getting lost at the sea MVP (event)
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import MysteryEncounterDialogue from "#app/data/mystery-encounters/mystery-encounter-dialogue";
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const namepsace = "mysteryEncounter:gettingLostAtTheSea";
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export const GettingLostAtTheSeaDialogue: MysteryEncounterDialogue = {
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intro: [
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{
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text: `${namepsace}:intro`
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}
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],
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encounterOptionsDialogue: {
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title: `${namepsace}:title`,
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description: `${namepsace}:description`,
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query: `${namepsace}:query`,
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options: [
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{
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buttonLabel: `${namepsace}:option:1:label`,
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buttonTooltip: `${namepsace}:option:1:tooltip`,
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selected: [
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{
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text: `${namepsace}:option:1:selected`,
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},
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],
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},
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{
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buttonLabel: `${namepsace}:option:2:label`,
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buttonTooltip: `${namepsace}:option:2:tooltip`,
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selected: [
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{
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text: `${namepsace}:option:2:selected`,
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},
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],
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},
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{
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buttonLabel: `${namepsace}:option:3:label`,
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buttonTooltip: `${namepsace}:option:3:tooltip`,
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selected: [
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{
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text: `${namepsace}:option:3:selected`,
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},
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],
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},
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],
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},
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outro: [
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{
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text: `${namepsace}:outro`,
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},
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],
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};
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import { MysteryEncounterType } from "#enums/mystery-encounter-type";
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import BattleScene from "../../../battle-scene";
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import MysteryEncounter, {
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MysteryEncounterBuilder,
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MysteryEncounterTier,
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} from "../mystery-encounter";
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/**
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* Getting lost at the sea encounter.
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* @see {@link https://github.com/AsdarDevelops/PokeRogue-Events/issues/9|GitHub Issue #9}
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* @see {@linkcode MysteryEncounter|Dialogues}
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* @see For biome requirements check [mysteryEncountersByBiome](../mystery-encounters.ts)
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*/
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export const GettingLostAtTheSeaEncounter: MysteryEncounter =
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MysteryEncounterBuilder.withEncounterType(
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MysteryEncounterType.GETTING_LOST_AT_THE_SEA
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)
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.withEncounterTier(MysteryEncounterTier.COMMON)
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.withIntroSpriteConfigs([
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{
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fileRoot: "pokemon",
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spriteKey: "130", // gyarados for now
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hasShadow: false,
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scale: 4,
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y: 100,
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x: 130,
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tint: .25
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},
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])
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.withSceneWaveRangeRequirement(11, 179)
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.withOnInit((_scene: BattleScene) => {
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console.log("GettingLostAtTheSeaEncounter OnInit");
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return true;
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})
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.withOptionPhase(async (scene: BattleScene) => {
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// OPTION 1
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})
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.withOptionPhase(async (scene: BattleScene) => {
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// OPTION 2
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})
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.withOptionPhase(async (scene: BattleScene) => {
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// OPTION 3
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return true;
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})
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.build();
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@ -8,6 +8,7 @@ import { SleepingSnorlaxDialogue } from "./dialogue/sleeping-snorlax-dialogue";
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import { DepartmentStoreSaleDialogue } from "#app/data/mystery-encounters/dialogue/department-store-sale-dialogue";
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import { ShadyVitaminDealerDialogue } from "#app/data/mystery-encounters/dialogue/shady-vitamin-dealer";
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import { TextStyle } from "#app/ui/text";
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import { GettingLostAtTheSeaDialogue } from "./dialogue/getting-lost-at-the-sea-dialogue";
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export class TextDisplay {
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speaker?: TemplateStringsArray | `mysteryEncounter:${string}`;
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@ -92,4 +93,5 @@ export function initMysteryEncounterDialogue() {
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allMysteryEncounterDialogue[MysteryEncounterType.SLEEPING_SNORLAX] = SleepingSnorlaxDialogue;
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allMysteryEncounterDialogue[MysteryEncounterType.DEPARTMENT_STORE_SALE] = DepartmentStoreSaleDialogue;
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allMysteryEncounterDialogue[MysteryEncounterType.SHADY_VITAMIN_DEALER] = ShadyVitaminDealerDialogue;
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allMysteryEncounterDialogue[MysteryEncounterType.GETTING_LOST_AT_THE_SEA] = GettingLostAtTheSeaDialogue;
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}
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@ -9,6 +9,7 @@ import { SleepingSnorlaxEncounter } from "./encounters/sleeping-snorlax";
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import { MysteryEncounterType } from "#enums/mystery-encounter-type";
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import { DepartmentStoreSaleEncounter } from "#app/data/mystery-encounters/encounters/department-store-sale";
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import { ShadyVitaminDealerEncounter } from "#app/data/mystery-encounters/encounters/shady-vitamin-dealer";
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import { GettingLostAtTheSeaEncounter } from "./encounters/getting-lost-at-the-sea-encounter";
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// Spawn chance: (BASE_MYSTERY_ENCOUNTER_SPAWN_WEIGHT + WIGHT_INCREMENT_ON_SPAWN_MISS * <number of missed spawns>) / 256
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export const BASE_MYSTERY_ENCOUNTER_SPAWN_WEIGHT = 1;
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@ -40,7 +41,9 @@ export const mysteryEncountersByBiome = new Map<Biome, MysteryEncounterType[]>([
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MysteryEncounterType.SLEEPING_SNORLAX
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]],
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[Biome.SEA, []],
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[Biome.SEA, [
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MysteryEncounterType.GETTING_LOST_AT_THE_SEA
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]],
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[Biome.SWAMP, []],
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[Biome.BEACH, [
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MysteryEncounterType.DEPARTMENT_STORE_SALE
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@ -95,6 +98,7 @@ export function initMysteryEncounters() {
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allMysteryEncounters[MysteryEncounterType.SLEEPING_SNORLAX] = SleepingSnorlaxEncounter;
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allMysteryEncounters[MysteryEncounterType.DEPARTMENT_STORE_SALE] = DepartmentStoreSaleEncounter;
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allMysteryEncounters[MysteryEncounterType.SHADY_VITAMIN_DEALER] = ShadyVitaminDealerEncounter;
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allMysteryEncounters[MysteryEncounterType.GETTING_LOST_AT_THE_SEA] = GettingLostAtTheSeaEncounter;
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// Append encounters that can occur in any biome to biome map
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const anyBiomeEncounters: MysteryEncounterType[] = Object.keys(MysteryEncounterType).filter(e => !isNaN(Number(e))).map(k => Number(k) as MysteryEncounterType);
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@ -6,5 +6,6 @@ export enum MysteryEncounterType {
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SLEEPING_SNORLAX,
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TRAINING_SESSION,
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DEPARTMENT_STORE_SALE,
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SHADY_VITAMIN_DEALER
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SHADY_VITAMIN_DEALER,
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GETTING_LOST_AT_THE_SEA //might be generalized later on
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}
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@ -1,4 +1,4 @@
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import { SimpleTranslationEntries } from "#app/interfaces/locales";
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import { gettingLostAtTheSea } from "./mystery-encounters/getting-lost-at-the-sea";
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/**
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* Patterns that can be used:
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* Any '(+)' or '(-)' type of tooltip will auto-color to green/blue respectively. THIS ONLY OCCURS FOR OPTION TOOLTIPS, NOWHERE ELSE
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* Other types of '(...)' tooltips will have to specify the text color manually by using '@[SUMMARY_GREEN]{<text>}' pattern
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*/
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export const mysteryEncounter: SimpleTranslationEntries = {
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export const mysteryEncounter = {
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// DO NOT REMOVE
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"unit_test_dialogue": "@ec{test}@ec{test} @ec{test@ec{test}} @ec{test1} @ec{test\} @ec{test\\} @ec{test\\\} {test}",
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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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gettingLostAtTheSea,
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} as const;
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export const gettingLostAtTheSea = {
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intro: "TBA: INTRO MESSAGE",
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"title": "Getting lost at the sea",
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"description": "You get lost. Certain Pokémons can help you get back on track unharmed.",
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"query": "What will you do?",
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option: {
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1: {
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label: "Let (Water type) guide you back", //TODO: replace (Water type) with pokemon in team
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tooltip: "Needs a Water type in the party. That PKMN earns EXP as if having defeated a Lapras.",
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selected: "TBA: OPTION 1 SELECTED TEXT "
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},
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2: {
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label: " Let (Flying type) guide you back", //TODO: replace (Flying type) with pokemon in team
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tooltip: "Needs a Flying type in the party. That PKMN earns EXP as if having defeated a Lapras.",
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selected: "TBA: OPTION 2 SELECTED TEXT "
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},
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3: {
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label: "Wander aimlessly until you're back",
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tooltip: "All your Pokémon lose 30% of their HP. Any below that are KO'd.",
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selected: "TBA: OPTION 3 SELECTED TEXT "
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}
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},
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"outro": "TBA GETTING LOST AT SEA OUTRO MESSAGE",
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};
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export const WEATHER_OVERRIDE: WeatherType = WeatherType.NONE;
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export const DOUBLE_BATTLE_OVERRIDE: boolean = false;
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export const SINGLE_BATTLE_OVERRIDE: boolean = false;
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export const STARTING_WAVE_OVERRIDE: integer = 0;
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export const STARTING_BIOME_OVERRIDE: Biome = Biome.TOWN;
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export const STARTING_WAVE_OVERRIDE: integer = 15;
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export const STARTING_BIOME_OVERRIDE: Biome = Biome.SEA;
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export const ARENA_TINT_OVERRIDE: TimeOfDay = null;
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// Multiplies XP gained by this value including 0. Set to null to ignore the override
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export const XP_MULTIPLIER_OVERRIDE: number = null;
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*/
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// 1 to 256, set to null to ignore
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export const MYSTERY_ENCOUNTER_RATE_OVERRIDE: number = null;
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export const MYSTERY_ENCOUNTER_RATE_OVERRIDE: number = 100000;
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export const MYSTERY_ENCOUNTER_TIER_OVERRIDE: MysteryEncounterTier = null;
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export const MYSTERY_ENCOUNTER_OVERRIDE: MysteryEncounterType = null;
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export const MYSTERY_ENCOUNTER_OVERRIDE: MysteryEncounterType = MysteryEncounterType.GETTING_LOST_AT_THE_SEA;
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/**
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* MODIFIER / ITEM OVERRIDES
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