* Added a bgmBar to show the name of the track once music is played
* Even more close to ability bar
* It now shows. And also shows already for a couple of them a readable name
* Now the queue actually works
* Create locales for bgmName (bgm-bar ui)
+ Most of the music has only Japanese and English names
But there are a number of tracks with official translations following OST commercialization
* Add i18n and use it to retrieve OST names (avoids a giga switch case)
+ A fallback key is implemented in the case of adding tracks not referenced in the translation files, its value being just the name of the bgm itself
* FormatText is now in Utils and not arena-flyout
BGM Names for non-localized music will be formatted to have capitalized letters and no _
* It is now a setting. It can be even changed mid fight
* Update src/ui/ability-bar.ts
* Apply suggestions from code review
Co-authored-by: Lugiad' <adrien.grivel@hotmail.fr>
* Update src/locales/de/bgm-name.ts
* Apply suggestions from code review
Co-authored-by: sodam <66295123+sodaMelon@users.noreply.github.com>
* Added the rest of the music names
* Changed PMD EoS to PMD ETH in german (Pokemon Mystery Dungeon Erkundungsteam Himmel)
* Due to feedback it is now "PMD ET-Himmel"
* Corrected the encounter theme names (and some missed trainer class names)
* Background is now a nicneslice. And it is at the top of the screen and above everything else
* The bar now scales with the text.
* Revert override
* Update src/locales/fr/bgm-name.ts
Co-authored-by: Lugiad' <adrien.grivel@hotmail.fr>
* It now only appears when V is pressed (in all but starter select)
* Cleared the cod eup
* Update src/locales/zh_CN/bgm-name.ts
Co-authored-by: Yonmaru40 <47717431+40chyan@users.noreply.github.com>
* Update src/locales/zh_CN/settings.ts
Co-authored-by: Yonmaru40 <47717431+40chyan@users.noreply.github.com>
* Update src/locales/ko/bgm-name.ts
Co-authored-by: sodam <66295123+sodaMelon@users.noreply.github.com>
* The bgmBar now appears in the pause menu instead.
* Should react better on settings change
* To be safe this required a reload now
* Update src/locales/fr/bgm-name.ts
Co-authored-by: Lugiad' <adrien.grivel@hotmail.fr>
* Update src/locales/fr/bgm-name.ts
Co-authored-by: Lugiad' <adrien.grivel@hotmail.fr>
* Write out pokemon mystery dungeon names in german
* Update src/locales/es/bgm-name.ts
Co-authored-by: GoldTra <162721984+GoldTra@users.noreply.github.com>
* Update src/locales/zh_CN/bgm-name.ts
Co-authored-by: Yonmaru40 <47717431+40chyan@users.noreply.github.com>
* Update src/battle-scene.ts
---------
Co-authored-by: Dakurei <maxime.palanchini@gmail.com>
Co-authored-by: Lugiad' <adrien.grivel@hotmail.fr>
Co-authored-by: sodam <66295123+sodaMelon@users.noreply.github.com>
Co-authored-by: Yonmaru40 <47717431+40chyan@users.noreply.github.com>
Co-authored-by: GoldTra <162721984+GoldTra@users.noreply.github.com>
* Change Rouge Text Color to green, add black shadow behind name text
* Also added shader to cost text
* Update src/ui/modifier-select-ui-handler.ts
* Changed colors that didnt fit the contrast scaling thanks to @dakurai on discord.
* Removed a useless line and added a comment
* Apply suggestions from code review
Co-authored-by: Dakurei <maxime.palanchini@gmail.com>
* Revert changes
* Change colors for better contrast score (makes reading easier)
+ Corrects colors that were totally white when they should have been f8f8f8 like the others
* Created a new overlay especially for the shop
+ This one is an almost black color with a higher opacity. This makes the shop elements easier to read, as they blend much less into the UI underneath
* Add a filter on modifiers displayed in the shop
+ Add a getModifierBar() getter to retrieve the battle-scene bar directly
+ Modified the updateModifiers() method to filter the items displayed (modifiers held by Pokémon can be hidden)
+ Shop overlay hidding transition lengthened to the same duration as its showing
* Apply suggestion from @bennybroseph
* Apply suggestion from @brain-frog
* Fix - Removal of a warning in the generation of the typedoc for which my modification is responsible
---------
Co-authored-by: Dakurei <maxime.palanchini@gmail.com>
* added test for spikes + forceOpponentToSwitch
* fix conditional for intimidate in a double if there is only 1 pokemon available on our side
* fix variable naming and ternary condition
* added a fallback to clear the conditionalQueue if it's a new turn
* speed up tests by skipping LoginPhase
* replace forceBypass with bypassFaint flag
* add another path alias for src/test
* make form override work for the whole party instead of the first pokemon
* add tests for all abilities that are touched by this change
* remove unnecessary overrides from tests
* move SpeciesFormChangeTimeOfDayTrigger outside arena reset logic
* remove alll resetMock calls, rename it to test
* golden chart for perfect IVs
The IVs chart is now golden in case all IVs are perfect.
A few overrides have also been added to make testing easier:
- the opponents IVs can be overridden
- the color can be modded via the window.perfectIVsChartColor variable.
* added perfectIVsChartColor to window
* added changes as requested
- removed global variable
- removed chart versatility
- changed color
* added test for spikes + forceOpponentToSwitch
* added conditionalQueue && pushConditionalPhase to fix entry hasard and abilities at post summon
* reduce timeout time to default
* Move events to a central directory
* Update modifier import
Co-authored-by: flx-sta <50131232+flx-sta@users.noreply.github.com>
* remove old battle-scene-events
* Move to field events
* Update battle-scene.ts
---------
Co-authored-by: flx-sta <50131232+flx-sta@users.noreply.github.com>
Co-authored-by: Benjamin Odom <bennybroseph@gmail.com>
* refactored inputs-controller for better hold button management
* refactored the touch controls file to use a class and add holding button system
* added a method to deactivate pressed key for touch on focus lost
* better lost focus management
* Fix tinted caught icon false positive
* Remove unused import
* Rename and optimize
* Block comment
* Draft of evil team grunt pokemon pools
* Add graphics and music
* Add grunt spawn logic
* Add Giovanni
* Add team leader graphics
Giovanni and Ghetsis already have sprites, so they do not need added.
* Add teams for other evil team bosses
* Fix some typos and change hp bars to 2/2/2
* Fix sprites and add random team boss
* Add forced grunt encounter and update dialogue
* Update locales
* also lint en trainers
* More merge conflicts
* Deleted some duplicate images
* Correctly renamed the grunt files
* Forgot about team rocket
* New Magma Sprites
* Adjusted the trimming. Now they dont have as huge of a shadow bbelow them
* Fix grunt sprites
* Add real dialogue
* German Localization of the Dialogue
* Changes
* Tweak waves grunts spawn on
* Fix some typos in dialogue
* Y is canon
* Disable evil team spawns
* Fix another merge conflict
---------
Co-authored-by: Madmadness65 <blaze.the.fireman@gmail.com>
Co-authored-by: Jannik Tappert <tappertjannik@googlemail.com>
* show currently bound controls on starter menu for last active device
* add special handling for touch controls
* remove hardcoded controls for all locales
* type hints
* fix overwritten change
* don't set color to white, just leave it unchanged
* remove unrelated code
* don't show hints if no opponents, use type effectiveness instead of move effectiveness
* fix color not going back to white when new opponent is sent
* move effectiveness to move info container
* add effectiveness overlay, partial hints only show move effectiveness, improve colors
* lint
* docs
* remove full hints, move container to right of enemy info box
* hide effectiveness while flyout is visible
* move setting to display, use default style color instead of white