Add hardware acceleration notice in initial tutorial
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b24eac4071
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@ -337,7 +337,7 @@ export const trainerTypeDialogue = {
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$@c{serious_mopen_fists}Don't hold back, I want you to give me everything you've got!`
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$@c{serious_mopen_fists}Don't hold back, I want you to give me everything you've got!`
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],
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],
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victory: [
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victory: [
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`@c{shock}Wow… You actually cleaned me out.\nAre you actually a beginner?
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`@c{shock}Wow… You cleaned me out.\nAre you actually a beginner?
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$@c{smile}Maybe it was a bit of luck but…\nWho knows you might just be able to go all the way.
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$@c{smile}Maybe it was a bit of luck but…\nWho knows you might just be able to go all the way.
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$By the way, the professor asked me to give you these items. They look pretty cool.
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$By the way, the professor asked me to give you these items. They look pretty cool.
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$@c{serious_smile_fists}Good luck out there!`
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$@c{serious_smile_fists}Good luck out there!`
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@ -17,6 +17,7 @@ import { PokemonHeldItemModifier } from "../modifier/modifier";
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import { BattlerIndex } from "../battle";
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import { BattlerIndex } from "../battle";
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import { Stat } from "./pokemon-stat";
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import { Stat } from "./pokemon-stat";
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import { TerrainType } from "./terrain";
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import { TerrainType } from "./terrain";
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import { SpeciesFormChangeActiveTrigger } from "./pokemon-forms";
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export enum MoveCategory {
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export enum MoveCategory {
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PHYSICAL,
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PHYSICAL,
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@ -2103,6 +2104,7 @@ export class ForceSwitchOutAttr extends MoveEffectAttr {
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switchOutTarget.hideInfo();
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switchOutTarget.hideInfo();
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switchOutTarget.setVisible(false);
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switchOutTarget.setVisible(false);
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switchOutTarget.scene.field.remove(switchOutTarget);
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switchOutTarget.scene.field.remove(switchOutTarget);
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user.scene.triggerPokemonFormChange(switchOutTarget, SpeciesFormChangeActiveTrigger, true);
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if (switchOutTarget.hp)
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if (switchOutTarget.hp)
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user.scene.unshiftPhase(new SwitchSummonPhase(user.scene, switchOutTarget.getFieldIndex(), user.scene.currentBattle.trainer.getNextSummonIndex((switchOutTarget as EnemyPokemon).trainerSlot), false, this.batonPass, false));
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user.scene.unshiftPhase(new SwitchSummonPhase(user.scene, switchOutTarget.getFieldIndex(), user.scene.currentBattle.trainer.getNextSummonIndex((switchOutTarget as EnemyPokemon).trainerSlot), false, this.batonPass, false));
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@ -243,6 +243,7 @@ export function getRandomWeatherType(arena: any /* Importing from arena causes a
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break;
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break;
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case Biome.TALL_GRASS:
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case Biome.TALL_GRASS:
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weatherPool = [
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weatherPool = [
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{ weatherType: WeatherType.NONE, weight: 8 },
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{ weatherType: WeatherType.RAIN, weight: 5 },
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{ weatherType: WeatherType.RAIN, weight: 5 },
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{ weatherType: WeatherType.FOG, weight: 2 }
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{ weatherType: WeatherType.FOG, weight: 2 }
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];
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];
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@ -16,7 +16,8 @@ const tutorialHandlers = {
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return new Promise<void>(resolve => {
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return new Promise<void>(resolve => {
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scene.ui.showText(`Welcome to PokéRogue! This is a battle-focused Pokémon fangame with roguelite elements.
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scene.ui.showText(`Welcome to PokéRogue! This is a battle-focused Pokémon fangame with roguelite elements.
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$This game is not monetized and we claim no ownership of Pokémon nor of the copyrighted assets used.
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$This game is not monetized and we claim no ownership of Pokémon nor of the copyrighted assets used.
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$The game is a work in progress, but fully playable.\nFor bug reports, please use the Discord community.`, null, () => resolve(), null, true);
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$The game is a work in progress, but fully playable.\nFor bug reports, please use the Discord community.
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$If the game runs slowly, please ensure 'Hardware Acceleration' is turned on in your browser settings.`, null, () => resolve(), null, true);
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});
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});
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},
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},
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[Tutorial.Access_Menu]: (scene: BattleScene) => {
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[Tutorial.Access_Menu]: (scene: BattleScene) => {
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