* Add setting to change money format
This setting can currently be set either on "normal" or "abbreviated". "normal" will show all the numbers, while "abbreviated" will abbreviate to the most significant numbers and use a suffix to show the power-10.
A new enum has been added for MoneyFormat as well.
* Update src/battle-scene.ts
Co-authored-by: Franck TROUILLEZ <57403591+francktrouillez@users.noreply.github.com>
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Co-authored-by: Benjamin Odom <bennybroseph@gmail.com>
* Update i18n.ts
* Update config.ts
* Update game-stats-ui-handler.ts
* Add files via upload
* Cleanup code
+ Modification of the interface to manage labels dynamically (without this, the language change was not reflected until the page was completely refreshed)
* Apply ESLint after rebase on upstream/main
* Remove useless initStatsKeys
* Adds german localization
+ Changes font size in german only (because otherwise it overflows :D)
* Adds an additional method of formatting large numbers to make it a little more pleasant to read
+ The other was a little too barbaric in what it truncated, but is still useful in certain cases
+ Use abbreviations from 10^0 to 10^33
* Use of the new 'formatFancyLargeNumber' method to display money owned in combat and the highest sum of money obtained in statistics
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Co-authored-by: Lugiad <adrien.grivel@hotmail.fr>
Co-authored-by: Jannik Tappert <38758606+CodeTappert@users.noreply.github.com>
This adds Partner Eevee and Partner Pikachu, as well as all Cosplay Pikachu variants. Also included are some minor trainer-related formatting clean ups.
• Partner Pikachu and Eevee have their boosted base stats from the Let's Go games, but are otherwise identical in function and appearance to their regular variants.
• Cosplay Pikachus have their special moves as "evolution" moves and can be relearned if desired.
• Unlike the canon games, Partner Pikachu and Eevee are able to evolve like normal.
On light coloured biomes this change should be similar readability
In darker biomes it's has much easier readability
+ now becomes more consistent colour with the rest of the game text which just looks better imo
* Added ability to get hex colour from type, added biome text, added functionality for querying biomeType with object.
* Revert "Added ability to get hex colour from type, added biome text, added functionality for querying biomeType with object."
This reverts commit 0f87000aa4.
* Reverted changes, added biome text to line one and renamed wavecounttext to a more standard name.
* Update battle-scene.ts
* Update Formatting
* Update Enums
* Revert
* Update overrides.ts
* Update battle-scene.ts
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Co-authored-by: Jon Studders <jonstudders1@gmail.com>
* Added ability to get hex colour from type, added biome text, added functionality for querying biomeType with object.
* Revert "Added ability to get hex colour from type, added biome text, added functionality for querying biomeType with object."
This reverts commit 0f87000aa4.
* Reverted changes, added biome text to line one and renamed wavecounttext to a more standard name.
* Update battle-scene.ts
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Co-authored-by: Benjamin Odom <bennybroseph@gmail.com>
* eslint config + packages
* updated eslint config
* fix the issue eslint adding ;;;; at interfaces
* first round with eslint --fix .
* removed config for unused export
* Revert "first round with eslint --fix ."
This reverts commit 77a88e0895.
* removed config for camelCase
* for real this time, first round of eslint --fix .
* halfway to manual eslint fix
* eslint done
* added "how to setup" the hook to eslint --fix each new file before commit (if wanted)
* removed eslintrc config file duplicat
* fix human error + ignore build folder + merge overrides
* added curly brace style + eslint
* applied double quote linter rule
* added lefthook
* test precommit
* test precommit
* test precommit
* test precommit
* test precommit
* test precommit
* test precommit
* github action to run eslint
* added node_modules to ignore eslint
* different action for typescript
* no need for different glob (default src)
* node 20
* node 20
* removed no longer needed install file
* remove hooks part from README
* eslint fixes
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Co-authored-by: Frederico Santos <frederico.f.santos@tecnico.ulisboa.pt>
* Implement client session and re-implement hybrid saving (WiP)
* Fixes for hybrid saving
* Add local data clears where applicable
* Include client session ID in system update
* Change save threshold from 5 waves to 10 waves or 5 minutes
The Vivillon forms can all be encountered properly now, and Calyrex's forms have since been removed from the wild encounter pool, requiring a form change item to obtain.
* added settings to manage how to display party experience at the end of fight
* added back stats changes support when setting is on but ignored when on skip
* removed a useless parameter
* added new level in the text
* only Lv. UP if level is greated than 200
* cleanup
* added some comment
* TSDoc comment block
* EXP_Party -> EXP_Party_Display, Only Up -> Level Up Notification
* better duration for the level up notification
* typo
Co-authored-by: Samuel H <flashfireex@gmail.com>
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Co-authored-by: Samuel H <flashfireex@gmail.com>
* fix "lost focus behaviour" when disabling gamepad and thus repeating RIGHT key
* added some comment
* added full TSDoc, helped by chatGPT, refined every entry manually of course
* rework of the input handling, including different gamepad and keyboard
* rework of the input handling, including different gamepad and keyboard
* first version of a too complex inputHandler based on phaser3-merged-input
* removed useless control management and kept it simple for our use case, investigating to put out button_XX()
* renamed inputHandler to inputController
* aggregate directions and some action into a same method + fix menu return value
* added back repeated input feature on keeping down a key
* cleanup + return type
* fix submit/action doing two things simultaneously, still same behaviour as before
* extracted UI inputs out of battle-scene
* tab -> spaces
* tab -> spaces what about now github ?
* tab -> spaces final (maybe)
* tried to fix the plugin loading issue on prod
* remove Plugins things as it's too uncertain how it works on prod
* seems old code source is indented with tab
* cleanup
* cleanup
* cleanup
* putting in an enum file the enum buttons
* fix repeating stats button + change message in event when the key is repeating
* added return type for ui-inputs
* added return type for inputs-controller
* adapted the code to integrate changes of bennybroseph
* Add Setting to Swap A and B on Gamepad
Added a new setting to swap the A and B button on controller. Defaults to off which retains the current behavior on live.
* Add comments
* rework of the input handling, including different gamepad and keyboard
* rework of the input handling, including different gamepad and keyboard
* first version of a too complex inputHandler based on phaser3-merged-input
* removed useless control management and kept it simple for our use case, investigating to put out button_XX()
* renamed inputHandler to inputController
* aggregate directions and some action into a same method + fix menu return value
* added back repeated input feature on keeping down a key
* cleanup + return type
* fix submit/action doing two things simultaneously, still same behaviour as before
* extracted UI inputs out of battle-scene
* tab -> spaces
* tab -> spaces what about now github ?
Both abilities are still not fully functional yet (Battle Bond does not interact with Water Shuriken yet, Power Construct does not interact with 10% Power Construct Zygarde, and both forms do not revert after a battle yet), but this is a step to having them both completed.
Battle Bond Froakie line and Power Construct 50% Zygardes (as well as Aura Break 10% Zygardes) can now randomly appear in the wild.
Expect Battle Bond to potentially change to its Gen 9 version at some point in the future, rendering Ash-Greninja inaccessible.
...But not all evolution sweets. This way, you can get all the differently colored Alcremies without there being like ~60 different forms.
There currently is an unintended side-effect with Gigantamaxing, where the Alcremie flavor will always switch to Vanilla Cream when reverting to normal, but aside from that, it works fine.