Grant a single voucher for defeating a boss trainer for subsequent times
parent
524cd99eda
commit
51b833f779
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@ -2378,16 +2378,18 @@ export class TrainerVictoryPhase extends BattlePhase {
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start() {
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start() {
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this.scene.playBgm(this.scene.currentBattle.trainer.config.victoryBgm);
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this.scene.playBgm(this.scene.currentBattle.trainer.config.victoryBgm);
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const trainerType = this.scene.currentBattle.trainer.config.trainerType;
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if (vouchers.hasOwnProperty(TrainerType[trainerType]))
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this.scene.validateVoucher(vouchers[TrainerType[trainerType]]);
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this.scene.unshiftPhase(new MoneyRewardPhase(this.scene, this.scene.currentBattle.trainer.config.moneyMultiplier));
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this.scene.unshiftPhase(new MoneyRewardPhase(this.scene, this.scene.currentBattle.trainer.config.moneyMultiplier));
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const modifierRewardFuncs = this.scene.currentBattle.trainer.config.modifierRewardFuncs;
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const modifierRewardFuncs = this.scene.currentBattle.trainer.config.modifierRewardFuncs;
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for (let modifierRewardFunc of modifierRewardFuncs)
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for (let modifierRewardFunc of modifierRewardFuncs)
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this.scene.unshiftPhase(new ModifierRewardPhase(this.scene, modifierRewardFunc));
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this.scene.unshiftPhase(new ModifierRewardPhase(this.scene, modifierRewardFunc));
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const trainerType = this.scene.currentBattle.trainer.config.trainerType;
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if (vouchers.hasOwnProperty(TrainerType[trainerType])) {
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if (!this.scene.validateVoucher(vouchers[TrainerType[trainerType]]) && this.scene.currentBattle.trainer.config.isBoss)
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this.scene.pushPhase(new ModifierRewardPhase(this.scene, modifierTypes.VOUCHER));
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}
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this.scene.ui.showText(`You defeated\n${this.scene.currentBattle.trainer.getName()}!`, null, () => {
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this.scene.ui.showText(`You defeated\n${this.scene.currentBattle.trainer.getName()}!`, null, () => {
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const defeatMessages = this.scene.currentBattle.trainer.config.victoryMessages;
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const defeatMessages = this.scene.currentBattle.trainer.config.victoryMessages;
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let showMessageAndEnd = () => this.end();
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let showMessageAndEnd = () => this.end();
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