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