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.