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real fix to Fun and Games force switch issues
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a9645b80fc
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@ -5290,6 +5290,11 @@ export class ForceSwitchOutAttr extends MoveEffectAttr {
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return false;
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return false;
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}
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}
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if (!player && user.scene.currentBattle.battleType === BattleType.MYSTERY_ENCOUNTER && !user.scene.currentBattle.mysteryEncounter?.fleeAllowed) {
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// Don't allow wild opponents to be force switched during MEs with flee disabled
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return false;
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}
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const blockedByAbility = new Utils.BooleanHolder(false);
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const blockedByAbility = new Utils.BooleanHolder(false);
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applyAbAttrs(ForceSwitchOutImmunityAbAttr, target, blockedByAbility);
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applyAbAttrs(ForceSwitchOutImmunityAbAttr, target, blockedByAbility);
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return !blockedByAbility.value;
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return !blockedByAbility.value;
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@ -23,7 +23,6 @@ import { modifierTypes } from "#app/modifier/modifier-type";
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import { Nature } from "#enums/nature";
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import { Nature } from "#enums/nature";
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import { CLASSIC_MODE_MYSTERY_ENCOUNTER_WAVES } from "#app/game-mode";
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import { CLASSIC_MODE_MYSTERY_ENCOUNTER_WAVES } from "#app/game-mode";
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import { isPokemonValidForEncounterOptionSelection } from "#app/data/mystery-encounters/utils/encounter-pokemon-utils";
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import { isPokemonValidForEncounterOptionSelection } from "#app/data/mystery-encounters/utils/encounter-pokemon-utils";
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import { Abilities } from "#enums/abilities";
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/** the i18n namespace for the encounter */
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/** the i18n namespace for the encounter */
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const namespace = "mysteryEncounter:funAndGames";
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const namespace = "mysteryEncounter:funAndGames";
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@ -45,6 +44,7 @@ export const FunAndGamesEncounter: MysteryEncounter =
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.withSkipEnemyBattleTurns(true)
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.withSkipEnemyBattleTurns(true)
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// Will skip COMMAND selection menu and go straight to FIGHT (move select) menu
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// Will skip COMMAND selection menu and go straight to FIGHT (move select) menu
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.withSkipToFightInput(true)
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.withSkipToFightInput(true)
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.withFleeAllowed(false)
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.withIntroSpriteConfigs([
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.withIntroSpriteConfigs([
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{
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{
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spriteKey: "fun_and_games_game",
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spriteKey: "fun_and_games_game",
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@ -202,8 +202,6 @@ async function summonPlayerPokemon(scene: BattleScene) {
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wobbuffet.setAlpha(0);
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wobbuffet.setAlpha(0);
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wobbuffet.setVisible(false);
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wobbuffet.setVisible(false);
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wobbuffet.calculateStats();
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wobbuffet.calculateStats();
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// Workaround to Roar/Dragon Tail/etc.
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wobbuffet.mysteryEncounterPokemonData.passive = Abilities.SUCTION_CUPS;
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scene.currentBattle.enemyParty[0] = wobbuffet;
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scene.currentBattle.enemyParty[0] = wobbuffet;
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scene.gameData.setPokemonSeen(wobbuffet, true);
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scene.gameData.setPokemonSeen(wobbuffet, true);
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await wobbuffet.loadAssets();
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await wobbuffet.loadAssets();
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