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300aa1163a
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@ -271,8 +271,28 @@ export abstract class PokemonSpeciesForm {
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abstract getFormSpriteKey(formIndex?: integer): string;
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/**
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* Variant Data key/index is either species id or species id followed by -formkey
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* @param formIndex optional form index for pokemon with different forms
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* @returns species id if no additional forms, index with formkey if a pokemon with a form
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*/
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getVariantDataIndex(formIndex?: integer) {
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let formkey = null;
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let variantDataIndex: integer|string = this.speciesId;
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const species = getPokemonSpecies(this.speciesId);
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if (species.forms.length > 0) {
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formkey = species.forms[formIndex]?.formKey;
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if (formkey) {
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variantDataIndex = `${this.speciesId}-${formkey}`;
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}
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}
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return variantDataIndex;
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}
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getIconAtlasKey(formIndex?: integer, shiny?: boolean, variant?: integer): string {
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const isVariant = shiny && variantData[this.speciesId] && variantData[this.speciesId][variant];
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const variantDataIndex = this.getVariantDataIndex(formIndex);
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const isVariant = shiny && variantData[variantDataIndex] && variantData[variantDataIndex][variant];
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return `pokemon_icons_${this.generation}${isVariant ? "v" : ""}`;
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}
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@ -281,9 +301,11 @@ export abstract class PokemonSpeciesForm {
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formIndex = this.formIndex;
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}
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const variantDataIndex = this.getVariantDataIndex(formIndex);
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let ret = this.speciesId.toString();
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const isVariant = shiny && variantData[this.speciesId] && variantData[this.speciesId][variant];
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const isVariant = shiny && variantData[variantDataIndex] && variantData[variantDataIndex][variant];
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if (shiny && !isVariant) {
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ret += "s";
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@ -736,7 +758,7 @@ export default class PokemonSpecies extends PokemonSpeciesForm implements Locali
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const allEvolvingPokemon = Object.keys(pokemonEvolutions);
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for (const p of allEvolvingPokemon) {
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for (const e of pokemonEvolutions[p]) {
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if (e.speciesId === this.speciesId && (!this.forms.length || !e.evoFormKey || e.evoFormKey === this.forms[this.formIndex].formKey)) {
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if (e.speciesId === this.speciesId && (!this.forms.length || !e.evoFormKey || e.evoFormKey === this.forms[this.formIndex].formKey) && prevolutionLevels.every(pe => pe[0] !== parseInt(p))) {
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const speciesId = parseInt(p) as Species;
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const level = e.level;
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prevolutionLevels.push([ speciesId, level ]);
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@ -214,7 +214,7 @@ export const modifierType: ModifierTypeTranslationEntries = {
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"SHINY_CHARM": { name: "闪耀护符", description: "显著增加野生宝可梦的闪光概率" },
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"ABILITY_CHARM": { name: "特性护符", description: "显著增加野生宝可梦有隐藏特性的概率" },
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"IV_SCANNER": { name: "个体值探测器", description: "允许扫描野生宝可梦的个体值。 每个次显示\n2个个体值. 最好的个体值优先显示" },
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"IV_SCANNER": { name: "个体值探测器", description: "允许扫描野生宝可梦的个体值。可叠加,每多拥有一个多显示\n2项个体值. 最好的个体值优先显示" },
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"DNA_SPLICERS": { name: "基因之楔" },
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@ -26,7 +26,7 @@ export const tutorial: SimpleTranslationEntries = {
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$在训练家战斗之前和进入新的宝可梦群落之\n前,您的宝可梦会被召回。
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$您还可以通过按住C或Shift键来查看\n场上宝可梦的能力变化。`,
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"selectItem": `每次战斗后,您都可以选择 3 个随机物品。\n您只能选择其中一个。
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"selectItem": `每次战斗后,您都可以从多个随机物品中\n选择其中一个。
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$这些物品包括消耗品、宝可梦携带物品和永\n久被动道具。
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$大多数非消耗品的效果会以各种方式叠加。
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$某些物品只有在可以使用时才会出现,例如\n进化物品。
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