Hide shiny charm

Reroll shiny luck predictions aren't working rn and i don't have the brain power to fix so haha get temporarily disabled idiot
This commit is contained in:
RedstonewolfX 2024-08-19 19:41:52 -04:00
parent 5df32edaee
commit b07eddce77
2 changed files with 7 additions and 5 deletions

View File

@ -7382,6 +7382,7 @@ export class SelectModifierPhase extends BattlePhase {
mp.forEach((m, i) => {
console.log(" " + m.type!.name)
if (m.alternates) {
//console.log(m.alternates)
let showedLuckFlag = false
for (var j = 0, currentTier = m.type!.tier; j < m.alternates.length; j++) {
if (m.alternates[j] > currentTier) {
@ -7402,7 +7403,7 @@ export class SelectModifierPhase extends BattlePhase {
}
}
} else {
console.log(" No alt-luck data")
//console.log(" No alt-luck data")
}
})
})

View File

@ -200,6 +200,7 @@ export class ArenaFlyout extends Phaser.GameObjects.Container {
this.shinyCharmIcon = this.scene.add.sprite(this.flyoutWidth - 8, 8, "items", "shiny_charm")
this.shinyCharmIcon.setScale(0.4)
this.shinyCharmIcon.setInteractive(new Phaser.Geom.Rectangle(2, 2, 26, 27), Phaser.Geom.Rectangle.Contains);
this.shinyCharmIcon.setVisible(false)
this.flyoutContainer.add(this.shinyCharmIcon)
this.shinyCharmLuckCount = addTextObject(this.scene, this.flyoutWidth - 9, 5, "?", TextStyle.BATTLE_INFO);
@ -211,7 +212,7 @@ export class ArenaFlyout extends Phaser.GameObjects.Container {
}
doShinyCharmTooltip() {
if ((this.scene as BattleScene).currentBattle.waveIndex % 10 == 0) {
if (true || (this.scene as BattleScene).currentBattle.waveIndex % 10 == 0) {
this.shinyCharmIcon.setVisible(false)
this.shinyCharmLuckCount.setVisible(false)
return;
@ -227,11 +228,11 @@ export class ArenaFlyout extends Phaser.GameObjects.Container {
//this.shinyCharmIcon.on("pointerover", () => (this.scene as BattleScene).ui.showTooltip(null, `???`));
} else if ((this.scene as BattleScene).waveShinyFlag) {
this.shinyCharmIcon.clearTint()
this.shinyCharmIcon.on("pointerover", () => (this.scene as BattleScene).ui.showTooltip(null, `Shinies are OK`));
this.shinyCharmIcon.on("pointerover", () => (this.scene as BattleScene).ui.showTooltip("", `Shinies are OK`));
this.shinyCharmLuckCount.setVisible(false)
} else {
this.shinyCharmIcon.setTintFill(0x000000)
this.shinyCharmIcon.on("pointerover", () => (this.scene as BattleScene).ui.showTooltip(null, `Shinies change shop with luck ${(this.scene as BattleScene).waveShinyMinToBreak} or higher`));
this.shinyCharmIcon.on("pointerover", () => (this.scene as BattleScene).ui.showTooltip("", `Shinies change shop with luck ${(this.scene as BattleScene).waveShinyMinToBreak} or higher`));
this.shinyCharmLuckCount.text = getLuckString((this.scene as BattleScene).waveShinyMinToBreak)
}
this.shinyCharmIcon.on("pointerout", () => (this.scene as BattleScene).ui.hideTooltip());
@ -270,7 +271,7 @@ export class ArenaFlyout extends Phaser.GameObjects.Container {
this.flyoutTextHeader.text = "Game Logs"
this.flyoutTextPlayer.setPosition(6, 4)
this.flyoutTextPlayer.setFontSize(30);
var instructions = []
var instructions: string[] = []
var drpd = LoggerTools.getDRPD(this.scene as BattleScene);
var doWaveInstructions = true;
for (var i = 0; i < drpd.waves.length && drpd.waves[i] != undefined && doWaveInstructions; i++) {