Fix rival victory dialogue sprite not showing
parent
2351fde687
commit
767b57ec9e
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@ -762,6 +762,7 @@ export default class BattleScene extends Phaser.Scene {
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this.trainer.setTexture(`trainer_${this.gameData.gender === PlayerGender.FEMALE ? 'f' : 'm'}_back`);
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this.trainer.setTexture(`trainer_${this.gameData.gender === PlayerGender.FEMALE ? 'f' : 'm'}_back`);
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this.trainer.setPosition(406, 186);
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this.trainer.setPosition(406, 186);
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this.trainer.setVisible(true)
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if (clearScene) {
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if (clearScene) {
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this.fadeOutBgm(250, false);
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this.fadeOutBgm(250, false);
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@ -351,7 +351,7 @@ export const trainerTypeDialogue = {
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$@c{angry_mopen}Give it your all! Wouldn't want your adventure to be over before it started, right?`
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$@c{angry_mopen}Give it your all! Wouldn't want your adventure to be over before it started, right?`
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],
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],
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victory: [
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victory: [
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`@c{shock}You just started and you're already this strong?!\n@c{angry}@d{96}You totally cheated, didn't you?
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`@c{shock}You just started and you're already this strong?!@d{96}\n@c{angry}You totally cheated, didn't you?
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$@c{smile_wave_wink}Just kidding!@d{64} @c{smile_eclosed}I lost fair and square… I have a feeling you're going to do really well out there.
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$@c{smile_wave_wink}Just kidding!@d{64} @c{smile_eclosed}I lost fair and square… I have a feeling you're going to do really well out there.
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$@c{smile}By the way, the professor wanted me to give you some items. Hopefully they're helpful!
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$@c{smile}By the way, the professor wanted me to give you some items. Hopefully they're helpful!
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$@c{smile_wave}Do your best like always! I believe in you!`
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$@c{smile_wave}Do your best like always! I believe in you!`
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@ -442,10 +442,24 @@ export const trainerTypeDialogue = {
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]
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]
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}
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}
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],
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],
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[TrainerType.RIVAL_5]: {
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[TrainerType.RIVAL_5]: [
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encounter: [ `…` ],
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{
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victory: [ '…' ]
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encounter: [
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`…`
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],
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victory: [
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`…`
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]
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},
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},
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{
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encounter: [
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`@c{neutral}…`
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],
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victory: [
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`@c{neutral}…`
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]
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}
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],
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[TrainerType.RIVAL_6]: [
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[TrainerType.RIVAL_6]: [
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{
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{
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encounter: [
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encounter: [
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@ -2817,18 +2817,28 @@ export class TrainerVictoryPhase extends BattlePhase {
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this.scene.ui.showText(`You defeated\n${this.scene.currentBattle.trainer.getName(true)}!`, null, () => {
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this.scene.ui.showText(`You defeated\n${this.scene.currentBattle.trainer.getName(true)}!`, null, () => {
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const victoryMessages = this.scene.currentBattle.trainer.getVictoryMessages();
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const victoryMessages = this.scene.currentBattle.trainer.getVictoryMessages();
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let showMessageAndEnd = () => this.end();
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const showMessage = () => {
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if (victoryMessages?.length) {
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let message: string;
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let message: string;
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this.scene.executeWithSeedOffset(() => message = Utils.randSeedItem(victoryMessages), this.scene.currentBattle.waveIndex);
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this.scene.executeWithSeedOffset(() => message = Utils.randSeedItem(victoryMessages), this.scene.currentBattle.waveIndex);
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const messagePages = message.split(/\$/g).map(m => m.trim());
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const messagePages = message.split(/\$/g).map(m => m.trim());
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for (let p = messagePages.length - 1; p >= 0; p--) {
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for (let p = messagePages.length - 1; p >= 0; p--) {
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const originalFunc = showMessageAndEnd;
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const originalFunc = showMessageOrEnd;
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showMessageAndEnd = () => this.scene.ui.showDialogue(messagePages[p], this.scene.currentBattle.trainer.getName(), null, originalFunc);
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showMessageOrEnd = () => this.scene.ui.showDialogue(messagePages[p], this.scene.currentBattle.trainer.getName(), null, originalFunc);
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}
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}
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}
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showMessageAndEnd();
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showMessageOrEnd();
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};
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let showMessageOrEnd = () => this.end();
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if (victoryMessages?.length) {
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if (this.scene.currentBattle.trainer.config.hasCharSprite) {
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const originalFunc = showMessageOrEnd;
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showMessageOrEnd = () => this.scene.charSprite.hide().then(() => this.scene.hideFieldOverlay(250).then(() => originalFunc()));
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this.scene.showFieldOverlay(500).then(() => this.scene.charSprite.showCharacter(this.scene.currentBattle.trainer.getKey(), 'shock').then(() => showMessage()));
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} else
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showMessage();
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} else
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showMessageOrEnd();
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}, null, true);
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}, null, true);
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this.showEnemyTrainer();
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this.showEnemyTrainer();
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