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Resolve merge issues
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@ -1,18 +1,16 @@
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import { applyAbAttrs, applyPreLeaveFieldAbAttrs } from "#app/data/abilities/apply-ab-attrs";
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import { applyAbAttrs } from "#app/data/abilities/apply-ab-attrs";
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import { globalScene } from "#app/global-scene";
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import Overrides from "#app/overrides";
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import { FieldPhase } from "#app/phases/field-phase";
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import { NumberHolder } from "#app/utils/common";
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import { Stat } from "#enums/stat";
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import { StatusEffect } from "#enums/status-effect";
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import i18next from "i18next";
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import { globalScene } from "#app/global-scene";
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import { FieldPhase } from "./field-phase";
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import Overrides from "#app/overrides";
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import { Stat } from "#enums/stat";
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export class AttemptRunPhase extends FieldPhase {
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public readonly phaseName = "AttemptRunPhase";
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private getTeamRNG(range: number, min = 0) {
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return globalScene.randBattleSeedInt(range, min);
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}
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start() {
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public start() {
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super.start();
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// Increment escape attempts count on entry
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@ -21,15 +19,15 @@ export class AttemptRunPhase extends FieldPhase {
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const activePlayerField = globalScene.getPlayerField(true);
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const enemyField = globalScene.getEnemyField();
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const escapeRoll = this.getTeamRNG(100);
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const escapeChance = this.calculateEscapeChance(currentAttempts);
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activePlayerField.forEach(p => {
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applyAbAttrs("RunSuccessAbAttr", p, null, false, { value: escapeChance });
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const escapeRoll = globalScene.randBattleSeedInt(100);
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const escapeChance = new NumberHolder(this.calculateEscapeChance(currentAttempts));
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activePlayerField.forEach(pokemon => {
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applyAbAttrs("RunSuccessAbAttr", { pokemon, chance: escapeChance });
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});
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if (escapeRoll < escapeChance) {
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enemyField.forEach(enemyPokemon => applyPreLeaveFieldAbAttrs("PreLeaveFieldAbAttr", enemyPokemon));
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if (escapeRoll < escapeChance.value) {
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enemyField.forEach(pokemon => applyAbAttrs("PreLeaveFieldAbAttr", { pokemon }));
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globalScene.playSound("se/flee");
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globalScene.phaseManager.queueMessage(i18next.t("battle:runAwaySuccess"), null, true, 500);
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@ -71,10 +69,10 @@ export class AttemptRunPhase extends FieldPhase {
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/**
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* Calculate the chance for the player's team to successfully run away from battle.
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*
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* @param escapeAttempts The number of prior failed escape attempts in the current battle
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* @param escapeAttempts - The number of prior failed escape attempts in the current battle
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* @returns The final escape chance, as percentage out of 100.
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*/
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calculateEscapeChance(escapeAttempts: number): number {
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public calculateEscapeChance(escapeAttempts: number): number {
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const enemyField = globalScene.getEnemyField();
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const activePlayerField = globalScene.getPlayerField(true);
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