @@ export const mysteryEncounter: SimpleTranslationEntries = {
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$But on the bright side, the Snorlax left something behind...
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$@s{item_fanfare}You gained a Berry!`,
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"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!",
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// "sleeping_snorlax_outro_win": "The mysterious challengers were defeated!",
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} as const;
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@ -325,6 +325,7 @@ export default class MysteryEncounterUiHandler extends UiHandler {
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let text;
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if (this.filteredEncounterOptions[i].hasRequirements() && this.optionsMeetsReqs[i]) {
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// Options with special requirements that are met are automatically colored green
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// In cases where isDisabledOnRequirementsNotMet = false and requirements are not met, option will not be auto-colored
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text = getEncounterText(this.scene, optionDialogue.buttonLabel, TextStyle.SUMMARY_GREEN);
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} else {
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text = getEncounterText(this.scene, optionDialogue.buttonLabel, optionDialogue.style ? optionDialogue.style : TextStyle.WINDOW);
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