* Adds TextStyle for bgm-bar ui
* Makes the ui bgm-bar truly dynamic + cleans up unused code
+ Removes all hard-coded characters from the string to allow for different typographical rules in different languages
* Applies the necessary modifications to locales following the deletion of the hard-coded character to form strings
* Use same style as above + reduce shadow offset
* Creates and loads a resource for the bgm-bar ui
+ Can be redesigned by someone with more talent if needed, since it won't affect the ability bar
* Using the new resource in bgm-bar ui
* Use of more space by default following deletion of the 'noteText' text zone
* Add red color to the quantity if the item is at it's held limit
* Add shadow back to option text
* Attempt to fix transfer item crash and add tests for transferring items
* remove .js file extensions from test file imports
* Fix import paths for transfer-item.test
* Test changes to change variant label color based on Tint
* Revert "Test changes to change variant label"
This reverts commit 0ad0f62930.
* minimal recovery changes
* Finalized recovery and implemented ShinyIcon
* add setY in MockSprite
* added back some unintentional removed code
* added shiny_icons
* Initial test for tier change
* implemented Shiny Icon full functionality
* slight setY change for non-Base starters
* 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
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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>
* Fix - Avoids 'flashbanging' for players playing at x5 speed by making the transition time constant regardless of the speed chosen
* Forgot to delete a debugging value
* Create variant-tiers enum
* Added variant tier override property to the egg class
* Added hasVariants function to pokemon species
* Implement variant override logic to egg hatching phase
* Delete src/enums/variant-tiers
* Create variant-tiers enum
* Added egg shiny and variant overrides
* fixed egg comment in overrides.ts
* Added override logic to egg hatch phase
* Added species pool filter logic when global override is set
* Added global egg tier override logic
* Added global egg tier override
* Added global gacha pull count override logic
* Added global gacha pull count override
* Renamed egg hatch override
* Renamed egg hatch override
* Added gacha pull without voucher global override
* Renamed free gacha pull global override
* Added free gacha pull override logic
* Gacha pull count override name fix
* Bugfix
* restored defaults + savegame bugfix
* eggOptions added to parameterize eggs. Added option to buy eggs of the same species.
* Small Bugfix for same species egg generation
* Removed translation from translator
* Improved the isManaphyEgg() check
* Fixed manaphy egg hatch wave count
* Added comments to IEggOptions
* Added eggOptions for hidden ability and rare egg move override
* Merge Fix: Update egg-hatch-phase.ts
* Fixed manaphy rates back to 1/256 like in PR #2182
* Renamed override, same species egg unlocks after passive is bought. Added code as comment for custom shiny, HA and rare egg move rates.
* Merge fix. Moved enums.
* quick fix for the commented out code
* Fixed that you can't buy an egg over the 99 egg limit
* Fix that you can't buy eternatus
* Use already existing randSeedShuffle instead of my own function
* Eternatus buyable again. Changed overrides to be able to set common tier/variants. Moved getGuaranteedEggTierFromPullCount().
* Changed eggOption gachaType to sourceType. Replaced eggOption overrideRareEggMove with eggMoveIndex to exatly specify an egg move. Moved egg move unlock logic into the egg class. Simplified shiny calculation. Added same species egg type descriptor. Moved custom rates for same species egg code into egg.ts.
* Added 19 unit tests for eggs
* Changed unit test description
* Added higher rates for same species eggs
* Adjusted same species egg cost for 1-3 cost starters and HA rates
* Added legacy egg loading unit test. Fixed gachaType legacy value loaded from DB and legacy tier loading
* Legacy egg loading from server DB fixed
* 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
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Co-authored-by: Dakurei <maxime.palanchini@gmail.com>