Prevent Fusion Status Errors +Fix Double Battle Issue (#472)
* Reapply "Prevent Fusing Status Errors (#465)"
This reverts commit 18a1c152c0
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* Update phases.ts
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@ -3,7 +3,7 @@
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"short_name": "PokéRogue",
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"description": "A Pokémon fangame heavily inspired by the roguelite genre. Battle endlessly while gathering stacking items, exploring many different biomes, and reaching Pokémon stats you never thought possible.",
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"scope": "/",
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"start_url": "https://pokerogue.net",
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"start_url": "/",
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"display": "fullscreen",
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"background_color": "#8c8c8c",
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"theme_color": "#8c8c8c",
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@ -135,3 +135,43 @@ export function getStatusEffectCatchRateMultiplier(statusEffect: StatusEffect):
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return 1;
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}
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/**
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* Returns a random non-volatile StatusEffect
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*/
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export function generateRandomStatusEffect(): StatusEffect {
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return Utils.randIntRange(1, 6);
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}
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/**
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* Returns a random non-volatile StatusEffect between the two provided
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* @param statusEffectA The first StatusEffect
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* @param statusEffectA The second StatusEffect
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*/
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export function getRandomStatusEffect(statusEffectA: StatusEffect, statusEffectB: StatusEffect): StatusEffect {
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if (statusEffectA === StatusEffect.NONE || statusEffectA === StatusEffect.FAINT) {
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return statusEffectB;
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}
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if (statusEffectB === StatusEffect.NONE || statusEffectB === StatusEffect.FAINT) {
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return statusEffectA;
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}
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return Utils.randIntRange(0, 2) ? statusEffectA : statusEffectB;
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}
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/**
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* Returns a random non-volatile StatusEffect between the two provided
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* @param statusA The first Status
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* @param statusB The second Status
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*/
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export function getRandomStatus(statusA: Status, statusB: Status): Status {
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if (statusA === undefined || statusA.effect === StatusEffect.NONE || statusA.effect === StatusEffect.FAINT) {
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return statusB;
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}
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if (statusB === undefined || statusB.effect === StatusEffect.NONE || statusB.effect === StatusEffect.FAINT) {
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return statusA;
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}
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return Utils.randIntRange(0, 2) ? statusA : statusB;
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}
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@ -14,7 +14,7 @@ import { AttackTypeBoosterModifier, DamageMoneyRewardModifier, EnemyDamageBooste
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import { PokeballType } from '../data/pokeball';
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import { Gender } from '../data/gender';
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import { initMoveAnim, loadMoveAnimAssets } from '../data/battle-anims';
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import { Status, StatusEffect } from '../data/status-effect';
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import { Status, StatusEffect, getRandomStatus } from '../data/status-effect';
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import { pokemonEvolutions, pokemonPrevolutions, SpeciesFormEvolution, SpeciesEvolutionCondition, FusionSpeciesFormEvolution } from '../data/pokemon-evolutions';
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import { reverseCompatibleTms, tmSpecies } from '../data/tms';
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import { DamagePhase, FaintPhase, LearnMovePhase, ObtainStatusEffectPhase, StatChangePhase, SwitchSummonPhase } from '../phases';
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@ -2542,6 +2542,10 @@ export class PlayerPokemon extends Pokemon {
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this.generateCompatibleTms();
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}
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/**
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* Returns a Promise to fuse two PlayerPokemon together
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* @param pokemon The PlayerPokemon to fuse to this one
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*/
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fuse(pokemon: PlayerPokemon): Promise<void> {
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return new Promise(resolve => {
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this.fusionSpecies = pokemon.species;
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@ -2555,8 +2559,25 @@ export class PlayerPokemon extends Pokemon {
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this.scene.validateAchv(achvs.SPLICE);
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this.scene.gameData.gameStats.pokemonFused++;
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// Store the average HP% that each Pokemon has
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const newHpPercent = ((pokemon.hp / pokemon.stats[Stat.HP]) + (this.hp / this.stats[Stat.HP])) / 2;
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this.generateName();
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this.calculateStats();
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// Set this Pokemon's HP to the average % of both fusion components
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this.hp = Math.round(this.stats[Stat.HP] * newHpPercent);
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if (!this.isFainted()) {
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// If this Pokemon hasn't fainted, make sure the HP wasn't set over the new maximum
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this.hp = Math.min(this.hp, this.stats[Stat.HP]);
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this.status = getRandomStatus(this.status, pokemon.status); // Get a random valid status between the two
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}
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else if (!pokemon.isFainted()) {
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// If this Pokemon fainted but the other hasn't, make sure the HP wasn't set to zero
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this.hp = Math.max(this.hp, 1);
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this.status = pokemon.status; // Inherit the other Pokemon's status
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}
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this.generateCompatibleTms();
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this.updateInfo(true);
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const fusedPartyMemberIndex = this.scene.getParty().indexOf(pokemon);
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@ -1179,14 +1179,26 @@ export class SummonPhase extends PartyMemberPokemonPhase {
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this.preSummon();
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}
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/**
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* Sends out a Pokemon before the battle begins and shows the appropriate messages
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*/
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preSummon(): void {
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const partyMember = this.getPokemon();
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// If the Pokemon about to be sent out is fainted, switch to the first non-fainted Pokemon
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if (partyMember.isFainted()) {
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console.warn("The Pokemon about to be sent out is fainted. Attempting to resolve...");
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const party = this.getParty();
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const nonFaintedIndex = party.slice(this.partyMemberIndex).findIndex(p => !p.isFainted()) + this.partyMemberIndex;
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const nonFaintedPartyMember = party[nonFaintedIndex];
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party[nonFaintedIndex] = partyMember;
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party[this.partyMemberIndex] = nonFaintedPartyMember;
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// Find the first non-fainted Pokemon index above the current one
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const nonFaintedIndex = party.findIndex((p, i) => i > this.partyMemberIndex && !p.isFainted());
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if (nonFaintedIndex === -1) {
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console.error("Party Details:\n", party);
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throw new Error("All available Pokemon were fainted!");
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}
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// Swaps the fainted Pokemon and the first non-fainted Pokemon in the party
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[party[this.partyMemberIndex], party[nonFaintedIndex]] = [party[nonFaintedIndex], party[this.partyMemberIndex]];
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console.warn("Swapped %s %O with %s %O", partyMember?.name, partyMember, party[0]?.name, party[0]);
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}
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if (this.player) {
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10
src/utils.ts
10
src/utils.ts
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@ -62,6 +62,11 @@ export function padInt(value: integer, length: integer, padWith?: string): strin
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return valueStr;
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}
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/**
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* Returns a random integer between min and min + range
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* @param range The amount of possible numbers
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* @param min The starting number
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*/
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export function randInt(range: integer, min: integer = 0): integer {
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if (range === 1)
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return min;
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@ -74,6 +79,11 @@ export function randSeedInt(range: integer, min: integer = 0): integer {
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return Phaser.Math.RND.integerInRange(min, (range - 1) + min);
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}
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/**
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* Returns a random integer between min and max (non-inclusive)
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* @param min The lowest number
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* @param max The highest number
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*/
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export function randIntRange(min: integer, max: integer): integer {
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return randInt(max - min, min);
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}
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