Builder class for creating a MysteryEncounter must call build() at the end after specifying all params for the MysteryEncounter

Implements

Constructors

Properties

autoHideIntroVisuals: boolean = true
catchAllowed: boolean = false
continuousEncounter: boolean = false
dialogue: default = {}
dialogueTokens: Record<string, string> = {}
enemyPartyConfigs: EnemyPartyConfig[] = []
enterIntroVisualsFromRight: boolean = false
excludePrimaryFromSupportRequirements: boolean = true
expMultiplier: number = 1
fleeAllowed: boolean = true
hasBattleAnimationsWithoutTargets: boolean = false
hideBattleIntroMessage: boolean = false
localizationKey: string = ""
lockEncounterRewardTiers: boolean = false
maxAllowedEncounters: number = 3
options: [default, default, ...default[]]
preventGameStatsUpdates: boolean = false
primaryPokemonRequirements: EncounterPokemonRequirement[] = []
requirements: EncounterSceneRequirement[] = []
secondaryPokemonRequirements: EncounterPokemonRequirement[] = []
skipEnemyBattleTurns: boolean = false
skipToFightInput: boolean = false
startOfBattleEffectsComplete: boolean = false

Methods

  • Can set custom encounter exp via this callback function If exp always deterministic for an encounter, this is a good way to set them

    NOTE: If rewards are dependent on options selected, runtime data, etc., It may be better to programmatically set doEncounterExp elsewhere. There is a helper function in mystery-encounter utils, setEncounterExp(), which can be called programmatically to set rewards

    Parameters

    • doEncounterExp: ((scene: default) => boolean)

      Synchronous callback function to perform during rewards phase of the encounter

        • (scene): boolean
        • Parameters

          Returns boolean

    Returns MysteryEncounterBuilder & Required<Pick<IMysteryEncounter, "doEncounterExp">>

  • Can set custom encounter rewards via this callback function If rewards are always deterministic for an encounter, this is a good way to set them

    NOTE: If rewards are dependent on options selected, runtime data, etc., It may be better to programmatically set doEncounterRewards elsewhere. There is a helper function in mystery-encounter utils, setEncounterRewards(), which can be called programmatically to set rewards

    Parameters

    • doEncounterRewards: ((scene: default) => boolean)

      Synchronous callback function to perform during rewards phase of the encounter

        • (scene): boolean
        • Parameters

          Returns boolean

    Returns MysteryEncounterBuilder & Required<Pick<IMysteryEncounter, "doEncounterRewards">>