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emergency fixing broken last commit
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@ -48,6 +48,7 @@ import { BerryType } from '../data/berry';
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import i18next from '../plugins/i18n';
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import { speciesEggMoves } from '../data/egg-moves';
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import { ModifierTier } from '../modifier/modifier-tier';
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import { ability } from '#app/locales/de/ability.js';
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export enum FieldPosition {
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CENTER,
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@ -1708,20 +1709,12 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
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this.scene.applyModifiers(DamageMoneyRewardModifier, true, source, damage)
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// finally checks and adds Fainted scene
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// don't want to add another fainted phase, perhaps calculate for multi hit moves if someone fainted
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// problem is applyAbAttrsInternal() in ability.ts is resetting the phaseQueueSpliceIndex before the moveaffectphase
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// end() to add the message, don't want to remove it since I have no idea what it's doing
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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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// option 1, calcualte and add /queue message here for multi hit moves, and add a conditional for the end the prevent it from adding ag
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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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// option 1: try to add multi move message here, and add a conidtion in end() to not add it a second time
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// option 2: figure out what applyAbAttrsInternal() is doing and if there is a way to still add the message from end() properly
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}
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/**
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@ -1775,6 +1768,13 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
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this.hp = this.hp - damage;
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// want to add a faint check here, for moves like explosion which deal self damage
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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(),preventEndure));
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this.resetSummonData();
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