adding comments and FaintPhase setPhaseQueueSplice bug, fixing overrides merge conflict
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9e752cc4f8
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4d655ccc60
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@ -1646,28 +1646,35 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
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if (source.isPlayer() && !this.isPlayer())
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this.scene.applyModifiers(DamageMoneyRewardModifier, true, source, damage)
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// case when multi hit move killed early, then queue how many hits were made before
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// eg: bullet seed 1 shots, double-slap 1 shots,
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// note that simply looking at this.turnData.attacksReceived doesn't work for double battles
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if (this.isFainted() && source.turnData.hitsLeft > 1){
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console.log(`${this.name} fainted: they received this many hits: ${this.turnData.attacksReceived.length}`);
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// off by one from decrement, test more
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const hitsTotal = source.turnData.hitCount - Math.max(source.turnData.hitsLeft, 0) + 1;
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this.scene.queueMessage(i18next.t('battle:attackHitsCount', { count: hitsTotal}));
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}
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// not sure what this set function is accomplishing, perhaps for the faint phase? it messes up with the queueMessage()
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this.scene.setPhaseQueueSplice();
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// finally checks and adds Fainted scene
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if (this.isFainted()) {
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/**
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* when adding the FaintPhase, want to toggle future unshiftPhase() and queueMessage() calls
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* to appear before the FaintPhase (as FaintPhase will potentially end the encounter and add Phases such as
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* GameOverPhase, VictoryPhase, etc.. that will interfere with anything else that happens during this MoveEffectPhase)
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*
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* once the MoveEffectPhase is over (and calls it's .end() function, shiftPhase() will reset the PhaseQueueSplice via clearPhaseQueueSplice() )
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*/
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this.scene.setPhaseQueueSplice();
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this.scene.unshiftPhase(new FaintPhase(this.scene, this.getBattlerIndex(), oneHitKo));
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this.resetSummonData();
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}
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}
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if (damage)
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/**
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* since damage is an object, I don't see how this would ever by false?
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* i think the motivation was to have this here to counter setPhaseQueueSplice()
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* not sure the original motivation
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*
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* It would be bad to run both the top if block and the one below commented out without changing the later's condition
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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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*/
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}
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break;
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case MoveCategory.STATUS:
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@ -47,12 +47,13 @@ export const POKEBALL_OVERRIDE: { active: boolean, pokeballs: PokeballCounts } =
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// forms can be found in pokemon-species.ts
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export const STARTER_FORM_OVERRIDE: integer = 0;
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// default 5 or 20 for Daily
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export const STARTING_LEVEL_OVERRIDE: integer = 0;
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export const STARTING_LEVEL_OVERRIDE: integer = 10;
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export const ABILITY_OVERRIDE: Abilities = Abilities.NONE;
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export const PASSIVE_ABILITY_OVERRIDE: Abilities = Abilities.NONE;
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export const MOVESET_OVERRIDE: Array<Moves> = [];
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export const SHINY_OVERRIDE: boolean = false;
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export const VARIANT_OVERRIDE: Variant = 0;
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// eg: Moves.TACKLE
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export const MOVESET_OVERRIDE: Array<Moves> = []
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/**
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* OPPONENT / ENEMY OVERRIDES
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@ -60,7 +61,7 @@ export const VARIANT_OVERRIDE: Variant = 0;
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export const OPP_ABILITY_OVERRIDE: Abilities = Abilities.NONE;
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export const OPP_PASSIVE_ABILITY_OVERRIDE = Abilities.NONE;
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export const OPP_MOVESET_OVERRIDE: Array<Moves> = [];
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export const OPP_MOVESET_OVERRIDE: Array<Moves> = []
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export const OPP_SHINY_OVERRIDE: boolean = false;
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export const OPP_VARIANT_OVERRIDE: Variant = 0;
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@ -70,8 +71,8 @@ export const OPP_VARIANT_OVERRIDE: Variant = 0;
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* default is 0 to not override
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* @example SPECIES_OVERRIDE = Species.Bulbasaur;
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*/
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export const STARTER_SPECIES_OVERRIDE: Species | integer = 0;
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export const OPP_SPECIES_OVERRIDE: Species | integer = 0;
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export const STARTER_SPECIES_OVERRIDE: Species | integer = 0
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export const OPP_SPECIES_OVERRIDE: Species | integer = 0
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/**
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* MODIFIER / ITEM OVERRIDES
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