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@ -2181,8 +2181,7 @@ export class EnemyFusionChanceModifier extends EnemyPersistentModifier {
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export function modifiersOverride(scene: Phaser.Scene, player: boolean = true): void {
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const modifierOverride = player ? STARTING_MODIFIER_OVERRIDE : OPP_MODIFIER_OVERRIDE;
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// if no override, do nothing
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if (!modifierOverride || modifierOverride.length === 0 || !scene) return;
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if (!modifierOverride || modifierOverride.length === 0 || !scene) return; // if no override, do nothing
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// if it's the opponent, we clear all his current modifiers to avoid stacking
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if (!player) {
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scene.enemyModifiers = [];
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@ -2191,8 +2190,7 @@ export function modifiersOverride(scene: Phaser.Scene, player: boolean = true):
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modifierOverride.forEach(item => {
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const modifierName = item[0];
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const qty = item[1] || 1;
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// if the modifier does not exist, we skip it
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if (!modifierTypes.hasOwnProperty(modifierName)) return;
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if (!modifierTypes.hasOwnProperty(modifierName)) return; // if the modifier does not exist, we skip it
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const modifierType = modifierTypes[modifierName]();
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const modifier = modifierType.withIdFromFunc(modifierTypes[modifierName]).newModifier() as PersistentModifier;
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modifier.stackCount = qty;
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@ -2206,22 +2204,17 @@ export function modifiersOverride(scene: Phaser.Scene, player: boolean = true):
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export function itemHeldsOverride(scene: Phaser.Scene, pokemon: Pokemon, player: boolean = true): void {
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const heldItemsOverride = player ? STARTING_HELD_ITEMS_OVERRIDE : OPP_HELD_ITEMS_OVERRIDE;
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// if no override, do nothing
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if (!heldItemsOverride || heldItemsOverride.length === 0 || !scene) return;
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if (!heldItemsOverride || heldItemsOverride.length === 0 || !scene) return; // if no override, do nothing
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// we loop through all the itemName given in the override file
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heldItemsOverride.forEach(item => {
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const itemName = item[0];
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const qty = item[1] || 1;
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// if the item does not exist, we skip it
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if (!modifierTypes.hasOwnProperty(itemName)) return;
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// we retrieve the item in the list
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const modifierType = modifierTypes[itemName]();
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if (!modifierTypes.hasOwnProperty(itemName)) return; // if the item does not exist, we skip it
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const modifierType = modifierTypes[itemName](); // we retrieve the item in the list
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// we create the item
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const itemModifier = modifierType.withIdFromFunc(modifierTypes[itemName]).newModifier((pokemon) as PersistentModifier) as PokemonHeldItemModifier;
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// we assign the created item to the pokemon
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itemModifier.pokemonId = pokemon.id;
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// we say how many items we want
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itemModifier.stackCount = qty;
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itemModifier.pokemonId = pokemon.id; // we assign the created item to the pokemon
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itemModifier.stackCount = qty; // we say how many items we want
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if (player) {
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scene.addModifier(itemModifier as PokemonHeldItemModifier, true, false, false, true);
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} else {
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