* 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
* Initial challenge framework
* Add type localisation
* Change how challenges are tracked
Also fixes the difficulty total text
* MVP
Renames challenge types, temporarily hides difficulty, and implements challenge saving.
* Attempt to fix one legal pokemon in a double battle
* Make monotype ignore type changing effects
* Make isOfType correctly detect normal types
* Try to fix double battles again
* Make challenge function more like classic
* Add helper function for fainted or not allowed
* Add framework for fresh start challenge and improve comments
* Try to fix evolution issues
* Make form changing items only usable from rewards screen
* Update localisation
* Additional localisation change
* Add achievements for completing challenges
* Fix initialisation bug with challenge achievements
* Add support for gamemode specific fixed battles
Also make monogen challenges face the e4 of their generation
* Add better support for mobile in challenges
* Localise illegal evolution/form change message
* Update achievement names
* Make alternate forms count for monogen
* Update monotype achievement icons
* Add more comments
* Improve comments
* Fix mid battle form changes
* Reorder mode list
* Remove currently unused localisation entry
* Add type overrides for monotype challenges
Meloetta always counts for psychic and castform always counts for normal
* Change how form changes are handled
Now attempts a switch at the start of each turn instead of immediately
* Add start button to challenge select screen
* Make starter select back out to challenge screen if using challenges
* Fix daily runs
* Update tests to new game mode logic
* Add more legendary battle music; add music preference setting
* Replace BDSP tracks
"Souless", they say. Naysayers, I say.
* Update for settings menu refactor
* Remove unnecessary Reshiram/Zekrom music calls
The default legendary battle music is the Reshiram & Zekrom battle theme anyways, so removing these lines make it functionally identical.
* Update for settings menu refactor AGAIN
* refactor executed code while importing and initializing all of these in loading-scene
* reset to main
* fix server url
* added rule no-trailing-spaces
* made progress
* test somme data from a session save is working
* trying to launch a battle
* added fetch wrapper to load data locally
* trying to mockAllSettled
* pushPhase & shiftPhase
* check integrity of exported session
* set toke + loggedInUser in tests
* progress on starting new battle
* tring to test phase but it's async
* mocking fetch
* working mock fetch
* need to handle pile of data
* attempt to use real phaser classes
* reorder overrides
* refactored to use some real classes from phaser
* removed useless things
* started to work on some container mock
* finished the mockContainer time to add some logic
* some more mock containers
* removed addMethods since there is the mock classes now
* commented issues
* attempt to create mockTextureManager
* fix tests
* mockSprite & mockText
* yes but not really
* yes but not really
* fix tutorial callback
* reached mode title
* added achievement tests
* fix test achievements with current state of mock
* correct sequence loading for BattleScene with mockLoader !
* deep dive into next step
* working wait until starter selection screen
* added newGame method into wrapper
* expect to save_slot
* trying to manage pokemon sprite for getAll without success yet
* added test for egg output
* fixed egg test for June
* fix tests + locate next issue to fix
* we are in battle baby
* added new game in one-line
* export is working but export only what's in the fetch
* fix start game as guest
* refactored how we start a battle + cleanup
* overrided mewtwo but issue with currentBattle
* refactor: rename InitAchievements to initAchievements
* added missing mock method
* override level and pokemon forms working as intended
* bringToTop Obj
* remove launch battle in achivement test
* fix getIndex when same pokemon
* can run all tests
* first attack, faint, and shop modifiers, MockClock
* on method for container
* added doAttack one-liner
* one-line export data
* removed throw error
* feat: Make `scenes` property of `GameWrapper` class public
The `scenes` property of the `GameWrapper` class was changed from private to public. This change allows external access to the `scenes` map, which is used to store Phaser scenes. This modification was made to enable easier manipulation and interaction with the scenes in the game.
* correction
* removed CanvasRenderer
* added a param to remove console.log and added a param to preven scene create call
* fix encounter wave 30 when it's a trainer
* test double-battle
* test fight without KO
* test double fight no ko
* fix crashing texture + added Text wrapper to log fight
* fix tests on boss - trainer - rival
* chore: Refactor BattleScene initialization and add new phases
Refactor the BattleScene initialization code to remove unnecessary delay and improve performance. Also, add new phases for the title and unavailable states to enhance the game experience.
* rework of Game tests
* skipFn is working
* added onNextPrompt and restore Og Start
* better newGame
* added skipFN in remove
* not yet working test but updated interceptors
* do attack work but not on PostSummonPhase phase when there is mention of silcoon and wurmple
* error located, it's just a double fight, i was not there yet
* single OHKO & double no OHKO
* added expirationFn into next prompt
* all tests are passing
* working test on non damaging move from opponent
* cleaned a bit
* removed phaser initialisation on every tests
* renamed test file
* added load system data
* added some ability support
* added onKill & onSummon abilities test
* removed useless test + cleanup
* removed useless test + cleanup
* fixed tests after merge main
* added itemHeld endTurn trigger test (toxic orb)
* added runFrom..To
* added mustRun to assert currentPhase
* added no-miss move to test things
* cleaner restore mock
* fix test
* fix moxie test + game speed
* improve test speed
* added onOurself and onOpponent mvoe test
* added onDamage test for tackle
* removed timeout in intervals to run tests faster
* cleanup
* added never crit override + separate file per test + remove randomness in randBattleSeedInt
* move folders
* better org
* renamed itemHeld folder to items
* fix deploy.yml
* cleanup
* simplified the gameManager start battle and allow single pokemon in party
* remove the need of mode development
* added input handler to test inputs + remove time from phaser into inputController
* added keyboard support
* added fakeMobile support
* added details
* removed a console.log + added logUp
* move test to folder
* fixed canvas issue
* added starter select tests
* added some more test on starter-select
* added battle-order tests
* added battle-order tests
* fixing Phaser RNG
* ordering stats for better reading
* fix tests for main
* adapt battle-order test to be more readable
* fix merge
* fix some errors and silent all errors from gameWrapper since it's not possible to avoid them
* fix mocks to manage childs & stuffs
* added some docs
* fix achievement test
* removed an unused file
* separate misc tests to clean battle.test file
* added a basic french lokalization test
* added i18n where it needs to be used only
* revers extracted method
* removed unused method
* removed handler fetch since we do not test anything server related
* fix test with handlers removed
* added intrepid sword test
* fix enum exp party
---------
Co-authored-by: Frederico Santos <frederico.f.santos@tecnico.ulisboa.pt>
* implement ice face ability
* remove showing ability bar
* fixes
* add documentations
* move code out of phases.ts
* add hardcoded eiscue check, localization
* add KO locale
* remove unnecessary constructor
* use && instead of || to specify ice form on eiscue