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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
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@ -7382,6 +7382,7 @@ export class SelectModifierPhase extends BattlePhase {
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mp.forEach((m, i) => {
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console.log(" " + m.type!.name)
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if (m.alternates) {
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//console.log(m.alternates)
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let showedLuckFlag = false
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for (var j = 0, currentTier = m.type!.tier; j < m.alternates.length; j++) {
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if (m.alternates[j] > currentTier) {
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@ -7402,7 +7403,7 @@ export class SelectModifierPhase extends BattlePhase {
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}
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}
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} else {
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console.log(" No alt-luck data")
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//console.log(" No alt-luck data")
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}
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})
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})
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@ -200,6 +200,7 @@ export class ArenaFlyout extends Phaser.GameObjects.Container {
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this.shinyCharmIcon = this.scene.add.sprite(this.flyoutWidth - 8, 8, "items", "shiny_charm")
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this.shinyCharmIcon.setScale(0.4)
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this.shinyCharmIcon.setInteractive(new Phaser.Geom.Rectangle(2, 2, 26, 27), Phaser.Geom.Rectangle.Contains);
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this.shinyCharmIcon.setVisible(false)
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this.flyoutContainer.add(this.shinyCharmIcon)
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this.shinyCharmLuckCount = addTextObject(this.scene, this.flyoutWidth - 9, 5, "?", TextStyle.BATTLE_INFO);
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@ -211,7 +212,7 @@ export class ArenaFlyout extends Phaser.GameObjects.Container {
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}
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doShinyCharmTooltip() {
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if ((this.scene as BattleScene).currentBattle.waveIndex % 10 == 0) {
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if (true || (this.scene as BattleScene).currentBattle.waveIndex % 10 == 0) {
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this.shinyCharmIcon.setVisible(false)
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this.shinyCharmLuckCount.setVisible(false)
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return;
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@ -227,11 +228,11 @@ export class ArenaFlyout extends Phaser.GameObjects.Container {
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//this.shinyCharmIcon.on("pointerover", () => (this.scene as BattleScene).ui.showTooltip(null, `???`));
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} else if ((this.scene as BattleScene).waveShinyFlag) {
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this.shinyCharmIcon.clearTint()
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this.shinyCharmIcon.on("pointerover", () => (this.scene as BattleScene).ui.showTooltip(null, `Shinies are OK`));
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this.shinyCharmIcon.on("pointerover", () => (this.scene as BattleScene).ui.showTooltip("", `Shinies are OK`));
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this.shinyCharmLuckCount.setVisible(false)
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} else {
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this.shinyCharmIcon.setTintFill(0x000000)
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this.shinyCharmIcon.on("pointerover", () => (this.scene as BattleScene).ui.showTooltip(null, `Shinies change shop with luck ${(this.scene as BattleScene).waveShinyMinToBreak} or higher`));
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this.shinyCharmIcon.on("pointerover", () => (this.scene as BattleScene).ui.showTooltip("", `Shinies change shop with luck ${(this.scene as BattleScene).waveShinyMinToBreak} or higher`));
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this.shinyCharmLuckCount.text = getLuckString((this.scene as BattleScene).waveShinyMinToBreak)
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}
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this.shinyCharmIcon.on("pointerout", () => (this.scene as BattleScene).ui.hideTooltip());
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@ -270,7 +271,7 @@ export class ArenaFlyout extends Phaser.GameObjects.Container {
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this.flyoutTextHeader.text = "Game Logs"
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this.flyoutTextPlayer.setPosition(6, 4)
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this.flyoutTextPlayer.setFontSize(30);
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var instructions = []
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var instructions: string[] = []
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var drpd = LoggerTools.getDRPD(this.scene as BattleScene);
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var doWaveInstructions = true;
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for (var i = 0; i < drpd.waves.length && drpd.waves[i] != undefined && doWaveInstructions; i++) {
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