Merge branch 'beta' into implement-new-release-process

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Sirz Benjie 2025-05-01 22:07:34 -05:00 committed by GitHub
commit ae5a1f9b64
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17 changed files with 85 additions and 29 deletions

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@ -6145,7 +6145,7 @@ export class RevivalBlessingAttr extends MoveEffectAttr {
const faintedPokemon = globalScene.getEnemyParty().filter((p) => p.isFainted() && !p.isBoss());
const pokemon = faintedPokemon[user.randSeedInt(faintedPokemon.length)];
const slotIndex = globalScene.getEnemyParty().findIndex((p) => pokemon.id === p.id);
pokemon.resetStatus();
pokemon.resetStatus(true, false, false, true);
pokemon.heal(Math.min(toDmgValue(0.5 * pokemon.getMaxHp()), pokemon.getMaxHp()));
globalScene.queueMessage(i18next.t("moveTriggers:revivalBlessing", { pokemonName: getPokemonNameWithAffix(pokemon) }), 0, true);
const allyPokemon = user.getAlly();

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@ -106,7 +106,7 @@ export const ThePokemonSalesmanEncounter: MysteryEncounter = MysteryEncounterBui
* If an event with more than 1 valid event encounter species is active, you have 20% chance to get one of those
* If the rolled species has no HA, and there are valid event encounters, you will get one of those
* If the rolled species has no HA and there are no valid event encounters, you will get Shiny Magikarp
* Mons rolled from the event encounter pool get 2 extra shiny rolls
* Mons rolled from the event encounter pool get 3 extra shiny rolls
*/
if (
r === 0 ||
@ -120,12 +120,13 @@ export const ThePokemonSalesmanEncounter: MysteryEncounter = MysteryEncounterBui
(validEventEncounters.length > 0 && (r <= EVENT_THRESHOLD ||
(isNullOrUndefined(species.abilityHidden) || species.abilityHidden === Abilities.NONE)))
) {
// If you roll 20%, give event encounter with 2 extra shiny rolls and its HA, if it has one
// If you roll 20%, give event encounter with 3 extra shiny rolls and its HA, if it has one
const enc = randSeedItem(validEventEncounters);
species = getPokemonSpecies(enc.species);
pokemon = new PlayerPokemon(species, 5, species.abilityHidden === Abilities.NONE ? undefined : 2, enc.formIndex);
pokemon.trySetShinySeed();
pokemon.trySetShinySeed();
pokemon.trySetShinySeed();
} else {
pokemon = new PlayerPokemon(species, 5, 2, species.formIndex);
}

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@ -5608,13 +5608,44 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
* @param revive Whether revive should be cured; defaults to true.
* @param confusion Whether resetStatus should include confusion or not; defaults to false.
* @param reloadAssets Whether to reload the assets or not; defaults to false.
* @param asPhase Whether to reset the status in a phase or immediately
*/
resetStatus(revive = true, confusion = false, reloadAssets = false): void {
resetStatus(revive = true, confusion = false, reloadAssets = false, asPhase = true): void {
const lastStatus = this.status?.effect;
if (!revive && lastStatus === StatusEffect.FAINT) {
return;
}
globalScene.unshiftPhase(new ResetStatusPhase(this, confusion, reloadAssets));
if (asPhase) {
globalScene.unshiftPhase(new ResetStatusPhase(this, confusion, reloadAssets));
} else {
this.clearStatus(confusion, reloadAssets);
}
}
/**
* Performs the action of clearing a Pokemon's status
*
* This is a helper to {@linkcode resetStatus}, which should be called directly instead of this method
*/
public clearStatus(confusion: boolean, reloadAssets: boolean) {
const lastStatus = this.status?.effect;
this.status = null;
if (lastStatus === StatusEffect.SLEEP) {
this.setFrameRate(10);
if (this.getTag(BattlerTagType.NIGHTMARE)) {
this.lapseTag(BattlerTagType.NIGHTMARE);
}
}
if (confusion) {
if (this.getTag(BattlerTagType.CONFUSED)) {
this.lapseTag(BattlerTagType.CONFUSED);
}
}
if (reloadAssets) {
this.loadAssets(false).then(() => this.playAnim());
}
this.updateInfo(true);
}
/**

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@ -1953,7 +1953,7 @@ export class PokemonInstantReviveModifier extends PokemonHeldItemModifier {
);
// Remove the Pokemon's FAINT status
pokemon.resetStatus(true, false, true);
pokemon.resetStatus(true, false, true, false);
// Reapply Commander on the Pokemon's side of the field, if applicable
const field = pokemon.isPlayer() ? globalScene.getPlayerField() : globalScene.getEnemyField();
@ -2161,7 +2161,7 @@ export class PokemonHpRestoreModifier extends ConsumablePokemonModifier {
restorePoints = Math.floor(restorePoints * multiplier);
}
if (this.fainted || this.healStatus) {
pokemon.resetStatus(true, true);
pokemon.resetStatus(true, true, false, false);
}
pokemon.hp = Math.min(
pokemon.hp +
@ -2181,7 +2181,7 @@ export class PokemonStatusHealModifier extends ConsumablePokemonModifier {
* @returns always `true`
*/
override apply(playerPokemon: PlayerPokemon): boolean {
playerPokemon.resetStatus(true, true);
playerPokemon.resetStatus(true, true, false, false);
return true;
}
}

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@ -21,7 +21,7 @@ export class PartyHealPhase extends BattlePhase {
globalScene.ui.fadeOut(1000).then(() => {
for (const pokemon of globalScene.getPlayerParty()) {
pokemon.hp = pokemon.getMaxHp();
pokemon.resetStatus();
pokemon.resetStatus(true, false, false, true);
for (const move of pokemon.moveset) {
move.ppUsed = 0;
}

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@ -1,7 +1,5 @@
import type Pokemon from "#app/field/pokemon";
import { BattlePhase } from "#app/phases/battle-phase";
import { BattlerTagType } from "#enums/battler-tag-type";
import { StatusEffect } from "#enums/status-effect";
/**
* Phase which handles resetting a Pokemon's status to none
@ -22,23 +20,7 @@ export class ResetStatusPhase extends BattlePhase {
}
public override start() {
const lastStatus = this.pokemon.status?.effect;
this.pokemon.status = null;
if (lastStatus === StatusEffect.SLEEP) {
this.pokemon.setFrameRate(10);
if (this.pokemon.getTag(BattlerTagType.NIGHTMARE)) {
this.pokemon.lapseTag(BattlerTagType.NIGHTMARE);
}
}
if (this.affectConfusion) {
if (this.pokemon.getTag(BattlerTagType.CONFUSED)) {
this.pokemon.lapseTag(BattlerTagType.CONFUSED);
}
}
if (this.reloadAssets) {
this.pokemon.loadAssets(false).then(() => this.pokemon.playAnim());
}
this.pokemon.updateInfo(true);
this.pokemon.clearStatus(this.affectConfusion, this.reloadAssets);
this.end();
}
}

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@ -32,7 +32,7 @@ export class RevivalBlessingPhase extends BattlePhase {
}
pokemon.resetTurnData();
pokemon.resetStatus();
pokemon.resetStatus(true, false, false, false);
pokemon.heal(Math.min(toDmgValue(0.5 * pokemon.getMaxHp()), pokemon.getMaxHp()));
globalScene.queueMessage(
i18next.t("moveTriggers:revivalBlessing", {

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@ -310,6 +310,48 @@ const timedEvents: TimedEvent[] = [
},
],
},
{
name: "Shining Spring",
eventType: EventType.SHINY,
startDate: new Date(Date.UTC(2025, 4, 2)),
endDate: new Date(Date.UTC(2025, 4, 12)),
bannerKey: "spr25event",
scale: 0.21,
availableLangs: ["en", "de", "it", "fr", "ja", "ko", "es-ES", "es-MX", "pt-BR", "zh-CN"],
shinyMultiplier: 2,
upgradeUnlockedVouchers: true,
eventEncounters: [
{ species: Species.HOPPIP },
{ species: Species.CELEBI },
{ species: Species.VOLBEAT },
{ species: Species.ILLUMISE },
{ species: Species.SPOINK },
{ species: Species.LILEEP },
{ species: Species.SHINX },
{ species: Species.PACHIRISU },
{ species: Species.CHERUBI },
{ species: Species.MUNCHLAX },
{ species: Species.TEPIG },
{ species: Species.PANSAGE },
{ species: Species.PANSEAR },
{ species: Species.PANPOUR },
{ species: Species.DARUMAKA },
{ species: Species.ARCHEN },
{ species: Species.DEERLING, formIndex: 0 }, // Spring Deerling
{ species: Species.CLAUNCHER },
{ species: Species.WISHIWASHI },
{ species: Species.MUDBRAY },
{ species: Species.DRAMPA },
{ species: Species.JANGMO_O },
{ species: Species.APPLIN },
],
classicWaveRewards: [
{ wave: 8, type: "SHINY_CHARM" },
{ wave: 8, type: "ABILITY_CHARM" },
{ wave: 8, type: "CATCHING_CHARM" },
{ wave: 25, type: "SHINY_CHARM" },
],
}
];
export class TimedEventManager {