fixing order of messages, scences, to render messages before fainting
parent
f1935a3e15
commit
1df4f04519
|
@ -125,6 +125,7 @@ export default class BattleScene extends SceneBase {
|
||||||
public gameData: GameData;
|
public gameData: GameData;
|
||||||
public sessionSlotId: integer;
|
public sessionSlotId: integer;
|
||||||
|
|
||||||
|
// can debug phases using "phase.constructor.name"
|
||||||
private phaseQueue: Phase[];
|
private phaseQueue: Phase[];
|
||||||
private phaseQueuePrepend: Phase[];
|
private phaseQueuePrepend: Phase[];
|
||||||
private phaseQueuePrependSpliceIndex: integer;
|
private phaseQueuePrependSpliceIndex: integer;
|
||||||
|
@ -1488,6 +1489,7 @@ export default class BattleScene extends SceneBase {
|
||||||
this.phaseQueuePrepend.push(phase);
|
this.phaseQueuePrepend.push(phase);
|
||||||
else
|
else
|
||||||
this.phaseQueuePrepend.splice(this.phaseQueuePrependSpliceIndex, 0, phase);
|
this.phaseQueuePrepend.splice(this.phaseQueuePrependSpliceIndex, 0, phase);
|
||||||
|
this.phaseQueuePrepend.forEach(p => console.log(p.constructor.name))
|
||||||
}
|
}
|
||||||
|
|
||||||
clearPhaseQueue(): void {
|
clearPhaseQueue(): void {
|
||||||
|
|
|
@ -1460,6 +1460,7 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
|
||||||
|
|
||||||
console.log('damage', damage.value, move.name, power.value, sourceAtk, targetDef);
|
console.log('damage', damage.value, move.name, power.value, sourceAtk, targetDef);
|
||||||
|
|
||||||
|
|
||||||
if (damage.value) {
|
if (damage.value) {
|
||||||
if (this.getHpRatio() === 1)
|
if (this.getHpRatio() === 1)
|
||||||
applyPreDefendAbAttrs(PreDefendFullHpEndureAbAttr, this, source, battlerMove, cancelled, damage);
|
applyPreDefendAbAttrs(PreDefendFullHpEndureAbAttr, this, source, battlerMove, cancelled, damage);
|
||||||
|
@ -1467,10 +1468,12 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
|
||||||
this.scene.applyModifiers(EnemyEndureChanceModifier, false, this);
|
this.scene.applyModifiers(EnemyEndureChanceModifier, false, this);
|
||||||
|
|
||||||
const oneHitKo = result === HitResult.ONE_HIT_KO;
|
const oneHitKo = result === HitResult.ONE_HIT_KO;
|
||||||
damage.value = this.damageAndUpdate(damage.value, result as DamageResult, isCritical, oneHitKo, oneHitKo);
|
|
||||||
|
// damageAndUpdate: will queue potential messages for critical hit, effectiveness, fainted - in that order
|
||||||
|
// requires passing in hitsLeft
|
||||||
|
damage.value = this.damageAndUpdate(damage.value, result as DamageResult, isCritical, oneHitKo, oneHitKo, source.turnData.hitsLeft);
|
||||||
this.turnData.damageTaken += damage.value;
|
this.turnData.damageTaken += damage.value;
|
||||||
if (isCritical)
|
|
||||||
this.scene.queueMessage(i18next.t('battle:hitResultCriticalHit'));
|
|
||||||
this.scene.setPhaseQueueSplice();
|
this.scene.setPhaseQueueSplice();
|
||||||
if (source.isPlayer()) {
|
if (source.isPlayer()) {
|
||||||
this.scene.validateAchvs(DamageAchv, damage);
|
this.scene.validateAchvs(DamageAchv, damage);
|
||||||
|
@ -1485,23 +1488,6 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
|
||||||
this.scene.applyModifiers(DamageMoneyRewardModifier, true, source, damage)
|
this.scene.applyModifiers(DamageMoneyRewardModifier, true, source, damage)
|
||||||
}
|
}
|
||||||
|
|
||||||
if (source.turnData.hitsLeft === 1) {
|
|
||||||
switch (result) {
|
|
||||||
case HitResult.SUPER_EFFECTIVE:
|
|
||||||
this.scene.queueMessage(i18next.t('battle:hitResultSuperEffective'));
|
|
||||||
break;
|
|
||||||
case HitResult.NOT_VERY_EFFECTIVE:
|
|
||||||
this.scene.queueMessage(i18next.t('battle:hitResultNotVeryEffective'));
|
|
||||||
break;
|
|
||||||
case HitResult.NO_EFFECT:
|
|
||||||
this.scene.queueMessage(i18next.t('battle:hitResultNoEffect', { pokemonName: this.name }));
|
|
||||||
break;
|
|
||||||
case HitResult.ONE_HIT_KO:
|
|
||||||
this.scene.queueMessage(i18next.t('battle:hitResultOneHitKO'));
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
if (damage)
|
if (damage)
|
||||||
this.scene.clearPhaseQueueSplice();
|
this.scene.clearPhaseQueueSplice();
|
||||||
}
|
}
|
||||||
|
@ -1541,6 +1527,7 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
|
||||||
damage = Math.min(damage, this.hp);
|
damage = Math.min(damage, this.hp);
|
||||||
|
|
||||||
this.hp = this.hp - damage;
|
this.hp = this.hp - damage;
|
||||||
|
// checks and adds Fainted scene
|
||||||
if (this.isFainted()) {
|
if (this.isFainted()) {
|
||||||
this.scene.unshiftPhase(new FaintPhase(this.scene, this.getBattlerIndex(), preventEndure));
|
this.scene.unshiftPhase(new FaintPhase(this.scene, this.getBattlerIndex(), preventEndure));
|
||||||
this.resetSummonData();
|
this.resetSummonData();
|
||||||
|
@ -1549,9 +1536,31 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
|
||||||
return damage;
|
return damage;
|
||||||
}
|
}
|
||||||
|
|
||||||
damageAndUpdate(damage: integer, result?: DamageResult, critical: boolean = false, ignoreSegments: boolean = false, preventEndure: boolean = false): integer {
|
damageAndUpdate(damage: integer, result?: DamageResult, critical: boolean = false, ignoreSegments: boolean = false, preventEndure: boolean = false, hitsLeft: integer = 1): integer {
|
||||||
const damagePhase = new DamagePhase(this.scene, this.getBattlerIndex(), damage, result as DamageResult, critical);
|
const damagePhase = new DamagePhase(this.scene, this.getBattlerIndex(), damage, result as DamageResult, critical);
|
||||||
this.scene.unshiftPhase(damagePhase);
|
this.scene.unshiftPhase(damagePhase);
|
||||||
|
// queue critical message before effectiveness
|
||||||
|
if (critical)
|
||||||
|
this.scene.queueMessage(i18next.t('battle:hitResultCriticalHit'));
|
||||||
|
|
||||||
|
// hitsLeft: for multi-hit moves, only want to render effectiveness text at end.
|
||||||
|
if (hitsLeft === 1) {
|
||||||
|
switch (result as HitResult) {
|
||||||
|
case HitResult.SUPER_EFFECTIVE:
|
||||||
|
this.scene.queueMessage(i18next.t('battle:hitResultSuperEffective'));
|
||||||
|
break;
|
||||||
|
case HitResult.NOT_VERY_EFFECTIVE:
|
||||||
|
this.scene.queueMessage(i18next.t('battle:hitResultNotVeryEffective'));
|
||||||
|
break;
|
||||||
|
case HitResult.NO_EFFECT:
|
||||||
|
this.scene.queueMessage(i18next.t('battle:hitResultNoEffect', { pokemonName: this.name }));
|
||||||
|
break;
|
||||||
|
case HitResult.ONE_HIT_KO:
|
||||||
|
this.scene.queueMessage(i18next.t('battle:hitResultOneHitKO'));
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
damage = this.damage(damage, ignoreSegments, preventEndure);
|
damage = this.damage(damage, ignoreSegments, preventEndure);
|
||||||
// Damage amount may have changed, but needed to be queued before calling damage function
|
// Damage amount may have changed, but needed to be queued before calling damage function
|
||||||
damagePhase.updateAmount(damage);
|
damagePhase.updateAmount(damage);
|
||||||
|
|
Loading…
Reference in New Issue