This Mystery Encounter is a random event that can
occur from wave 50 and above that causes a fog
to appear covering the screen and a wild pokemon
to be hidden underneath it. The player when
facing this encounter may choose one of four
options which includes fighting, using a light
based move or ability to light the way, using a
defog move or ability to clear the fog, or
waiting for the fog to thin out. Depending on
your choice the player might be granted more
experience and better rewards.
The pokemon encountered changes dynamically with
the biome and stage level that the Mystery
Encounter occurs. Changes made:
- Implemented new mystery encounter called
"Creeping Fog" ("creeping-fog-encounter.ts")
and added a new corresponding weather type
called "Heavy Fog" ("weather.ts").
- Updated corresponding weather functions
and fog affected pokemon functions.
("move.ts", "pokemon-forms.ts", "ability.ts",
"pokemon-evolutions.ts").
- Created new Fog Overlay for the mystery
encounter ("fog-overlay.ts").
- Created new item called "Micle Berry" to
grant perfect accuracy ("modifier-type.ts").
- Created Mystery Encounter Creeping Fog unit
test ("creeping-fog-encounter.test.ts").
- Created new Mystery Encounter Light and Defog
moves and abilities requirements
("requirements-groups.ts").
Signed-off-by: Fuad Ali <fuad.ali@tecnico.ulisboa.pt>
Co-authored-by: Matilde Simões <matilde.simoes@tecnico.ulisboa.pt>
This Mystery Encounter is a random event that can
occur from wave 50 and above that causes a fog
to appear covering the screen and a wild pokemon
to be hidden underneath it. The player when
facing this encounter may choose one of four
options which includes fighting, using a light
based move or ability to light the way, using a
defog move or ability to clear the fog, or
waiting for the fog to thin out. Depending on
your choice the player might be granted more
experience and better rewards.
The pokemon encountered changes dynamically with
the biome and stage level that the Mystery
Encounter occurs. Changes made:
- Implemented new mystery encounter called
"Creeping Fog" ("creeping-fog-encounter.ts")
and added a new corresponding weather type
called "Heavy Fog" ("weather.ts").
- Updated corresponding weather functions
and fog affected pokemon functions.
("move.ts", "pokemon-forms.ts", "ability.ts",
"pokemon-evolutions.ts").
- Created new Fog Overlay for the mystery
encounter ("fog-overlay.ts").
- Created new item called "Micle Berry" to
grant perfect accuracy ("modifier-type.ts").
- Created Mystery Encounter Creeping Fog unit
test ("creeping-fog-encounter.test.ts").
- Created new Mystery Encounter Light and Defog
moves and abilities requirements
("requirements-groups.ts").
Signed-off-by: Fuad Ali <fuad.ali@tecnico.ulisboa.pt>
Co-authored-by: Matilde Simões <matilde.simoes@tecnico.ulisboa.pt>
This Mystery Encounter is a random event that can
occur from wave 50 and above that causes a fog
to appear covering the screen and a wild pokemon
to be hidden underneath it. The player when
facing this encounter may choose one of four
options which includes fighting, using a light
based move or ability to light the way, using a
defog move or ability to clear the fog, or
waiting for the fog to thin out. Depending on
your choice the player might be granted more
experience and better rewards.
The pokemon encountered changes dynamically with
the biome and stage level that the Mystery
Encounter occurs. Changes made:
- Implemented new mystery encounter called
"Creeping Fog" ("creeping-fog-encounter.ts")
and added a new corresponding weather type
called "Heavy Fog" ("weather.ts").
- Updated corresponding weather functions
and fog affected pokemon functions.
("move.ts", "pokemon-forms.ts", "ability.ts",
"pokemon-evolutions.ts").
- Created new Fog Overlay for the mystery
encounter ("fog-overlay.ts").
- Created new item called "Micle Berry" to
grant perfect accuracy ("modifier-type.ts").
- Created Mystery Encounter Creeping Fog unit
test ("creeping-fog-encounter.test.ts").
- Created new Mystery Encounter Light and Defog
moves and abilities requirements
("requirements-groups.ts").
Signed-off-by: Fuad Ali <fuad.ali@tecnico.ulisboa.pt>
Co-authored-by: Matilde Simões <matilde.simoes@tecnico.ulisboa.pt>
https://github.com/pagefaultgames/pokerogue/pull/5513
* Add prependToPhaseWithCondition and use it in SummonPhase to determine speed order
* Move logic to PostSummonPhase
* Add test base
* Pivot to using sort strategy instead
* Add and update tests
* Support priority ability activations
* Ensure priority abilities are still activated on switch in
* Add test for priority
* Update to use priority numbers instead of a boolean
* Add ability priorities to constructors
* Move sorting to BattleScene
* Rename phase file
* Update import
* Move application to applyPostSummonAbAttrs and stop assuming no other phases in queue
* Ensure all PostSummonPhases from encounters are added at the same time
* Switch to priority queue approach
* Ensure that zero/negative priority activations happen after postsummonphase
* Revert 07646fe (not needed due to stable sort)
* Always create separate ability phases for passive and use boolean instead of priority number when applying
* Add test for dynamic updates
* Add BattlerIndex import
* Clear queues for testing
* Benjie suggestion
* Split files
* Update import in battlescene
* Remove extra spaces added by VSCode
* Fix other conflicts
* Update PhaseManager
* Update to use PhaseManager
* Immediately start postsummons
* Fix test
* Fix BattlerIndex import
* Remove unused imports
* Fix postsummon application
* Make priority readonly
* Add abilityAttr.is methods
* [WIP] move modifier stuff around
* Untangle circular deps from modifiers
* Move unlockables to own file
* Untangle all circular deps outside of MEs
* Move constants in MEs to their own files
* Re-add missing import to battle.ts
* Add necessary overload for getTag
* Add missing type import in weather.ts
* Init modifier types and pools in loading-scene
* Remove stray commented code
* Apply kev's suggestions from code review
Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
---------
Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
https://github.com/pagefaultgames/pokerogue/pull/5924
* [UI/UX] "Stop trying to teach move" Defaulting to "No"
* [Test] setCursor to 0, 'Yes' to end learning move
* Move confirmUIMode to its own file in enums, add docs
---------
Co-authored-by: Sirz Benjie <142067137+SirzBenjie@users.noreply.github.com>
* Updated both Spanish type icons
* Update Brazilian Portuguese type icons
* Update Catalan type icons
* Update Traditional Chinese type icons
* Update Turkish type icons
* Update Russian type icons
* Update Catalan type icons
* Delete error
* Update Russian type icon
* Update Russian type icons
* Move game-mode to its own file
Reduces circular imports to 325
* Move battler-index to own file
Reduces circular deps to 314
* Move trainer-variant to own file
Reduces circ deps to 313
* Move enums in pokemon to their own file
* Move arena-tag-type to its own file
* Move pokemon-moves to its own file
* Move command to own file
* Move learnMoveType to own file
* Move form change item to own file
* Move battlerTagLapseType to own file
* Move anim enums to own shared file
* Move enums out of challenges
* Move species form change triggers to own file
Reduces circ imports to 291
* Update test importing pokemon move
* Replace move attribute imports with string names
* Untangle circular deps from game data
* Fix missing string call in switch summon phase
* Apply kev's suggestions from code review
Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
* Ensure ChargeMove's is method calls super
* Use InstanceType for proper narrowing
* Apply kev's suggestions from code review
Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
---------
Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
* Updated doc comments for test-related functions
* Marked `classicMode.runToSummon` and `classicMode.startBattle` without species as deprecated
Having the species being used depend on daily run RNG is both unintuitive, janky and prone to flaking out (as happened with the Gastro Acid tests)
* Fixed the bug
* Update field-helper.ts
Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
---------
Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
* [UI/UIX] Legendary UP Gacha timer
* Update egg-gacha-ui-handler.ts
Seems "fixedInt" was needed on the delay of the playTimeTimer so the game speed doesn't affect it.
* New timer container by damocleas.
* gacha_legendary.png second version from @damocleas
* Use phaser object chaining methods
---------
Co-authored-by: Sirz Benjie <142067137+SirzBenjie@users.noreply.github.com>
* Move phase types out of phase interceptor
* Create isXPhase method and add properties to each phase
* Replace instanceof phase with isXPhase
* Fix missing union types for phaseName
* Update doc comment in phase.ts
* Fix incomplete comment in encounter-phase
* Make phaseName as public and fix more uses
* Move phaseName property declaration before constructor in move anim phase
Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
* Rename isXPhase to is
---------
Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
Party pokemon will now gain EXP from EXP Share
even if all the active pokemon are fainted
---------
Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
* Rename `Abilities` to `AbilityId`
* Rename `abilities.ts` to `ability-id.ts`
* Rename `Moves` to `MoveId`
* Rename `moves.ts` to `move-id.ts`
* Rename `Species` to `SpeciesId`
* Rename `species.ts` to `species-id.ts`
* Rename `Biome` to `BiomeId`
* Rename `biome.ts` to `biome-id.ts`
* Replace `Abilities` with `AbilityId` in comments
* Replace `Biome` with `BiomeId` in comments
* Replace `Moves` with `MoveId` in comments
* Replace `Species` with `SpeciesId` in comments
Remove Expert Breeder trainer type from ME eggs
It effectively duplicated the text in the egg source text box,
and overflowed the visual text box as a result.