Squashed changes into 1 commit, reverted unneeded stuff

This commit is contained in:
Bertie690 2025-05-20 12:30:21 -04:00
parent abb4ec2781
commit d3414b7126
16 changed files with 465 additions and 315 deletions

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@ -874,7 +874,8 @@ export default class BattleScene extends SceneBase {
/**
* Returns an array of Pokemon on both sides of the battle - player first, then enemy.
* Does not actually check if the pokemon are on the field or not, and always has length 4 regardless of battle type.
* @param activeOnly - Whether to consider only active pokemon; default `false`
* @param activeOnly - Whether to consider only active pokemon (as described by {@linkcode Pokemon.isActive()}); default `false`.
* If `true`, will also elide all `null` values from the array.
* @returns An array of {@linkcode Pokemon}, as described above.
*/
public getField(activeOnly = false): Pokemon[] {
@ -887,9 +888,9 @@ export default class BattleScene extends SceneBase {
}
/**
* Used in doubles battles to redirect moves from one pokemon to another when one faints or is removed from the field
* @param removedPokemon {@linkcode Pokemon} the pokemon that is being removed from the field (flee, faint), moves to be redirected FROM
* @param allyPokemon {@linkcode Pokemon} the pokemon that will have the moves be redirected TO
* Attempt to redirect a move in double battles from a fainted/removed Pokemon to its ally.
* @param removedPokemon - The {@linkcode Pokemon} having been removed from the field.
* @param allyPokemon - The {@linkcode Pokemon} allied with the removed Pokemon; will have moves redirected to it
*/
redirectPokemonMoves(removedPokemon: Pokemon, allyPokemon: Pokemon): void {
// failsafe: if not a double battle just return
@ -915,10 +916,10 @@ export default class BattleScene extends SceneBase {
/**
* Returns the ModifierBar of this scene, which is declared private and therefore not accessible elsewhere
* @param isEnemy Whether to return the enemy's modifier bar
* @returns {ModifierBar}
* @param isEnemy - Whether to return the enemy modifier bar instead of the player bar; default `false`
* @returns The {@linkcode ModifierBar} for the given side of the field
*/
getModifierBar(isEnemy?: boolean): ModifierBar {
getModifierBar(isEnemy = false): ModifierBar {
return isEnemy ? this.enemyModifierBar : this.modifierBar;
}
@ -933,8 +934,7 @@ export default class BattleScene extends SceneBase {
}
getPokemonById(pokemonId: number): Pokemon | null {
const findInParty = (party: Pokemon[]) => party.find(p => p.id === pokemonId);
return (findInParty(this.getPlayerParty()) || findInParty(this.getEnemyParty())) ?? null;
return (this.getPlayerParty() as Pokemon[]).concat(this.getEnemyParty()).find(p => p.id === pokemonId) ?? null;
}
addPlayerPokemon(
@ -1472,10 +1472,12 @@ export default class BattleScene extends SceneBase {
if (!waveIndex && lastBattle) {
const isNewBiome = this.isNewBiome(lastBattle);
/** Whether to reset and recall pokemon */
const resetArenaState =
isNewBiome ||
[BattleType.TRAINER, BattleType.MYSTERY_ENCOUNTER].includes(this.currentBattle.battleType) ||
this.currentBattle.battleSpec === BattleSpec.FINAL_BOSS;
for (const enemyPokemon of this.getEnemyParty()) {
enemyPokemon.destroy();
}
@ -1847,7 +1849,7 @@ export default class BattleScene extends SceneBase {
}
resetSeed(waveIndex?: number): void {
const wave = waveIndex || this.currentBattle?.waveIndex || 0;
const wave = waveIndex ?? this.currentBattle?.waveIndex ?? 0;
this.waveSeed = shiftCharCodes(this.seed, wave);
Phaser.Math.RND.sow([this.waveSeed]);
console.log("Wave Seed:", this.waveSeed, wave);
@ -2861,7 +2863,7 @@ export default class BattleScene extends SceneBase {
// adds to the end of PhaseQueuePrepend
this.unshiftPhase(phase);
} else {
//remember that pushPhase adds it to nextCommandPhaseQueue
// remember that pushPhase adds it to nextCommandPhaseQueue
this.pushPhase(phase);
}
}
@ -2913,6 +2915,7 @@ export default class BattleScene extends SceneBase {
return Math.floor(moneyValue / 10) * 10;
}
// TODO: refactor this
addModifier(
modifier: Modifier | null,
ignoreUpdate?: boolean,
@ -3353,18 +3356,18 @@ export default class BattleScene extends SceneBase {
/**
* Get all of the modifiers that pass the `modifierFilter` function
* @param modifierFilter The function used to filter a target's modifiers
* @param isPlayer Whether to search the player (`true`) or the enemy (`false`); Defaults to `true`
* @returns the list of all modifiers that passed the `modifierFilter` function
* @param modifierFilter - The function used to filter a target's modifiers
* @param isPlayer - Whether to search the player (`true`) or the enemy (`false`); Defaults to `true`
* @returns an array of {@linkcode PersistentModifier}s that passed the `modifierFilter` function
*/
findModifiers(modifierFilter: ModifierPredicate, isPlayer = true): PersistentModifier[] {
return (isPlayer ? this.modifiers : this.enemyModifiers).filter(modifierFilter);
}
/**
* Find the first modifier that pass the `modifierFilter` function
* @param modifierFilter The function used to filter a target's modifiers
* @param player Whether to search the player (`true`) or the enemy (`false`); Defaults to `true`
* Find the first modifier that passes the `modifierFilter` function
* @param modifierFilter - The function used to filter a target's modifiers
* @param player - Whether to search the player (`true`) or the enemy (`false`); Defaults to `true`
* @returns the first modifier that passed the `modifierFilter` function; `undefined` if none passed
*/
findModifier(modifierFilter: ModifierPredicate, player = true): PersistentModifier | undefined {

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@ -117,19 +117,33 @@ export class Ability implements Localizable {
return this;
}
/**
* Mark an ability as partially implemented.
* Partial abilities are expected to have their core functionality implemented, but may lack
* certain notable features or interactions with other moves or abilities.
* @returns `this`
*/
partial(): this {
this.nameAppend += " (P)";
return this;
}
/**
* Mark an ability as unimplemented.
* Unimplemented abilities are ones which have _none_ of their basic functionality enabled.
* @returns `this`
*/
unimplemented(): this {
this.nameAppend += " (N)";
return this;
}
/**
* Internal flag used for developers to document edge cases. When using this, please be sure to document the edge case.
* @returns the ability
* Mark an ability as having an edge case.
* Does not show up in game and is solely for internal dev use.
* When using this, make sure to **document the edge case** (or else this becomes pointless).
* @returns `this`
*/
edgeCase(): this {
return this;

View File

@ -361,7 +361,6 @@ export class TypeImmunityAbAttr extends PreDefendAbAttr {
* @param move {@linkcode Move} The attacking move.
* @param cancelled {@linkcode BooleanHolder} - A holder for a boolean value indicating if the move was cancelled.
* @param args [0] {@linkcode NumberHolder} gets set to 0 if move is immuned by an ability.
* @param args [1] - Whether the move is simulated.
*/
override applyPreDefend(pokemon: Pokemon, passive: boolean, simulated: boolean, attacker: Pokemon, move: Move, cancelled: BooleanHolder, args: any[]): void {
(args[0] as NumberHolder).value = 0;
@ -1203,6 +1202,7 @@ export class FieldPreventExplosiveMovesAbAttr extends AbAttr {
export class FieldMultiplyStatAbAttr extends AbAttr {
private stat: Stat;
private multiplier: number;
/** Whether this ability can stack with others of the same type for this stat; default `false` */
private canStack: boolean;
constructor(stat: Stat, multiplier: number, canStack = false) {
@ -1213,13 +1213,13 @@ export class FieldMultiplyStatAbAttr extends AbAttr {
this.canStack = canStack;
}
canApplyFieldStat(pokemon: Pokemon, passive: boolean, simulated: boolean, stat: Stat, statValue: NumberHolder, checkedPokemon: Pokemon, hasApplied: BooleanHolder, args: any[]): boolean {
return this.canStack || !hasApplied.value
canApplyFieldStat(_pokemon: Pokemon, _passive: boolean, _simulated: boolean, stat: Stat, _statValue: NumberHolder, checkedPokemon: Pokemon, hasApplied: BooleanHolder, _args: any[]): boolean {
return (this.canStack || !hasApplied.value)
&& this.stat === stat && checkedPokemon.getAbilityAttrs(FieldMultiplyStatAbAttr).every(attr => (attr as FieldMultiplyStatAbAttr).stat !== stat);
}
/**
* applyFieldStat: Tries to multiply a Pokemon's Stat
* Tries to multiply a Pokemon's Stat.
* @param pokemon {@linkcode Pokemon} the Pokemon using this ability
* @param passive {@linkcode boolean} unused
* @param stat {@linkcode Stat} the type of the checked stat
@ -1245,7 +1245,7 @@ export class MoveTypeChangeAbAttr extends PreAttackAbAttr {
}
/**
* Determine if the move type change attribute can be applied
* Determine if the move type change attribute can be applied.
*
* Can be applied if:
* - The ability's condition is met, e.g. pixilate only boosts normal moves,
@ -1255,27 +1255,32 @@ export class MoveTypeChangeAbAttr extends PreAttackAbAttr {
* @param pokemon - The pokemon that has the move type changing ability and is using the attacking move
* @param _passive - Unused
* @param _simulated - Unused
* @param _defender - The pokemon being attacked (unused)
* @param move - The move being used
* @param _args - args[0] holds the type that the move is changed to, args[1] holds the multiplier
* @param _defender - Unused
* @param move - The {@linkcode Move} being used
* @param _args - Unused
* @returns whether the move type change attribute can be applied
*/
override canApplyPreAttack(pokemon: Pokemon, _passive: boolean, _simulated: boolean, _defender: Pokemon | null, move: Move, _args: [NumberHolder?, NumberHolder?, ...any]): boolean {
// TODO: Why can these be nullish?
override canApplyPreAttack(pokemon: Pokemon, _passive: boolean, _simulated: boolean, _defender: Pokemon | null, move: Move, _args: [NumberHolder?, NumberHolder?]): boolean {
return (!this.condition || this.condition(pokemon, _defender, move)) &&
!noAbilityTypeOverrideMoves.has(move.id) &&
!noAbilityTypeOverrideMoves.has(move.id) &&
(!pokemon.isTerastallized ||
(move.id !== Moves.TERA_BLAST &&
(move.id !== Moves.TERA_STARSTORM || pokemon.getTeraType() !== PokemonType.STELLAR || !pokemon.hasSpecies(Species.TERAPAGOS))));
}
/**
* @param pokemon - The pokemon that has the move type changing ability and is using the attacking move
* @param passive - Unused
* @param simulated - Unused
* @param defender - The pokemon being attacked (unused)
* @param move - The move being used
* @param args - args[0] holds the type that the move is changed to, args[1] holds the multiplier
* Apply the ability attribute to change the move's type and/or boost its power.
* @param _pokemon - Unused
* @param _passive - Unused
* @param _simulated - Unused
* @param _defender - Unused
* @param _move - Unused
* @param args
* `[0]` - A {@linkcode NumberHolder} holding the move's type
* `[1]` - A {@linkcode NumberHolder} containing the move's power
*/
// TODO: Why can these be nullish?
override applyPreAttack(pokemon: Pokemon, passive: boolean, simulated: boolean, defender: Pokemon, move: Move, args: [NumberHolder?, NumberHolder?, ...any]): void {
if (args[0] && args[0] instanceof NumberHolder) {
args[0].value = this.newType;
@ -1334,13 +1339,16 @@ export class PokemonTypeChangeAbAttr extends PreAttackAbAttr {
}
/**
* Class for abilities that convert single-strike moves to two-strike moves (i.e. Parental Bond).
* @param damageMultiplier the damage multiplier for the second strike, relative to the first.
*/
* Class for abilities that add additional strikes to single-target moves.
* Used by {@linkcode Moves.PARENTAL_BOND | Parental Bond}.
*/
export class AddSecondStrikeAbAttr extends PreAttackAbAttr {
private damageMultiplier: number;
constructor(damageMultiplier: number) {
/**
* @param damageMultiplier - The damage multiplier for the added strike, relative to the first.
*/
constructor(damageMultiplier: number) {
super(false);
this.damageMultiplier = damageMultiplier;
@ -1351,16 +1359,16 @@ export class AddSecondStrikeAbAttr extends PreAttackAbAttr {
}
/**
* If conditions are met, this doubles the move's hit count (via args[1])
* or multiplies the damage of secondary strikes (via args[2])
* @param pokemon the {@linkcode Pokemon} using the move
* @param passive n/a
* @param defender n/a
* @param move the {@linkcode Move} used by the ability source
* @param args Additional arguments:
* - `[0]` the number of strikes this move currently has ({@linkcode NumberHolder})
* - `[1]` the damage multiplier for the current strike ({@linkcode NumberHolder})
* Applies the ability attribute by increasing hit count
* @param pokemon - The {@linkcode Pokemon} using the move
* @param passive - Unused
* @param defender - Unused
* @param move - The {@linkcode Move} being used
* @param args:
* - `[0]` - A {@linkcode NumberHolder} holding the move's current strike count
* - `[1]` - A {@linkcode NumberHolder} holding the current strike's damage multiplier.
*/
// TODO: Why can these be nullish?
override applyPreAttack(pokemon: Pokemon, passive: boolean, simulated: boolean, defender: Pokemon, move: Move, args: any[]): void {
const hitCount = args[0] as NumberHolder;
const multiplier = args[1] as NumberHolder;
@ -1587,8 +1595,9 @@ export class PostAttackAbAttr extends AbAttr {
/**
* By default, this method checks that the move used is a damaging attack before
* applying the effect of any inherited class. This can be changed by providing a different {@link attackCondition} to the constructor. See {@link ConfusionOnStatusEffectAbAttr}
* for an example of an effect that does not require a damaging move.
* applying the effect of any inherited class.
* This can be changed by providing a different {@linkcode attackCondition} to the constructor
* (see {@linkcode ConfusionOnStatusEffectAbAttr} for an example of this being used).
*/
canApplyPostAttack(
pokemon: Pokemon,
@ -3138,36 +3147,47 @@ export class ProtectStatAbAttr extends PreStatStageChangeAbAttr {
}
/**
* This attribute applies confusion to the target whenever the user
* directly poisons them with a move, e.g. Poison Puppeteer.
* Attribute to apply confusion to the target whenever the user
* directly statuses them with a move.
* Used by {@linkcode Abilities.POISON_PUPPETEER}
* Called in {@linkcode StatusEffectAttr}.
* @extends PostAttackAbAttr
* @see {@linkcode applyPostAttack}
*/
export class ConfusionOnStatusEffectAbAttr extends PostAttackAbAttr {
/** List of effects to apply confusion after */
private effects: StatusEffect[];
private effects: ReadonlySet<StatusEffect>;
constructor(...effects: StatusEffect[]) {
/** This effect does not require a damaging move */
super((user, target, move) => true);
this.effects = effects;
this.effects = new Set(effects);
}
override canApplyPostAttack(pokemon: Pokemon, passive: boolean, simulated: boolean, defender: Pokemon, move: Move, hitResult: HitResult | null, args: any[]): boolean {
/**
* Check that the target was inflicted by the correct status condition from this Pokemon
* and can be confused.
* @param pokemon - {The @linkcode Pokemon} with this ability
* @param passive - N/A
* @param defender - The {@linkcode Pokemon} being targeted (will be confused)
* @param move - The {@linkcode Move} that applied the status effect
* @param hitResult - N/A
* @param args `[0]` - The {@linkcode StatusEffect} applied by the move
* @returns `true` if the target can be confused after being statused.
*/
override canApplyPostAttack(pokemon: Pokemon, passive: boolean, simulated: boolean, defender: Pokemon, move: Move, hitResult: HitResult | null, args: [StatusEffect]): boolean {
return super.canApplyPostAttack(pokemon, passive, simulated, defender, move, hitResult, args)
&& this.effects.indexOf(args[0]) > -1 && !defender.isFainted() && defender.canAddTag(BattlerTagType.CONFUSED);
&& this.effects.has(args[0]) && !defender.isFainted() && defender.canAddTag(BattlerTagType.CONFUSED);
}
/**
* Applies confusion to the target pokemon.
* @param pokemon {@link Pokemon} attacking
* Apply confusion to the target pokemon.
* @param pokemon - {@linkcode Pokemon} with the ability
* @param passive N/A
* @param defender {@link Pokemon} defending
* @param move {@link Move} used to apply status effect and confusion
* @param hitResult N/A
* @param args [0] {@linkcode StatusEffect} applied by move
* @param defender - {@linkcode Pokemon} being targeted (will be confused)
* @param move - N/A
* @param hitResult - N/A
* @param args - N/A
*/
override applyPostAttack(pokemon: Pokemon, passive: boolean, simulated: boolean, defender: Pokemon, move: Move, hitResult: HitResult, args: any[]): void {
if (!simulated) {
@ -3313,15 +3333,15 @@ export class ConditionalUserFieldProtectStatAbAttr extends PreStatStageChangeAbA
/**
* Determine whether the {@linkcode ConditionalUserFieldProtectStatAbAttr} can be applied.
* @param pokemon The pokemon with the ability
* @param passive unused
* @param simulated Unused
* @param stat The stat being affected
* @param cancelled Holds whether the stat change was already prevented.
* @param args Args[0] is the target pokemon of the stat change.
* @returns
*/
override canApplyPreStatStageChange(pokemon: Pokemon, passive: boolean, simulated: boolean, stat: BattleStat, cancelled: BooleanHolder, args: [Pokemon, ...any]): boolean {
* @param pokemon - The pokemon with the ability
* @param passive - unused
* @param simulated - Unused
* @param stat - The {@linkcode Stat} being affected
* @param cancelled - {@linkcode BooleanHolder} containing whether the stat change was already prevented
* @param args `[0]` - The {@linkcode Pokemon} recieving the stat change
* @returns `true` if the ability can be applied
*/
override canApplyPreStatStageChange(pokemon: Pokemon, passive: boolean, simulated: boolean, stat: BattleStat, cancelled: BooleanHolder, args: [Pokemon]): boolean {
const target = args[0];
if (!target) {
return false;
@ -3330,12 +3350,12 @@ export class ConditionalUserFieldProtectStatAbAttr extends PreStatStageChangeAbA
}
/**
* Apply the {@linkcode ConditionalUserFieldStatusEffectImmunityAbAttr} to an interaction
* @param _pokemon The pokemon the stat change is affecting (unused)
* @param _passive unused
* @param _simulated unused
* @param stat The stat being affected
* @param cancelled Will be set to true if the stat change is prevented
* Apply the {@linkcode ConditionalUserFieldStatusEffectImmunityAbAttr} to block status effect application
* @param _pokemon - unused
* @param _passive - unused
* @param _simulated - unused
* @param stat - unused
* @param cancelled - A {@linkcode BooleanHolder} containing status effect immunity; will be set to `true`
* @param _args unused
*/
override applyPreStatStageChange(_pokemon: Pokemon, _passive: boolean, _simulated: boolean, _stat: BattleStat, cancelled: BooleanHolder, _args: any[]): void {
@ -3508,12 +3528,17 @@ export class ConditionalCritAbAttr extends AbAttr {
}
/**
* @param pokemon {@linkcode Pokemon} user.
* @param args [0] {@linkcode BooleanHolder} If true critical hit is guaranteed.
* [1] {@linkcode Pokemon} Target.
* [2] {@linkcode Move} used by ability user.
* Apply this ability by enabling guaranteed critical hits.
* @param pokemon - The {@linkcode Pokemon} with the ability (unused).
* @param passive - Unused
* @param simulated - Unused
* @param cancelled - Unused
* @param args -
* - [0] A {@linkcode BooleanHolder} containing whether critical hits are guaranteed.
* - [1] The {@linkcode Pokemon} being targeted (unused)
* - [2] The {@linkcode Move} used by the ability holder (unused)
*/
override apply(pokemon: Pokemon, passive: boolean, simulated: boolean, cancelled: BooleanHolder, args: any[]): void {
override apply(pokemon: Pokemon, passive: boolean, simulated: boolean, cancelled: BooleanHolder, args: [BooleanHolder, Pokemon, Move, ...any]): void {
(args[0] as BooleanHolder).value = true;
}
}
@ -4034,7 +4059,7 @@ export class PostTurnStatusHealAbAttr extends PostTurnAbAttr {
/**
* After the turn ends, resets the status of either the ability holder or their ally
* @param allyTarget Whether to target ally, defaults to false (self-target)
* @param allyTarget - Whether to target the ability holder's ally; default `false` (self-target)
*/
export class PostTurnResetStatusAbAttr extends PostTurnAbAttr {
private allyTarget: boolean;
@ -4298,26 +4323,29 @@ export class PostTurnFormChangeAbAttr extends PostTurnAbAttr {
/**
* Attribute used for abilities (Bad Dreams) that damages the opponents for being asleep
* Attribute used for abilities (Bad Dreams) that damages sleeping opponents during turn end.
*/
export class PostTurnHurtIfSleepingAbAttr extends PostTurnAbAttr {
override canApplyPostTurn(pokemon: Pokemon, passive: boolean, simulated: boolean, args: any[]): boolean {
return pokemon.getOpponents().some(opp => (opp.status?.effect === StatusEffect.SLEEP || opp.hasAbility(Abilities.COMATOSE)) && !opp.hasAbilityWithAttr(BlockNonDirectDamageAbAttr) && !opp.switchOutStatus);
}
/**
* Deals damage to all sleeping opponents equal to 1/8 of their max hp (min 1)
* @param pokemon {@linkcode Pokemon} with this ability
* @param passive N/A
* @param simulated `true` if applying in a simulated call.
* @param args N/A
* Damages all sleeping opponents on turn end equal to 1/8 of their respective max hp (min 1)
* @param pokemon - The {@linkcode Pokemon} with this ability
* @param passive - Unused
* @param simulated - Whether to suppress changes to game state during calculations.
* @param args - Unused
*/
override applyPostTurn(pokemon: Pokemon, passive: boolean, simulated: boolean, args: any[]): void {
for (const opp of pokemon.getOpponents()) {
if ((opp.status?.effect === StatusEffect.SLEEP || opp.hasAbility(Abilities.COMATOSE)) && !opp.hasAbilityWithAttr(BlockNonDirectDamageAbAttr) && !opp.switchOutStatus) {
if (!simulated) {
opp.damageAndUpdate(toDmgValue(opp.getMaxHp() / 8), { result: HitResult.INDIRECT });
globalScene.queueMessage(i18next.t("abilityTriggers:badDreams", { pokemonName: getPokemonNameWithAffix(opp) }));
}
if (simulated) {
return;
}
// grab all on-field, sleeping opponents and hurt them if they aren't immune to passive damage
for (const opp of pokemon.getOpponents(true).filter(opp => opp.status?.effect === StatusEffect.SLEEP || opp.hasAbility(Abilities.COMATOSE))) {
if (!opp.hasAbilityWithAttr(BlockNonDirectDamageAbAttr)) {
opp.damageAndUpdate(toDmgValue(opp.getMaxHp() / 8), { result: HitResult.INDIRECT });
globalScene.queueMessage(i18next.t("abilityTriggers:badDreams", { pokemonName: getPokemonNameWithAffix(opp) }));
}
}
}
@ -4398,7 +4426,7 @@ export class PostBiomeChangeTerrainChangeAbAttr extends PostBiomeChangeAbAttr {
* @extends AbAttr
*/
export class PostMoveUsedAbAttr extends AbAttr {
canApplyPostMoveUsed(
canApplyPostMoveUsed(
pokemon: Pokemon,
move: PokemonMove,
source: Pokemon,
@ -5086,7 +5114,8 @@ export class IgnoreTypeImmunityAbAttr extends AbAttr {
}
/**
* Ignores the type immunity to Status Effects of the defender if the defender is of a certain type
* Attribute to ignore type-based immunities to Status Effect if the defender is of a certain type.
* Used by {@linkcode Abilities.CORROSION}.
*/
export class IgnoreTypeStatusEffectImmunityAbAttr extends AbAttr {
private statusEffect: StatusEffect[];

View File

@ -37,6 +37,8 @@ export enum ArenaTagSide {
ENEMY,
}
// TODO: Add a class for tags that explicitly REQUIRE a source move (as currently we have a lot of bangs)
export abstract class ArenaTag {
constructor(
public tagType: ArenaTagType,
@ -65,8 +67,17 @@ export abstract class ArenaTag {
onOverlap(_arena: Arena, _source: Pokemon | null): void {}
/**
* Trigger this {@linkcode ArenaTag}'s effect, reducing its duration as applicable.
* Will ignore duration of all tags with durations alwrea
* @param _arena - The {@linkcode Arena} at the moment the tag is being lapsed.
* Unused by default but can be used by super classes.
* @returns `true` if this tag should be kept; `false` if it should be removed.
*/
lapse(_arena: Arena): boolean {
return this.turnCount < 1 || !!--this.turnCount;
// TODO: Rather than treating negative duration tags as being indefinite,
// make all duration based classes inherit from their own sub-class
return this.turnCount < 1 || --this.turnCount > 0;
}
getMoveName(): string | null {
@ -870,6 +881,7 @@ class ToxicSpikesTag extends ArenaTrapTag {
* Arena Tag class for delayed attacks, such as {@linkcode Moves.FUTURE_SIGHT} or {@linkcode Moves.DOOM_DESIRE}.
* Delays the attack's effect by a set amount of turns, usually 3 (including the turn the move is used),
* and deals damage after the turn count is reached.
// TODO: Add class for tags that can have multiple instances up and edit `arena.addTag` appropriately
*/
export class DelayedAttackTag extends ArenaTag {
public targetIndex: BattlerIndex;

View File

@ -45,15 +45,17 @@ import { StatusEffect } from "#enums/status-effect";
import { WeatherType } from "#enums/weather-type";
import { isNullOrUndefined } from "#app/utils/common";
// TODO: Explain what a battlerTagLapseType actually is
export enum BattlerTagLapseType {
FAINT,
/** Tag lapses while using a (non-follow up) move, potentially halting its execution. */
MOVE,
PRE_MOVE,
AFTER_MOVE,
MOVE_EFFECT,
TURN_END,
HIT,
/** Tag lapses AFTER_HIT, applying its effects even if the user faints */
/** Tag lapses after being hit, applying its effects even if the user faints */
AFTER_HIT,
CUSTOM,
}
@ -94,10 +96,13 @@ export class BattlerTag {
/**
* Tick down this {@linkcode BattlerTag}'s duration.
* @param _pokemon - The {@linkcode Pokemon} whom this tag belongs to.
* Unused by default but can be used by super classes.
* @param _lapseType - The {@linkcode BattlerTagLapseType} being lapsed.
* Unused by default but can be used by super classes.
* @returns `true` if the tag should be kept (`turnCount` > 0`)
*/
lapse(_pokemon: Pokemon, _lapseType: BattlerTagLapseType): boolean {
// TODO: Maybe flip this (return `true` if tag needs removal)
return --this.turnCount > 0;
}
@ -143,7 +148,7 @@ export interface TerrainBattlerTag {
/**
* Base class for tags that restrict the usage of moves. This effect is generally referred to as "disabling" a move
* in-game. This is not to be confused with {@linkcode Moves.DISABLE}.
* in-game (not to be confused with {@linkcode Moves.DISABLE}).
*
* Descendants can override {@linkcode isMoveRestricted} to restrict moves that
* match a condition. A restricted move gets cancelled before it is used.

View File

@ -121,7 +121,13 @@ import { MoveTarget } from "#enums/MoveTarget";
import { MoveFlags } from "#enums/MoveFlags";
import { MoveEffectTrigger } from "#enums/MoveEffectTrigger";
import { MultiHitType } from "#enums/MultiHitType";
import { invalidAssistMoves, invalidCopycatMoves, invalidMetronomeMoves, invalidMirrorMoveMoves, invalidSleepTalkMoves } from "./invalid-moves";
import {
invalidAssistMoves,
invalidCopycatMoves,
invalidMetronomeMoves,
invalidMirrorMoveMoves,
invalidSleepTalkMoves,
} from "./invalid-moves";
import { SelectBiomePhase } from "#app/phases/select-biome-phase";
type MoveConditionFunc = (user: Pokemon, target: Pokemon, move: Move) => boolean;
@ -212,13 +218,13 @@ export default class Move implements Localizable {
/**
* Adds a new MoveAttr to the move (appends to the attr array)
* if the MoveAttr also comes with a condition, also adds that to the conditions array: {@linkcode MoveCondition}
* @param AttrType {@linkcode MoveAttr} the constructor of a MoveAttr class
* @param args the args needed to instantiate a the given class
* @returns the called object {@linkcode Move}
* if the MoveAttr also comes with a condition, also adds that to the {@linkcode MoveCondition} array
* @param attrType - The constructor of a {@linkcode MoveAttr} class to add
* @param args - Any additional arguments needed to instantiate the given class
* @returns `this`
*/
attr<T extends Constructor<MoveAttr>>(AttrType: T, ...args: ConstructorParameters<T>): this {
const attr = new AttrType(...args);
attr<T extends Constructor<MoveAttr>>(attrType: T, ...args: ConstructorParameters<T>): this {
const attr = new attrType(...args);
this.attrs.push(attr);
let attrCondition = attr.getCondition();
if (attrCondition) {
@ -233,10 +239,11 @@ export default class Move implements Localizable {
/**
* Adds a new MoveAttr to the move (appends to the attr array)
* if the MoveAttr also comes with a condition, also adds that to the conditions array: {@linkcode MoveCondition}
* Almost identical to {@link attr}, except you are passing in a MoveAttr object, instead of a constructor and it's arguments
* @param attrAdd {@linkcode MoveAttr} the attribute to add
* @returns the called object {@linkcode Move}
* if the MoveAttr also comes with a condition, also adds that to the {@linkcode MoveCondition} array
* Almost identical to {@linkcode attr}, except you are passing in an already instantized {@linkcode MoveAttr} object
* as opposed to a constructor and its arguments
* @param attrAdd - The {@linkcode MoveAttr} to add
* @returns `this`
*/
addAttr(attrAdd: MoveAttr): this {
this.attrs.push(attrAdd);
@ -262,13 +269,13 @@ export default class Move implements Localizable {
}
/**
* Getter function that returns if this Move has a MoveFlag
* @param flag {@linkcode MoveFlags} to check
* @returns boolean
* Getter function that returns if this Move has a given MoveFlag.
* @param flag - The {@linkcode MoveFlags} to check
* @returns Whether this Move has the specified flag.
*/
hasFlag(flag: MoveFlags): boolean {
// internally it is taking the bitwise AND (MoveFlags are represented as bit-shifts) and returning False if result is 0 and true otherwise
return !!(this.flags & flag);
// Flags are internally represented as bitmasks, so we check by taking the bitwise AND.
return (this.flags & flag) !== MoveFlags.NONE;
}
/**
@ -384,8 +391,10 @@ export default class Move implements Localizable {
}
/**
* Marks the move as "partial": appends texts to the move name
* @returns the called object {@linkcode Move}
* Mark a move as partially implemented.
* Partial moves are expected to have their core functionality implemented, but may lack
* certain notable features or interactions with other moves or abilities.
* @returns `this`
*/
partial(): this {
this.nameAppend += " (P)";
@ -393,8 +402,10 @@ export default class Move implements Localizable {
}
/**
* Marks the move as "unimplemented": appends texts to the move name
* @returns the called object {@linkcode Move}
* Mark a move as unimplemented.
* Unimplemented moves are ones which have _none_ of their basic functionality enabled,
* and are effectively barred from use by the AI.
* @returns `this`
*/
unimplemented(): this {
this.nameAppend += " (N)";
@ -961,7 +972,7 @@ export class AttackMove extends Move {
/**
* {@link https://bulbapedia.bulbagarden.net/wiki/Freeze_(status_condition)}
* > All damaging Fire-type moves can now thaw a frozen target, regardless of whether or not they have a chance to burn;
* All damaging Fire-type moves can thaw a frozen target, regardless of whether or not they have a chance to burn
*/
if (this.type === PokemonType.FIRE) {
this.addAttr(new HealStatusEffectAttr(false, StatusEffect.FREEZE));
@ -2507,9 +2518,12 @@ export class PsychoShiftEffectAttr extends MoveEffectAttr {
}
/**
* Applies the effect of Psycho Shift to its target
* Psycho Shift takes the user's status effect and passes it onto the target. The user is then healed after the move has been successfully executed.
* @returns `true` if Psycho Shift's effect is able to be applied to the target
* Applies the effect of {@linkcode Moves.PSYCHO_SHIFT} to its target.
* Psycho Shift takes the user's status effect and passes it onto the target.
* The user is then healed after the move has been successfully executed.
* @param user - The {@linkcode Pokemon} using the move
* @param target - The {@linkcode Pokemon} targeted by the move.
* @returns - Whether the effect was successfully applied to the target.
*/
apply(user: Pokemon, target: Pokemon, _move: Move, _args: any[]): boolean {
const statusToApply: StatusEffect | undefined = user.status?.effect ?? (user.hasAbility(Abilities.COMATOSE) ? StatusEffect.SLEEP : undefined);
@ -2841,6 +2855,10 @@ export class HealStatusEffectAttr extends MoveEffectAttr {
}
}
/**
* Attribute to add the {@linkcode BattlerTagType.BYPASS_SLEEP | BYPASS_SLEEP Battler Tag} for 1 turn to the user before move use.
* Used by {@linkcode Moves.SNORE} and {@linkcode Moves.SLEEP_TALK}.
*/
export class BypassSleepAttr extends MoveAttr {
apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean {
if (user.status?.effect === StatusEffect.SLEEP) {
@ -5360,7 +5378,10 @@ export class NoEffectAttr extends MoveAttr {
}
}
const crashDamageFunc = (user: Pokemon, move: Move) => {
/**
* Function to deal Crash Damage (1/2 max hp) to the user on apply.
*/
const crashDamageFunc: UserMoveConditionFunc = (user: Pokemon, move: Move) => {
const cancelled = new BooleanHolder(false);
applyAbAttrs(BlockNonDirectDamageAbAttr, user, cancelled);
if (cancelled.value) {
@ -6998,7 +7019,8 @@ export class CopyMoveAttr extends CallMoveAttr {
/**
* Attribute used for moves that causes the target to repeat their last used move.
*
* Used for [Instruct](https://bulbapedia.bulbagarden.net/wiki/Instruct_(move)).
* Used by {@linkcode Moves.INSTRUCT | Instruct}.
* @see [Instruct on Bulbapedia](https://bulbapedia.bulbagarden.net/wiki/Instruct_(move))
*/
export class RepeatMoveAttr extends MoveEffectAttr {
constructor() {

View File

@ -409,7 +409,7 @@ export async function applyModifierTypeToPlayerPokemon(
m.type.id === modType.id &&
m.pokemonId === pokemon.id &&
m.matchType(modifier),
) as PokemonHeldItemModifier;
) as PokemonHeldItemModifier | undefined;
// At max stacks
if (existing && existing.getStackCount() >= existing.getMaxStackCount()) {

View File

@ -1,3 +1,7 @@
/**
* A list of possible flags that various moves may have.
* Represented internally as a bitmask.
*/
export enum MoveFlags {
NONE = 0,
MAKES_CONTACT = 1 << 0,

View File

@ -691,6 +691,7 @@ export class Arena {
targetIndex?: BattlerIndex,
): boolean {
const existingTag = this.getTagOnSide(tagType, side);
// TODO: Change this for future sight
if (existingTag) {
existingTag.onOverlap(this, globalScene.getPokemonById(sourceId));
@ -703,6 +704,7 @@ export class Arena {
}
// creates a new tag object
// TODO: check if we can remove the `|| 0` since turn count should never be nullish
const newTag = getArenaTag(tagType, turnCount || 0, sourceMove, sourceId, targetIndex, side);
if (newTag) {
newTag.onAdd(this, quiet);

View File

@ -486,7 +486,7 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
this.ivs = ivs || getIvsFromId(this.id);
if (this.gender === undefined) {
this.generateGender();
this.gender = this.species.generateGender();
}
if (this.formIndex === undefined) {
@ -562,14 +562,16 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
}
/**
* @param {boolean} useIllusion - Whether we want the fake name or the real name of the Pokemon (for Illusion ability).
* Return the name that will be displayed when this Pokemon is sent out into battle.
* @param useIllusion - Whether to consider this Pokemon's illusion if present; default `true`
* @returns The name to render for this {@linkcode Pokemon}.
*/
getNameToRender(useIllusion: boolean = true) {
const name: string = (!useIllusion && this.summonData.illusion) ? this.summonData.illusion.basePokemon.name : this.name;
const nickname: string = (!useIllusion && this.summonData.illusion) ? this.summonData.illusion.basePokemon.nickname : this.nickname;
try {
if (nickname) {
return decodeURIComponent(escape(atob(nickname)));
return decodeURIComponent(escape(atob(nickname))); // TODO: Remove `atob` and `escape`... eventually...
}
return name;
} catch (err) {
@ -578,13 +580,16 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
}
}
getPokeball(useIllusion = false){
if(useIllusion){
return this.summonData.illusion?.pokeball ?? this.pokeball
} else {
return this.pokeball
/**
* Return this Pokemon's {@linkcode PokeballType}.
* @param useIllusion - Whether to consider this Pokemon's illusion if present; default `true`
* @returns The {@linkcode PokeballType} that will be shown when this Pokemon is sent out into battle.
*/
getPokeball(useIllusion = false): PokeballType {
return useIllusion && this.summonData?.illusion
? this.summonData.illusion.pokeball
: this.pokeball;
}
}
init(): void {
this.fieldPosition = FieldPosition.CENTER;
@ -640,9 +645,9 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
/**
* Checks if a pokemon is fainted (ie: its `hp <= 0`).
* It's usually better to call {@linkcode isAllowedInBattle()}
* @param checkStatus `true` to also check that the pokemon's status is {@linkcode StatusEffect.FAINT}
* @returns `true` if the pokemon is fainted
* Usually should not be called directly in favor of consulting {@linkcode isAllowedInBattle()}.
* @param checkStatus - Whether to also check that the pokemon's status is {@linkcode StatusEffect.FAINT}; default `false`
* @returns Whether this Pokemon is fainted, as described above.
*/
public isFainted(checkStatus = false): boolean {
return (
@ -652,8 +657,8 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
}
/**
* Check if this pokemon is both not fainted and allowed to be in battle based on currently active challenges.
* @returns {boolean} `true` if pokemon is allowed in battle
* Check if this pokemon is both not fainted and allowed to be used based on currently active challenges.
* @returns Whether this Pokemon is allowed to partake in battle.
*/
public isAllowedInBattle(): boolean {
return !this.isFainted() && this.isAllowedInChallenge();
@ -661,8 +666,8 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
/**
* Check if this pokemon is allowed based on any active challenges.
* It's usually better to call {@linkcode isAllowedInBattle()}
* @returns {boolean} `true` if pokemon is allowed in battle
* Usually should not be called directly in favor of consulting {@linkcode isAllowedInBattle()}.
* @returns Whether this Pokemon is allowed under the current challenge conditions.
*/
public isAllowedInChallenge(): boolean {
const challengeAllowed = new BooleanHolder(true);
@ -676,8 +681,8 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
/**
* Checks if this {@linkcode Pokemon} is allowed in battle (ie: not fainted, and allowed under any active challenges).
* @param onField `true` to also check if the pokemon is currently on the field; default `false`
* @returns `true` if the pokemon is "active", as described above.
* @param onField - Whether to also check if the pokemon is currently on the field; default `false`
* @returns Whether this pokemon is considered "active", as described above.
* Returns `false` if there is no active {@linkcode BattleScene} or the pokemon is disallowed.
*/
public isActive(onField = false): boolean {
@ -745,8 +750,6 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
return this.species.ability2 !== this.species.ability1 ? randSeedInt(2) : 0;
}
/**
* Generate an illusion of the last pokemon in the party, as other wild pokemon in the area.
*/
@ -842,7 +845,10 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
abstract getBattlerIndex(): BattlerIndex;
/**
   * @param useIllusion - Whether we want the illusion or not.
* Load all assets needed for this Pokemon's use in battle
* @param ignoreOverride - Whether to ignore overrides caused by {@linkcode Moves.TRANSFORM | Transform}; default `true`
* @param useIllusion - Whether to consider this pokemon's active illusion; default `false`
* @returns A promise that resolves once all the corresponding assets have been loaded.
   */
async loadAssets(ignoreOverride = true, useIllusion: boolean = false): Promise<void> {
/** Promises that are loading assets and can be run concurrently. */
@ -960,11 +966,10 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
}
/**
* Attempt to process variant sprite.
*
* @param cacheKey the cache key for the variant color sprite
* @param useExpSprite should the experimental sprite be used
* @param battleSpritePath the filename of the sprite
* Attempt to process variant sprite color caches.
* @param cacheKey - the cache key for the variant color sprite
* @param useExpSprite - Whether experimental sprites should be used if present
* @param battleSpritePath - the filename of the sprite
*/
async populateVariantColorCache(
cacheKey: string,
@ -1027,7 +1032,11 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
return this.fusionSpecies.forms[this.fusionFormIndex].formKey;
}
getSpriteAtlasPath(ignoreOverride?: boolean): string {
// TODO: Add more documentation for all these attributes.
// They may be all similar, but what each one actually _does_ is quite unclear at first glance
getSpriteAtlasPath(ignoreOverride = false): string {
const spriteId = this.getSpriteId(ignoreOverride).replace(/\_{2}/g, "/");
return `${/_[1-3]$/.test(spriteId) ? "variant/" : ""}${spriteId}`;
}
@ -1162,12 +1171,12 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
}
/**
* Get this {@linkcode Pokemon}'s {@linkcode PokemonSpeciesForm}.
* @param ignoreOverride - Whether to ignore overridden species from {@linkcode Moves.TRANSFORM}, default `false`.
* This overrides `useIllusion` if `true`.
* @param useIllusion - `true` to use the speciesForm of the illusion; default `false`.
* Return this Pokemon's {@linkcode PokemonSpeciesForm | SpeciesForm}.
* @param ignoreOverride - Whether to ignore any overrides caused by {@linkcode Moves.TRANSFORM | Transform}; default `false`
* @param useIllusion - Whether to consider this Pokemon's illusion if present; default `false`.
* @returns This Pokemon's {@linkcode PokemonSpeciesForm}.
*/
getSpeciesForm(ignoreOverride: boolean = false, useIllusion: boolean = false): PokemonSpeciesForm {
getSpeciesForm(ignoreOverride = false, useIllusion = false): PokemonSpeciesForm {
if (!ignoreOverride && this.summonData.speciesForm) {
return this.summonData.speciesForm;
}
@ -1183,9 +1192,12 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
}
/**
* @param {boolean} useIllusion - Whether we want the fusionSpeciesForm of the illusion or not.
* Return the {@linkcode PokemonSpeciesForm | SpeciesForm} of this Pokemon's fusion counterpart.
* @param ignoreOverride - Whether to ignore species overrides caused by {@linkcode Moves.TRANSFORM | Transform}; default `false`
* @param useIllusion - Whether to consider the species of this Pokemon's illusion; default `false`.
* @returns The {@linkcode PokemonSpeciesForm} of this Pokemon's fusion counterpart.
*/
getFusionSpeciesForm(ignoreOverride?: boolean, useIllusion: boolean = false): PokemonSpeciesForm {
getFusionSpeciesForm(ignoreOverride = false, useIllusion = false): PokemonSpeciesForm {
const fusionSpecies: PokemonSpecies = useIllusion && this.summonData.illusion ? this.summonData.illusion.fusionSpecies! : this.fusionSpecies!;
const fusionFormIndex = useIllusion && this.summonData.illusion ? this.summonData.illusion.fusionFormIndex! : this.fusionFormIndex;
@ -1547,16 +1559,17 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
* Calculates and retrieves the final value of a stat considering any held
* items, move effects, opponent abilities, and whether there was a critical
* hit.
* @param stat the desired {@linkcode EffectiveStat}
* @param opponent the target {@linkcode Pokemon}
* @param move the {@linkcode Move} being used
* @param ignoreAbility determines whether this Pokemon's abilities should be ignored during the stat calculation
* @param ignoreOppAbility during an attack, determines whether the opposing Pokemon's abilities should be ignored during the stat calculation.
* @param ignoreAllyAbility during an attack, determines whether the ally Pokemon's abilities should be ignored during the stat calculation.
* @param isCritical determines whether a critical hit has occurred or not (`false` by default)
* @param simulated if `true`, nullifies any effects that produce any changes to game state from triggering
* @param ignoreHeldItems determines whether this Pokemon's held items should be ignored during the stat calculation, default `false`
* @returns the final in-battle value of a stat
* @param stat - The desired {@linkcode EffectiveStat | Stat} to check.
* @param opponent - The {@linkcode Pokemon} being targeted, if applicable.
* @param move - The {@linkcode Move} being used, if any. Used to check ability ignoring effects and similar.
* @param ignoreAbility - Whether to ignore ability effects of the user; default `false`.
* @param ignoreOppAbility - Whether to ignore ability effects of the target; default `false`.
* @param ignoreAllyAbility - Whether to ignore ability effects of the user's allies; default `false`.
* @param isCritical - Whether a critical hit has occurred or not; default `false`.
* If `true`, will nullify offensive stat drops or defensive stat boosts.
* @param simulated - Whether to nullify any effects that produce changes to game state during calculations; default `true`
* @param ignoreHeldItems - Whether to ignore the user's held items during stat calculation; default `false`.
* @returns The final in-battle value for the given stat.
*/
getEffectiveStat(
stat: EffectiveStat,
@ -1592,10 +1605,13 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
fieldApplied,
simulated,
);
// TODO: us breaking early effectively makes the ability having a "can stack" toggle useless...
if (fieldApplied.value) {
break;
}
}
if (!ignoreAbility) {
applyStatMultiplierAbAttrs(
StatMultiplierAbAttr,
@ -1608,7 +1624,14 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
const ally = this.getAlly();
if (!isNullOrUndefined(ally)) {
applyAllyStatMultiplierAbAttrs(AllyStatMultiplierAbAttr, ally, stat, statValue, simulated, this, move?.hasFlag(MoveFlags.IGNORE_ABILITIES) || ignoreAllyAbility);
applyAllyStatMultiplierAbAttrs(
AllyStatMultiplierAbAttr,
ally,
stat,
statValue,
simulated,
this,
move?.hasFlag(MoveFlags.IGNORE_ABILITIES) || ignoreAllyAbility);
}
let ret =
@ -1860,9 +1883,12 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
}
/**
* @param {boolean} useIllusion - Whether we want the fake or real gender (illusion ability).
* Return this Pokemon's {@linkcode Gender}.
* @param ignoreOverride - Whether to ignore any overrides caused by {@linkcode Moves.TRANSFORM | Transform}; default `false`
* @param useIllusion - Whether to consider this pokemon's illusion if present; default `false`
* @returns the {@linkcode Gender} of this {@linkcode Pokemon}.
*/
getGender(ignoreOverride?: boolean, useIllusion: boolean = false): Gender {
getGender(ignoreOverride = false, useIllusion = false): Gender {
if (useIllusion && this.summonData.illusion) {
return this.summonData.illusion.gender;
} else if (!ignoreOverride && !isNullOrUndefined(this.summonData.gender)) {
@ -1872,9 +1898,12 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
}
/**
* @param {boolean} useIllusion - Whether we want the fake or real gender (illusion ability).
*/
getFusionGender(ignoreOverride?: boolean, useIllusion: boolean = false): Gender {
* Return this Pokemon's fusion's {@linkcode Gender}.
* @param ignoreOverride - Whether to ignore any overrides caused by {@linkcode Moves.TRANSFORM | Transform}; default `false`
* @param useIllusion - Whether to consider this pokemon's illusion if present; default `false`
* @returns The {@linkcode Gender} of this {@linkcode Pokemon}'s fusion.
*/
getFusionGender(ignoreOverride = false, useIllusion = false): Gender {
if (useIllusion && this.summonData.illusion?.fusionGender) {
return this.summonData.illusion.fusionGender;
} else if (!ignoreOverride && !isNullOrUndefined(this.summonData.fusionGender)) {
@ -1884,14 +1913,16 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
}
/**
* @param {boolean} useIllusion - Whether we want the fake or real shininess (illusion ability).
* Check whether this Pokemon is shiny.
* @param useIllusion - Whether to consider this pokemon's illusion if present; default `false`
* @returns Whether this Pokemon is shiny at least once.
*/
isShiny(useIllusion: boolean = false): boolean {
if (!useIllusion && this.summonData.illusion) {
return this.summonData.illusion.basePokemon?.shiny || (this.summonData.illusion.fusionSpecies && this.summonData.illusion.basePokemon?.fusionShiny) || false;
} else {
return this.shiny || (this.isFusion(useIllusion) && this.fusionShiny);
}
return this.shiny || (this.isFusion(useIllusion) && this.fusionShiny);
}
isBaseShiny(useIllusion: boolean = false){
@ -1911,33 +1942,37 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
}
/**
*
* @param useIllusion - Whether we want the fake or real shininess (illusion ability).
* @returns `true` if the {@linkcode Pokemon} is shiny and the fusion is shiny as well, `false` otherwise
* Check whether this Pokemon is doubly shiny (both normal and fusion are shiny).
* @param useIllusion - Whether to consider this pokemon's illusion if present; default `false`
* @returns Whether this pokemon's base and fusion counterparts are both shiny.
*/
isDoubleShiny(useIllusion: boolean = false): boolean {
isDoubleShiny(useIllusion = false): boolean {
if (!useIllusion && this.summonData.illusion?.basePokemon) {
return this.isFusion(false) && this.summonData.illusion.basePokemon.shiny && this.summonData.illusion.basePokemon.fusionShiny;
} else {
return this.isFusion(useIllusion) && this.shiny && this.fusionShiny;
}
return this.isFusion(useIllusion) && this.shiny && this.fusionShiny;
}
/**
* @param {boolean} useIllusion - Whether we want the fake or real variant (illusion ability).
* Return this Pokemon's {@linkcode Variant | shiny variant}.
* Only meaningful if this pokemon is actually shiny.
* @param useIllusion - Whether to consider this pokemon's illusion if present; default `false`
* @returns The shiny variant of this Pokemon.
*/
getVariant(useIllusion: boolean = false): Variant {
getVariant(useIllusion = false): Variant {
if (!useIllusion && this.summonData.illusion) {
return !this.isFusion(false)
? this.summonData.illusion.basePokemon!.variant
: Math.max(this.variant, this.fusionVariant) as Variant;
} else {
return !this.isFusion(true)
}
return !this.isFusion(true)
? this.variant
: Math.max(this.variant, this.fusionVariant) as Variant;
}
}
// TODO: Clarify how this differs from {@linkcode getVariant}
getBaseVariant(doubleShiny: boolean): Variant {
if (doubleShiny) {
return this.summonData.illusion?.basePokemon?.variant ?? this.variant;
@ -1946,47 +1981,55 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
return this.getVariant();
}
/**
* Return this pokemon's overall luck value, based on its shininess (1 pt per variant lvl).
* @returns The luck value of this Pokemon.
*/
getLuck(): number {
return this.luck + (this.isFusion() ? this.fusionLuck : 0);
}
isFusion(useIllusion: boolean = false): boolean {
if (useIllusion && this.summonData.illusion) {
return !!this.summonData.illusion.fusionSpecies;
}
return !!this.fusionSpecies;
/**
* Return whether this {@linkcode Pokemon} is currently fused with anything.
* @param useIllusion - Whether to consider this pokemon's illusion if present; default `false`
* @returns Whether this Pokemon is currently fused with another species.
*/
isFusion(useIllusion = false): boolean {
return useIllusion && this.summonData.illusion
? !!this.summonData.illusion.fusionSpecies
: !!this.fusionSpecies;
}
/**
* @param {boolean} useIllusion - Whether we want the fake name or the real name of the Pokemon (for Illusion ability).
* Return this {@linkcode Pokemon}'s name.
* @param useIllusion - Whether to consider this pokemon's illusion if present; default `false`
* @returns This Pokemon's name.
* @see {@linkcode getNameToRender} - gets this Pokemon's display name.
*/
getName(useIllusion: boolean = false): string {
getName(useIllusion = false): string {
return (!useIllusion && this.summonData.illusion?.basePokemon)
? this.summonData.illusion.basePokemon.name
: this.name;
}
/**
* Checks if the {@linkcode Pokemon} has a fusion with the specified {@linkcode Species}.
* @param species the pokemon {@linkcode Species} to check
* @returns `true` if the {@linkcode Pokemon} has a fusion with the specified {@linkcode Species}, `false` otherwise
* Check whether this {@linkcode Pokemon} has a fusion with the specified {@linkcode Species}.
* @param species - The {@linkcode Species} to check against
* @returns Whether this Pokemon is currently fused with the specified {@linkcode Species}.
*/
hasFusionSpecies(species: Species): boolean {
return this.fusionSpecies?.speciesId === species;
}
/**
* Checks if the {@linkcode Pokemon} has is the specified {@linkcode Species} or is fused with it.
* @param species the pokemon {@linkcode Species} to check
* @param formKey If provided, requires the species to be in that form
* @returns `true` if the pokemon is the species or is fused with it, `false` otherwise
* Check whether this {@linkcode Pokemon} either is or is fused with the given {@linkcode Species}.
* @param species - The {@linkcode Species} to check against
* @param formKey - If provided, will require the species to be in that form
* @returns Whether this Pokemon has this species as either its base or fusion counterpart.
*/
hasSpecies(species: Species, formKey?: string): boolean {
if (isNullOrUndefined(formKey)) {
return (
this.species.speciesId === species ||
this.fusionSpecies?.speciesId === species
);
return this.species.speciesId === species || this.fusionSpecies?.speciesId === species;
}
return (this.species.speciesId === species && this.getFormKey() === formKey) || (this.fusionSpecies?.speciesId === species && this.getFusionFormKey() === formKey);
@ -1994,7 +2037,13 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
abstract isBoss(): boolean;
getMoveset(ignoreOverride?: boolean): PokemonMove[] {
/**
* Return all the {@linkcode PokemonMove}s that make up this Pokemon's moveset.
* Takes into account player/enemy moveset overrides (which will also override PP count).
* @param ignoreOverride - Whether to ignore any overrides caused by {@linkcode Moves.TRANSFORM | Transform}; default `false`
* @returns An array of {@linkcode PokemonMove}, as described above.
*/
getMoveset(ignoreOverride = false): PokemonMove[] {
const ret =
!ignoreOverride && this.summonData.moveset
? this.summonData.moveset
@ -2024,11 +2073,10 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
}
/**
* Checks which egg moves have been unlocked for the {@linkcode Pokemon} based
* on the species it was met at or by the first {@linkcode Pokemon} in its evolution
* Check which egg moves have been unlocked for this {@linkcode Pokemon}.
* Looks at either the species it was met at or the first {@linkcode Species} in its evolution
* line that can act as a starter and provides those egg moves.
* @returns an array of {@linkcode Moves}, the length of which is determined by how many
* egg moves are unlocked for that species.
* @returns An array of all {@linkcode Moves} that are egg moves and unlocked for this Pokemon.
*/
getUnlockedEggMoves(): Moves[] {
const moves: Moves[] = [];
@ -2047,13 +2095,12 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
}
/**
* Gets all possible learnable level moves for the {@linkcode Pokemon},
* Get all possible learnable level moves for the {@linkcode Pokemon},
* excluding any moves already known.
*
* Available egg moves are only included if the {@linkcode Pokemon} was
* in the starting party of the run and if Fresh Start is not active.
* @returns an array of {@linkcode Moves}, the length of which is determined
* by how many learnable moves there are for the {@linkcode Pokemon}.
* @returns An array of {@linkcode Moves}, as described above.
*/
public getLearnableLevelMoves(): Moves[] {
let levelMoves = this.getLevelMoves(1, true, false, true).map(lm => lm[1]);
@ -2074,18 +2121,18 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
}
/**
* Gets the types of a pokemon
* @param includeTeraType - `true` to include tera-formed type; Default: `false`
* @param forDefend - `true` if the pokemon is defending from an attack; Default: `false`
* @param ignoreOverride - If `true`, ignore ability changing effects; Default: `false`
* @param useIllusion - `true` to return the types of the illusion instead of the actual types; Default: `false`
* @returns array of {@linkcode PokemonType}
* Evaluate and return this Pokemon's typing.
* @param includeTeraType - Whether to use this Pokemon's tera type if Terastallized; default `false`
* @param forDefend - Whether this Pokemon is currently receiving an attack; default `false`
* @param ignoreOverride - Whether to ignore any overrides caused by {@linkcode Moves.TRANSFORM | Transform}; default `false`
* @param useIllusion - Whether to consider this Pokemon's illusion if present; default `false`
* @returns An array of {@linkcode PokemonType}s corresponding to this Pokemon's typing (real or percieved).
*/
public getTypes(
includeTeraType = false,
forDefend: boolean = false,
ignoreOverride: boolean = false,
useIllusion: boolean = false
forDefend = false,
ignoreOverride = false,
useIllusion = false,
): PokemonType[] {
const types: PokemonType[] = [];
@ -2179,7 +2226,7 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
}
// remove UNKNOWN if other types are present
if (types.length > 1 && types.includes(PokemonType.UNKNOWN)) {
if (types.length > 1) {
const index = types.indexOf(PokemonType.UNKNOWN);
if (index !== -1) {
types.splice(index, 1);
@ -2204,12 +2251,12 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
}
/**
* Checks if the pokemon's typing includes the specified type
* @param type - {@linkcode PokemonType} to check
* @param includeTeraType - `true` to include tera-formed type; Default: `true`
* @param forDefend - `true` if the pokemon is defending from an attack; Default: `false`
* @param ignoreOverride - If `true`, ignore ability changing effects; Default: `false`
* @returns `true` if the Pokemon's type matches
* Check if this Pokemon's typing includes the specified type.
* @param type - The {@linkcode PokemonType} to check
* @param includeTeraType - Whether to use this Pokemon's tera type if Terastallized; default `false`
* @param forDefend - Whether this Pokemon is currently receiving an attack; default `false`
* @param ignoreOverride - Whether to ignore any overrides caused by {@linkcode Moves.TRANSFORM | Transform}; default `false`
* @returns Whether this Pokemon is of the specified type.
*/
public isOfType(
type: PokemonType,
@ -2217,18 +2264,17 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
forDefend = false,
ignoreOverride = false,
): boolean {
return this.getTypes(includeTeraType, forDefend, ignoreOverride).some(
t => t === type,
);
return this.getTypes(includeTeraType, forDefend, ignoreOverride).includes(type);
}
/**
* Gets the non-passive ability of the pokemon. This accounts for fusions and ability changing effects.
* This should rarely be called, most of the time {@linkcode hasAbility} or {@linkcode hasAbilityWithAttr} are better used as
* those check both the passive and non-passive abilities and account for ability suppression.
* @see {@linkcode hasAbility} {@linkcode hasAbilityWithAttr} Intended ways to check abilities in most cases
* @param ignoreOverride - If `true`, ignore ability changing effects; Default: `false`
* @returns The non-passive {@linkcode Ability} of the pokemon
* Get this Pokemon's non-passive {@linkcode Ability}, factoring in fusions, overrides and ability-changing effects.
* Should rarely be called directky in favor of {@linkcode hasAbility} or {@linkcode hasAbilityWithAttr},
* both of which check both ability slots and account for suppression.
* @see {@linkcode hasAbility}and {@linkcode hasAbilityWithAttr} Intended ways to check abilities in most cases
* @param ignoreOverride - Whether to ignore any overrides caused by {@linkcode Moves.TRANSFORM | Transform}; default `false`
* @returns The non-passive {@linkcode Ability} of this Pokemon.
*/
public getAbility(ignoreOverride = false): Ability {
if (!ignoreOverride && this.summonData.ability) {
@ -2449,13 +2495,12 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
}
/**
* Checks whether a pokemon has the specified ability and it's in effect. Accounts for all the various
* effects which can affect whether an ability will be present or in effect, and both passive and
* non-passive. This is the primary way to check whether a pokemon has a particular ability.
* @param ability The ability to check for
* Check whether a pokemon has the specified ability in effect, either as a normal or passive ability.
* Accounts for all the various effects which can disable or modify abilities.
* @param ability - The {@linkcode Abilities | Ability} to check for
* @param canApply - Whether to check if the ability is currently active; default `true`
* @param ignoreOverride Whether to ignore ability changing effects; default `false`
* @returns `true` if the ability is present and active
* @param ignoreOverride - Whether to ignore any overrides caused by {@linkcode Moves.TRANSFORM | Transform}; default `false`
* @returns Whether this {@linkcode Pokemon} has the given ability
*/
public hasAbility(
ability: Abilities,
@ -2479,14 +2524,12 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
}
/**
* Checks whether a pokemon has an ability with the specified attribute and it's in effect.
* Accounts for all the various effects which can affect whether an ability will be present or
* in effect, and both passive and non-passive. This is one of the two primary ways to check
* whether a pokemon has a particular ability.
* @param attrType The {@link AbAttr | ability attribute} to check for
* Check whether this pokemon has an ability with the specified attribute in effect, either as a normal or passive ability.
* Accounts for all the various effects which can disable or modify abilities.
* @param attrType - The {@linkcode AbAttr | attribute} to check for
* @param canApply - Whether to check if the ability is currently active; default `true`
* @param ignoreOverride Whether to ignore ability changing effects; default `false`
* @returns `true` if an ability with the given {@linkcode AbAttr} is present and active
* @param ignoreOverride - Whether to ignore any overrides caused by {@linkcode Moves.TRANSFORM | Transform}; default `false`
* @returns Whether this Pokemon has an ability with the given {@linkcode AbAttr}.
*/
public hasAbilityWithAttr(
attrType: Constructor<AbAttr>,
@ -2518,7 +2561,7 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
const autotomizedTag = this.getTag(AutotomizedTag);
let weightRemoved = 0;
if (!isNullOrUndefined(autotomizedTag)) {
weightRemoved = 100 * autotomizedTag!.autotomizeCount;
weightRemoved = 100 * autotomizedTag.autotomizeCount;
}
const minWeight = 0.1;
const weight = new NumberHolder(this.species.weight - weightRemoved);
@ -3986,10 +4029,10 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
*
* Note that this does not apply to evasion or accuracy
* @see {@linkcode getAccuracyMultiplier}
* @param stat the desired {@linkcode EffectiveStat}
* @param opponent the target {@linkcode Pokemon}
* @param move the {@linkcode Move} being used
* @param ignoreOppAbility determines whether the effects of the opponent's abilities (i.e. Unaware) should be ignored (`false` by default)
* @param stat - The {@linkcode EffectiveStat} to calculate
* @param opponent - The {@linkcode Pokemon} being targeted
* @param move - The {@linkcode Move} being used
* @param ignoreOppAbility determines whether the effects of the opponent's abilities (i.e. Unaware) should be ignored (`false` by default)
* @param isCritical determines whether a critical hit has occurred or not (`false` by default)
* @param simulated determines whether effects are applied without altering game state (`true` by default)
* @param ignoreHeldItems determines whether this Pokemon's held items should be ignored during the stat calculation, default `false`
@ -5127,6 +5170,12 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
return null;
}
/**
* Return this Pokemon's move history.
* Entries are sorted in order of OLDEST to NEWEST
* @returns An array of {@linkcode TurnMove}, as described above.
* @see {@linkcode getLastXMoves}
*/
public getMoveHistory(): TurnMove[] {
return this.summonData.moveHistory;
}
@ -5140,21 +5189,22 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
}
/**
* Returns a list of the most recent move entries in this Pokemon's move history.
* The retrieved move entries are sorted in order from NEWEST to OLDEST.
* @param moveCount The number of move entries to retrieve.
* If negative, retrieve the Pokemon's entire move history (equivalent to reversing the output of {@linkcode getMoveHistory()}).
* Default is `1`.
* @returns A list of {@linkcode TurnMove}, as specified above.
* Return a list of the most recent move entries in this {@linkcode Pokemon}'s move history.
* The retrieved move entries are sorted in order from **NEWEST** to **OLDEST**.
* @param moveCount - The maximum number of move entries to retrieve.
* If negative, retrieves the Pokemon's entire move history (equivalent to reversing the output of {@linkcode getMoveHistory()}).
* Default is `1`.
* @returns An array of {@linkcode TurnMove}, as specified above.
*/
// TODO: Update documentation in dancer PR to mention "getLastNonVirtualMove"
getLastXMoves(moveCount = 1): TurnMove[] {
const moveHistory = this.getMoveHistory();
if (moveCount >= 0) {
if (moveCount > 0) {
return moveHistory
.slice(Math.max(moveHistory.length - moveCount, 0))
.reverse();
}
return moveHistory.slice(0).reverse();
return moveHistory.slice().reverse();
}
getMoveQueue(): TurnMove[] {
@ -5678,7 +5728,7 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
/**
* 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) {
@ -6387,29 +6437,31 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
}
/**
* Reduces one of this Pokemon's held item stacks by 1, and removes the item if applicable.
* Reduces one of this Pokemon's held item stacks by 1, removing it if applicable.
* Does nothing if this Pokemon is somehow not the owner of the held item.
* @param heldItem The item stack to be reduced by 1.
* @param forBattle If `false`, do not trigger in-battle effects (such as Unburden) from losing the item. For example, set this to `false` if the Pokemon is giving away the held item for a Mystery Encounter. Default is `true`.
* @returns `true` if the item was removed successfully, `false` otherwise.
* @param heldItem The item stack to be reduced.
* @param forBattle - Whether to trigger in-battle effects (such as Unburden) after losing the item. Default: `true`
* Should be `false` for all item loss occurring outside of battle (MEs, etc.).
* @returns Whether the item was removed successfully.
*/
public loseHeldItem(
heldItem: PokemonHeldItemModifier,
forBattle = true,
): boolean {
// TODO: What does a -1 pokemon id mean?
if (heldItem.pokemonId !== -1 && heldItem.pokemonId !== this.id) {
return false;
}
heldItem.stackCount--;
if (heldItem.stackCount <= 0) {
globalScene.removeModifier(heldItem, !this.isPlayer());
}
if (forBattle) {
applyPostItemLostAbAttrs(PostItemLostAbAttr, this, false);
}
heldItem.stackCount--;
if (heldItem.stackCount <= 0) {
globalScene.removeModifier(heldItem, !this.isPlayer());
}
if (forBattle) {
applyPostItemLostAbAttrs(PostItemLostAbAttr, this, false);
}
return true;
return true;
}
/**
@ -7166,27 +7218,28 @@ export class EnemyPokemon extends Pokemon {
}
/**
* Sets the pokemons boss status. If true initializes the boss segments either from the arguments
* or through the the Scene.getEncounterBossSegments function
* Set this {@linkcode EnemyPokemon}'s boss status.
*
* @param boss if the pokemon is a boss
* @param bossSegments amount of boss segments (health-bar segments)
* @param boss - Whether this pokemon should be a boss; default `true`
* @param bossSegments - Optional amount amount of health bar segments to give;
* will be generated by {@linkcode BattleScene.getEncounterBossSegments} if omitted
*/
setBoss(boss = true, bossSegments = 0): void {
if (boss) {
this.bossSegments =
bossSegments ||
globalScene.getEncounterBossSegments(
globalScene.currentBattle.waveIndex,
this.level,
this.species,
true,
);
this.bossSegmentIndex = this.bossSegments - 1;
} else {
setBoss(boss = true, bossSegments?: number): void {
if (!boss) {
this.bossSegments = 0;
this.bossSegmentIndex = 0;
return;
}
this.bossSegments =
bossSegments ??
globalScene.getEncounterBossSegments(
globalScene.currentBattle.waveIndex,
this.level,
this.species,
true,
);
this.bossSegmentIndex = this.bossSegments - 1;
}
generateAndPopulateMoveset(formIndex?: number): void {
@ -7958,8 +8011,9 @@ export class PokemonTurnData {
/** How many times the current move should hit the target(s) */
public hitCount = 0;
/**
* - `-1` = Calculate how many hits are left
* - `0` = Move is finished
* - `-1`: Calculate how many hits are left
* - `0`: Move is finished
* - Anything `>0`: Number of hits left to check (barring early interrupts)
*/
public hitsLeft = -1;
public totalDamageDealt = 0;
@ -8076,13 +8130,13 @@ export class PokemonMove {
}
/**
* Checks whether the move can be selected or performed by a Pokemon, without consideration for the move's targets.
* Checks whether this move can be selected/performed by a Pokemon, without consideration for the move's targets.
* The move is unusable if it is out of PP, restricted by an effect, or unimplemented.
*
* @param {Pokemon} pokemon {@linkcode Pokemon} that would be using this move
* @param {boolean} ignorePp If `true`, skips the PP check
* @param {boolean} ignoreRestrictionTags If `true`, skips the check for move restriction tags (see {@link MoveRestrictionBattlerTag})
* @returns `true` if the move can be selected and used by the Pokemon, otherwise `false`.
* @param pokemon - The {@linkcode Pokemon} attempting to use this move
* @param ignorePp - Whether to ignore checking if the move is out of PP; default `false`
* @param ignoreRestrictionTags - Whether to skip checks for {@linkcode MoveRestrictionBattlerTag}s; default `false`
* @returns Whether this {@linkcode PokemonMove} can be selected by this Pokemon.
*/
isUsable(
pokemon: Pokemon,
@ -8090,7 +8144,7 @@ export class PokemonMove {
ignoreRestrictionTags = false,
): boolean {
if (
this.moveId &&
this.moveId !== Moves.NONE &&
!ignoreRestrictionTags &&
pokemon.isMoveRestricted(this.moveId, pokemon)
) {

View File

@ -65,7 +65,7 @@ export const modifierSortFunc = (a: Modifier, b: Modifier): number => {
const aId = a instanceof PokemonHeldItemModifier && a.pokemonId ? a.pokemonId : 4294967295;
const bId = b instanceof PokemonHeldItemModifier && b.pokemonId ? b.pokemonId : 4294967295;
//First sort by pokemonID
// First sort by pokemonID
if (aId < bId) {
return 1;
}
@ -745,7 +745,7 @@ export abstract class PokemonHeldItemModifier extends PersistentModifier {
return 1;
}
getMaxStackCount(forThreshold?: boolean): number {
getMaxStackCount(forThreshold = false): number {
const pokemon = this.getPokemon();
if (!pokemon) {
return 0;
@ -2826,6 +2826,7 @@ export class PokemonMultiHitModifier extends PokemonHeldItemModifier {
damageMultiplier.value *= 1 - 0.25 * this.getStackCount();
return true;
}
if (pokemon.turnData.hitCount - pokemon.turnData.hitsLeft !== this.getStackCount() + 1) {
// Deal 25% damage for each remaining Multi Lens hit
damageMultiplier.value *= 0.25;

View File

@ -86,7 +86,8 @@ export class CommandPhase extends FieldPhase {
}
// Checks if the Pokemon is under the effects of Encore. If so, Encore can end early if the encored move has no more PP.
const encoreTag = this.getPokemon().getTag(BattlerTagType.ENCORE) as EncoreTag;
// TODO: Why do we handle this here of all places
const encoreTag = this.getPokemon().getTag(BattlerTagType.ENCORE) as EncoreTag | undefined;
if (encoreTag) {
this.getPokemon().lapseTag(BattlerTagType.ENCORE);
}

View File

@ -36,13 +36,14 @@ export class SelectStarterPhase extends Phase {
/**
* Initialize starters before starting the first battle
* @param starters {@linkcode Pokemon} with which to start the first battle
* @param starters - Array of {@linkcode Starter}s with which to start the battle
*/
initBattle(starters: Starter[]) {
const party = globalScene.getPlayerParty();
const loadPokemonAssets: Promise<void>[] = [];
starters.forEach((starter: Starter, i: number) => {
if (!i && Overrides.STARTER_SPECIES_OVERRIDE) {
// Override first starter species if applicable
starter.species = getPokemonSpecies(Overrides.STARTER_SPECIES_OVERRIDE as Species);
}
const starterProps = globalScene.gameData.getSpeciesDexAttrProps(starter.species, starter.dexAttr);

View File

@ -210,7 +210,7 @@ export class TitlePhase extends Phase {
globalScene.eventManager.startEventChallenges();
globalScene.setSeed(seed);
globalScene.resetSeed(0);
globalScene.resetSeed();
globalScene.money = globalScene.gameMode.getStartingMoney();
@ -289,6 +289,7 @@ export class TitlePhase extends Phase {
console.error("Failed to load daily run:\n", err);
});
} else {
// Grab first 10 chars of ISO date format (YYYY-MM-DD) and convert to base64
let seed: string = btoa(new Date().toISOString().substring(0, 10));
if (!isNullOrUndefined(Overrides.DAILY_RUN_SEED_OVERRIDE)) {
seed = Overrides.DAILY_RUN_SEED_OVERRIDE;

View File

@ -1351,7 +1351,8 @@ export class GameData {
// (or prevent them from being null)
// If the value is able to *not exist*, it should say so in the code
const sessionData = JSON.parse(dataStr, (k: string, v: any) => {
// TODO: Add pre-parse migrate scripts
// TODO: Move this to occur _after_ migrate scripts (and refactor all non-assignment duties into migrate scripts)
// This should ideally be just a giant assign block
switch (k) {
case "party":
case "enemyParty": {

View File

@ -263,7 +263,7 @@ export default class FightUiHandler extends UiHandler implements InfoToggle {
const ppPercentLeft = pp / maxPP;
//** Determines TextStyle according to percentage of PP remaining */
/** Determines TextStyle according to percentage of PP remaining */
let ppColorStyle = TextStyle.MOVE_PP_FULL;
if (ppPercentLeft > 0.25 && ppPercentLeft <= 0.5) {
ppColorStyle = TextStyle.MOVE_PP_HALF_FULL;
@ -273,7 +273,7 @@ export default class FightUiHandler extends UiHandler implements InfoToggle {
ppColorStyle = TextStyle.MOVE_PP_EMPTY;
}
//** Changes the text color and shadow according to the determined TextStyle */
/** Changes the text color and shadow according to the determined TextStyle */
this.ppText.setColor(this.getTextColor(ppColorStyle, false));
this.ppText.setShadowColor(this.getTextColor(ppColorStyle, true));
this.moveInfoOverlay.show(pokemonMove.getMove());