QOL - Settings to choose party Exp display at the end of fight (#488)
* added settings to manage how to display party experience at the end of fight * added back stats changes support when setting is on but ignored when on skip * removed a useless parameter * added new level in the text * only Lv. UP if level is greated than 200 * cleanup * added some comment * TSDoc comment block * EXP_Party -> EXP_Party_Display, Only Up -> Level Up Notification * better duration for the level up notification * typo Co-authored-by: Samuel H <flashfireex@gmail.com> --------- Co-authored-by: Samuel H <flashfireex@gmail.com>pull/502/merge
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22a73642df
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@ -101,6 +101,19 @@ export default class BattleScene extends SceneBase {
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public experimentalSprites: boolean = false;
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public moveAnimations: boolean = true;
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public expGainsSpeed: integer = 0;
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/**
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* Defines the experience gain display mode.
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*
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* @remarks
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* The `expParty` can have several modes:
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* - `0` - Default: The normal experience gain display, nothing changed.
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* - `1` - Level Up Notification: Displays the level up in the small frame instead of a message.
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* - `2` - Skip: No level up frame nor message.
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*
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* Modes `1` and `2` are still compatible with stats display, level up, new move, etc.
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* @default 0 - Uses the default normal experience gain display.
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*/
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public expParty: integer = 0;
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public hpBarSpeed: integer = 0;
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public fusionPaletteSwaps: boolean = true;
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public enableTouchControls: boolean = false;
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@ -3745,11 +3745,20 @@ export class ShowPartyExpBarPhase extends PlayerPartyMemberPokemonPhase {
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this.scene.unshiftPhase(new HidePartyExpBarPhase(this.scene));
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pokemon.updateInfo();
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if (this.scene.expGainsSpeed < 3) {
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this.scene.partyExpBar.showPokemonExp(pokemon, exp.value).then(() => {
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if (newLevel > lastLevel)
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this.end();
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else
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if (this.scene.expParty === 2) { // 2 - Skip - no level up frame nor message
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this.end();
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} else if (this.scene.expParty === 1) { // 1 - Only level up - we display the level up in the small frame instead of a message
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if (newLevel > lastLevel) { // this means if we level up
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// instead of displaying the exp gain in the small frame, we display the new level
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// we use the same method for mode 0 & 1, by giving a parameter saying to display the exp or the level
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this.scene.partyExpBar.showPokemonExp(pokemon, exp.value, this.scene.expParty === 1, newLevel).then(() => {
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setTimeout(() => this.end(), 800 / Math.pow(2, this.scene.expGainsSpeed/2));
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});
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} else {
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this.end();
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}
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} else if (this.scene.expGainsSpeed < 3) {
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this.scene.partyExpBar.showPokemonExp(pokemon, exp.value, this.scene.expParty === 1, newLevel).then(() => {
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setTimeout(() => this.end(), 500 / Math.pow(2, this.scene.expGainsSpeed));
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});
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} else {
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@ -3780,6 +3789,7 @@ export class LevelUpPhase extends PlayerPartyMemberPokemonPhase {
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this.lastLevel = lastLevel;
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this.level = level;
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this.scene = scene;
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}
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start() {
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@ -3794,8 +3804,15 @@ export class LevelUpPhase extends PlayerPartyMemberPokemonPhase {
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const prevStats = pokemon.stats.slice(0);
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pokemon.calculateStats();
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pokemon.updateInfo();
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this.scene.playSound('level_up_fanfare');
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this.scene.ui.showText(i18next.t('battle:levelUp', { pokemonName: this.getPokemon().name, level: this.level }), null, () => this.scene.ui.getMessageHandler().promptLevelUpStats(this.partyMemberIndex, prevStats, false).then(() => this.end()), null, true);
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if (this.scene.expParty === 0) { // 0 - default - the normal exp gain display, nothing changed
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this.scene.playSound('level_up_fanfare');
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this.scene.ui.showText(i18next.t('battle:levelUp', { pokemonName: this.getPokemon().name, level: this.level }), null, () => this.scene.ui.getMessageHandler().promptLevelUpStats(this.partyMemberIndex, prevStats, false).then(() => this.end()), null, true);
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} else if (this.scene.expParty === 2) { // 2 - Skip - no level up frame nor message
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this.end();
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} else { // 1 - Only level up - we display the level up in the small frame instead of a message
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// we still want to display the stats if activated
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this.scene.ui.getMessageHandler().promptLevelUpStats(this.partyMemberIndex, prevStats, false).then(() => this.end());
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}
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if (this.level <= 100) {
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const levelMoves = this.getPokemon().getLevelMoves(this.lastLevel + 1);
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for (let lm of levelMoves)
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@ -21,6 +21,7 @@ export enum Setting {
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Move_Animations = "MOVE_ANIMATIONS",
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Show_Stats_on_Level_Up = "SHOW_LEVEL_UP_STATS",
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EXP_Gains_Speed = "EXP_GAINS_SPEED",
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EXP_Party_Display = "EXP_PARTY_DISPLAY",
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HP_Bar_Speed = "HP_BAR_SPEED",
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Fusion_Palette_Swaps = "FUSION_PALETTE_SWAPS",
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Player_Gender = "PLAYER_GENDER",
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@ -53,6 +54,7 @@ export const settingOptions: SettingOptions = {
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[Setting.Move_Animations]: [ 'Off', 'On' ],
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[Setting.Show_Stats_on_Level_Up]: [ 'Off', 'On' ],
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[Setting.EXP_Gains_Speed]: [ 'Normal', 'Fast', 'Faster', 'Skip' ],
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[Setting.EXP_Party_Display]: [ 'Normal', 'Level Up Notification', 'Skip' ],
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[Setting.HP_Bar_Speed]: [ 'Normal', 'Fast', 'Faster', 'Instant' ],
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[Setting.Fusion_Palette_Swaps]: [ 'Off', 'On' ],
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[Setting.Player_Gender]: [ 'Boy', 'Girl' ],
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@ -77,6 +79,7 @@ export const settingDefaults: SettingDefaults = {
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[Setting.Move_Animations]: 1,
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[Setting.Show_Stats_on_Level_Up]: 1,
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[Setting.EXP_Gains_Speed]: 0,
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[Setting.EXP_Party_Display]: 0,
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[Setting.HP_Bar_Speed]: 0,
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[Setting.Fusion_Palette_Swaps]: 1,
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[Setting.Player_Gender]: 0,
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@ -134,6 +137,9 @@ export function setSetting(scene: BattleScene, setting: Setting, value: integer)
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case Setting.EXP_Gains_Speed:
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scene.expGainsSpeed = value;
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break;
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case Setting.EXP_Party_Display:
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scene.expParty = value;
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break;
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case Setting.HP_Bar_Speed:
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scene.hpBarSpeed = value;
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break;
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@ -29,7 +29,7 @@ export default class PartyExpBar extends Phaser.GameObjects.Container {
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this.shown = false;
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}
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showPokemonExp(pokemon: Pokemon, expValue: integer): Promise<void> {
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showPokemonExp(pokemon: Pokemon, expValue: integer, showOnlyLevelUp: boolean, newLevel: number): Promise<void> {
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return new Promise<void>(resolve => {
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if (this.shown)
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return resolve();
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@ -39,7 +39,17 @@ export default class PartyExpBar extends Phaser.GameObjects.Container {
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this.add(this.pokemonIcon);
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this.expText.setText(`+${expValue.toString()}`);
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// if we want to only display the level in the small frame
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if (showOnlyLevelUp) {
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if (newLevel > 200) { // if the level is greater than 200, we only display Lv. UP
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this.expText.setText('Lv. UP');
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} else { // otherwise we display Lv. Up and the new level
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this.expText.setText(`Lv. UP: ${newLevel.toString()}`);
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}
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} else {
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// if we want to display the exp
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this.expText.setText(`+${expValue.toString()}`);
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}
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this.bg.width = this.expText.displayWidth + 28;
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