Resolve merge issues

This commit is contained in:
NightKev 2025-06-22 23:53:00 -07:00
parent 574c4dc80a
commit adb2ad8a4c

View File

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