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9 Commits

Author SHA1 Message Date
Lugiad
02db1109f1
Update clowning-around-dialogue.json 2024-09-17 01:55:18 +02:00
Lugiad
eb3a6cb1fa
Update department-store-sale-dialogue.json 2024-09-17 00:29:02 +02:00
Lugiad
35416d288f
Merge branch 'beta' into mystery-encounters-translations 2024-09-16 23:20:02 +02:00
PigeonBar
009fd3fc5c
[Bug] Fix reloads erasing weather on first wave of biome (#4078)
* [Bug] Fix reloads erasing weather on first wave of biome

* Minor revisions

* Minor revisions 2

* Update test

---------

Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
2024-09-16 15:30:42 -04:00
MokaStitcher
128df1b6d2
[QoL] [ui] Make tutorials darken background (#4283)
* [ui] add prompt icon to the message boxes that don't have it

* [ui] add background overlay during tutorials

* add missing doc

* Improve documentation based on suggestions

Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>

---------

Co-authored-by: flx-sta <50131232+flx-sta@users.noreply.github.com>
Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
2024-09-16 15:19:34 -04:00
Jannik Tappert
4605ed4c4f
[Localization] Localized status condition icon (#4286)
* Status Condition Icons now can be localized. Already added german

* More
2024-09-16 15:18:57 -04:00
podar
0dabf87815
Being explicit in vite configuration for relative paths (#4264) 2024-09-16 21:08:50 +02:00
Blitzy
d5cce666d3
Remove Dragon Ascent Requirement (#4284) 2024-09-16 20:03:13 +01:00
Tomás Marques
2221afca81
[QoL] Slight Resize and Reallocate to IV graph in new game screen (#1928)
* Resize and Reallocate to IV graph in new game

* decrease moveset container size

* fix to font shadow

* fix to shadows

* Remove unused variable

* Revert IV text back to original size

* fix eslint error check post merge

* Update src/ui/stats-container.ts

Reformat statLabel line.

Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>

---------

Co-authored-by: tomasrggm <tomasrggm@gmail.com>
Co-authored-by: flx-sta <50131232+flx-sta@users.noreply.github.com>
Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
2024-09-16 11:44:11 -07:00
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@ -684,7 +684,7 @@ export const pokemonFormChanges: PokemonFormChanges = {
new SpeciesFormChange(Species.GROUDON, "", SpeciesFormKey.PRIMAL, new SpeciesFormChangeItemTrigger(FormChangeItem.RED_ORB))
],
[Species.RAYQUAZA]: [
new SpeciesFormChange(Species.RAYQUAZA, "", SpeciesFormKey.MEGA, new SpeciesFormChangeCompoundTrigger(new SpeciesFormChangeItemTrigger(FormChangeItem.RAYQUAZITE), new SpeciesFormChangeMoveLearnedTrigger(Moves.DRAGON_ASCENT)))
new SpeciesFormChange(Species.RAYQUAZA, "", SpeciesFormKey.MEGA, new SpeciesFormChangeItemTrigger(FormChangeItem.RAYQUAZITE))
],
[Species.DEOXYS]: [
new SpeciesFormChange(Species.DEOXYS, "normal", "attack", new SpeciesFormChangeItemTrigger(FormChangeItem.SHARP_METEORITE)),

View File

@ -241,12 +241,15 @@ export class LoadingScene extends SceneBase {
const lang = i18next.resolvedLanguage;
if (lang !== "en") {
if (Utils.verifyLang(lang)) {
this.loadAtlas(`statuses_${lang}`, "");
this.loadAtlas(`types_${lang}`, "");
} else {
// Fallback to English
this.loadAtlas("statuses", "");
this.loadAtlas("types", "");
}
} else {
this.loadAtlas("statuses", "");
this.loadAtlas("types", "");
}
const availableLangs = ["en", "de", "it", "fr", "ja", "ko", "es", "pt-BR", "zh-CN"];

View File

@ -1,9 +1,9 @@
{
"intro": "Mais cest…@d{64} un clown ?",
"speaker": "Clown",
"intro_dialogue": "Tas lair clownesque, prépare-toi pour un combat magistral !$Je vais te montrer ce que sont les arts de la rue !",
"intro_dialogue": "Eh toi, tu mas lair clownesque !\nPrépare-toi pour un combat magistral !$Je vais te montrer ce que sont les arts de la rue !",
"title": "Bouffonneries",
"description": "Quelque chose semble louche. Ce Clown a lair très motivé de vous provoquer en combat, mais dans quel but ?\n\nLe {{blacephalonName}} est très étrange, comme sil possédait @[TOOLTIP_TITLE]{des types et un talent inhabituels.}",
"description": "Quelque chose semble louche. Ce Clown a lair très motivé de vous provoquer en combat, mais dans quel but ?\n\nSon {{blacephalonName}} est très étrange, comme sil possédait @[TOOLTIP_TITLE]{des types et un talent inhabituels.}",
"query": "Que voulez-vous faire ?",
"option": {
"1": {
@ -18,14 +18,14 @@
"2": {
"label": "Rester de marbre",
"tooltip": "(-) Agace le Clown\n(?) Affecte les objets de vos Pokémon",
"selected": "Ça se défile lâchement dun duel exceptionnel ?\nTâte ma colère !",
"selected": "Ça se défile lâchement dun duel exceptionnel ?\nDans ce cas, tâte à ma colère !",
"selected_2": "Le {{blacephalonName}} du Clown utilise\nTour de Magie !$Tous les objets de {{switchPokemon}}\nsont échangés au hasard !",
"selected_3": "Sombre imbécile, tombe dans mon piège !"
},
"3": {
"label": "Retouner les insultes",
"tooltip": "(-) Agace le Clown\n(?) Affecte les types de vos Pokémon",
"selected": "Ça se défile lâchement dun duel exceptionnel ?\nTâte ma colère !",
"selected": "Ça se défile lâchement dun duel exceptionnel ?\nDans ce cas, tâte à ma colère !",
"selected_2": "Le {{blacephalonName}} du Clown utilise\nune étrange capacité !$Tous les types de votre équipe\nsont échangés au hasard !",
"selected_3": "Sombre imbécile, tombe dans mon piège !"
}

View File

@ -1,26 +1,26 @@
{
"intro": "Il y a une dame avec des tas de sacs de courses.",
"intro": "Il y a une dame avec des tas de sacs de courses\nà ne savoir quen faire.",
"speaker": "Cliente",
"intro_dialogue": "Bonjour !\nToi aussi tes là pour les incroyables promos ?$Il y a un coupon spécial que tu peux utiliser en échange\ndun objet gratuit pendant toute la durée de la promo !$Jen ai un en trop.\nTiens, prends-le !",
"title": "Promos au Centre Commercial",
"description": "Vous voyez des produits où que vous regardez ! Il y a 4 comptoirs auprès desquels vous pouvez dépenser ce coupon contre une grande variété dobjets. Que de choix !",
"description": "Tellement de choix que votre regard ne sait plus où se porter !\nIl y a 4 comptoirs auprès desquels vous pouvez dépenser ce coupon parmi une grande variété dobjets.",
"query": "À quel comptoir se rendre ?",
"option": {
"1": {
"label": "CT",
"tooltip": "(+) Boutique de CT"
"tooltip": "(+) CT dans la boutique"
},
"2": {
"label": "Accélérateurs",
"tooltip": "(+) Boutique dAccélérateurs"
"tooltip": "(+) Accélérateurs dans la boutique"
},
"3": {
"label": "Objets de Combat",
"tooltip": "(+) Boutique dobjets de boost"
"tooltip": "(+) Objets de boost dans la boutique"
},
"4": {
"label": "Poké Balls",
"tooltip": "(+) Boutique de Poké Balls"
"tooltip": "(+) Poké Balls dans la boutique"
}
},
"outro": "Quelle affaire !\nVous devriez revenir y faire vos achats plus souvent."

View File

@ -70,6 +70,8 @@ class DefaultOverrides {
[PokeballType.MASTER_BALL]: 0,
},
};
/** Set to `true` to show all tutorials */
readonly BYPASS_TUTORIAL_SKIP: boolean = false;
// ----------------
// PLAYER OVERRIDES

View File

@ -216,8 +216,8 @@ export class EncounterPhase extends BattlePhase {
this.scene.ui.setMode(Mode.MESSAGE).then(() => {
if (!this.loaded) {
//@ts-ignore
this.scene.gameData.saveAll(this.scene, true, battle.waveIndex % 10 === 1 || this.scene.lastSavePlayTime >= 300).then(success => { // TODO: get rid of ts-ignore
this.trySetWeatherIfNewBiome(); // Set weather before session gets saved
this.scene.gameData.saveAll(this.scene, true, battle.waveIndex % 10 === 1 || (this.scene.lastSavePlayTime ?? 0) >= 300).then(success => {
this.scene.disableMenu = false;
if (!success) {
return this.scene.reset(true);
@ -250,10 +250,6 @@ export class EncounterPhase extends BattlePhase {
}
}
if (!this.loaded) {
this.scene.arena.trySetWeather(getRandomWeatherType(this.scene.arena), false);
}
const enemyField = this.scene.getEnemyField();
this.scene.tweens.add({
targets: [this.scene.arenaEnemy, this.scene.currentBattle.trainer, enemyField, this.scene.arenaPlayer, this.scene.trainer].flat(),
@ -519,4 +515,18 @@ export class EncounterPhase extends BattlePhase {
}
return false;
}
/**
* Set biome weather if and only if this encounter is the start of a new biome.
*
* By using function overrides, this should happen if and only if this phase
* is exactly a NewBiomeEncounterPhase or an EncounterPhase (to account for
* Wave 1 of a Daily Run), but NOT NextEncounterPhase (which starts the next
* wave in the same biome).
*/
trySetWeatherIfNewBiome(): void {
if (!this.loaded) {
this.scene.arena.trySetWeather(getRandomWeatherType(this.scene.arena), false);
}
}
}

View File

@ -17,8 +17,6 @@ export class NewBiomeEncounterPhase extends NextEncounterPhase {
}
}
this.scene.arena.trySetWeather(getRandomWeatherType(this.scene.arena), false);
for (const pokemon of this.scene.getParty().filter(p => p.isOnField())) {
applyAbAttrs(PostBiomeChangeAbAttr, pokemon, null);
}
@ -41,4 +39,11 @@ export class NewBiomeEncounterPhase extends NextEncounterPhase {
}
});
}
/**
* Set biome weather.
*/
trySetWeatherIfNewBiome(): void {
this.scene.arena.trySetWeather(getRandomWeatherType(this.scene.arena), false);
}
}

View File

@ -67,4 +67,10 @@ export class NextEncounterPhase extends EncounterPhase {
}
});
}
/**
* Do nothing (since this is simply the next wave in the same biome).
*/
trySetWeatherIfNewBiome(): void {
}
}

View File

@ -24,7 +24,8 @@ import { Moves } from "#enums/moves";
import { PlayerGender } from "#enums/player-gender";
import { Species } from "#enums/species";
import Phaser from "phaser";
import { afterEach, beforeAll, beforeEach, describe, expect, it } from "vitest";
import { afterEach, beforeAll, beforeEach, describe, expect, it, vi } from "vitest";
import { Biome } from "#app/enums/biome";
describe("Test Battle Phase", () => {
let phaserGame: Phaser.Game;
@ -290,22 +291,27 @@ describe("Test Battle Phase", () => {
expect(game.scene.currentBattle.turn).toBeGreaterThan(turn);
}, 20000);
it("to next wave with pokemon killed, single", async () => {
it("does not set new weather if staying in same biome", async () => {
const moveToUse = Moves.SPLASH;
game.override.battleType("single");
game.override.starterSpecies(Species.MEWTWO);
game.override.enemySpecies(Species.RATTATA);
game.override.enemyAbility(Abilities.HYDRATION);
game.override.ability(Abilities.ZEN_MODE);
game.override.startingLevel(2000);
game.override.startingWave(3);
game.override.moveset([moveToUse]);
game.override
.battleType("single")
.starterSpecies(Species.MEWTWO)
.enemySpecies(Species.RATTATA)
.enemyAbility(Abilities.HYDRATION)
.ability(Abilities.ZEN_MODE)
.startingLevel(2000)
.startingWave(3)
.startingBiome(Biome.LAKE)
.moveset([moveToUse]);
game.override.enemyMoveset([Moves.TACKLE, Moves.TACKLE, Moves.TACKLE, Moves.TACKLE]);
await game.startBattle();
await game.classicMode.startBattle();
const waveIndex = game.scene.currentBattle.waveIndex;
game.move.select(moveToUse);
vi.spyOn(game.scene.arena, "trySetWeather");
await game.doKillOpponents();
await game.toNextWave();
expect(game.scene.arena.trySetWeather).not.toHaveBeenCalled();
expect(game.scene.currentBattle.waveIndex).toBeGreaterThan(waveIndex);
}, 20000);

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@ -38,16 +38,15 @@ describe("Reload", () => {
it("should not have RNG inconsistencies after a biome switch", async () => {
game.override
.startingWave(10)
.startingBiome(Biome.CAVE) // Will lead to biomes with randomly generated weather
.battleType("single")
.startingLevel(100)
.enemyLevel(1000)
.startingLevel(100) // Avoid levelling up
.enemyLevel(1000) // Avoid opponent dying before game.doKillOpponents()
.disableTrainerWaves()
.moveset([Moves.KOWTOW_CLEAVE])
.enemyMoveset(Moves.SPLASH);
await game.dailyMode.startBattle();
// Transition from Daily Run Wave 10 to Wave 11 in order to trigger biome switch
// Transition from Wave 10 to Wave 11 in order to trigger biome switch
game.move.select(Moves.KOWTOW_CLEAVE);
await game.phaseInterceptor.to("DamagePhase");
await game.doKillOpponents();
@ -63,6 +62,34 @@ describe("Reload", () => {
expect(preReloadRngState).toBe(postReloadRngState);
}, 20000);
it("should not have weather inconsistencies after a biome switch", async () => {
game.override
.startingWave(10)
.startingBiome(Biome.ICE_CAVE) // Will lead to Snowy Forest with randomly generated weather
.battleType("single")
.startingLevel(100) // Avoid levelling up
.enemyLevel(1000) // Avoid opponent dying before game.doKillOpponents()
.disableTrainerWaves()
.moveset([Moves.KOWTOW_CLEAVE])
.enemyMoveset(Moves.SPLASH);
await game.classicMode.startBattle(); // Apparently daily mode would override the biome
// Transition from Wave 10 to Wave 11 in order to trigger biome switch
game.move.select(Moves.KOWTOW_CLEAVE);
await game.phaseInterceptor.to("DamagePhase");
await game.doKillOpponents();
await game.toNextWave();
expect(game.phaseInterceptor.log).toContain("NewBiomeEncounterPhase");
const preReloadWeather = game.scene.arena.weather;
await game.reload.reloadSession();
const postReloadWeather = game.scene.arena.weather;
expect(postReloadWeather).toStrictEqual(preReloadWeather);
}, 20000);
it("should not have RNG inconsistencies at a Daily run wild Pokemon fight", async () => {
await game.dailyMode.startBattle();

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@ -31,7 +31,6 @@ import TargetSelectUiHandler from "#app/ui/target-select-ui-handler";
import { Mode } from "#app/ui/ui";
import { Button } from "#enums/buttons";
import { ExpNotification } from "#enums/exp-notification";
import { GameDataType } from "#enums/game-data-type";
import { PlayerGender } from "#enums/player-gender";
import { Species } from "#enums/species";
import { generateStarter, waitUntil } from "#test/utils/gameManagerUtils";
@ -371,13 +370,11 @@ export default class GameManager {
* @returns A promise that resolves with the exported save data.
*/
exportSaveToTest(): Promise<string> {
const saveKey = "x0i2O7WRiANTqPmZ";
return new Promise(async (resolve) => {
await this.scene.gameData.saveAll(this.scene, true, true, true, true);
this.scene.reset(true);
await waitUntil(() => this.scene.ui?.getMode() === Mode.TITLE);
await this.scene.gameData.tryExportData(GameDataType.SESSION, 0);
await waitUntil(() => localStorage.hasOwnProperty("toExport"));
return resolve(localStorage.getItem("toExport")!); // TODO: is this bang correct?;
const sessionSaveData = this.scene.gameData.getSessionSaveData(this.scene);
const encryptedSaveData = AES.encrypt(JSON.stringify(sessionSaveData), saveKey).toString();
resolve(encryptedSaveData);
});
}

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@ -5,11 +5,27 @@ import { vi } from "vitest";
import { BattleStyle } from "#app/enums/battle-style";
import { CommandPhase } from "#app/phases/command-phase";
import { TurnInitPhase } from "#app/phases/turn-init-phase";
import { SessionSaveData } from "#app/system/game-data";
import GameManager from "../gameManager";
/**
* Helper to allow reloading sessions in unit tests.
*/
export class ReloadHelper extends GameManagerHelper {
sessionData: SessionSaveData;
constructor(game: GameManager) {
super(game);
// Whenever the game saves the session, save it to the reloadHelper instead
vi.spyOn(game.scene.gameData, "saveAll").mockImplementation((scene) => {
return new Promise<boolean>((resolve, reject) => {
this.sessionData = scene.gameData.getSessionSaveData(scene);
resolve(true);
});
});
}
/**
* Simulate reloading the session from the title screen, until reaching the
* beginning of the first turn (equivalent to running `startBattle()`) for
@ -17,7 +33,6 @@ export class ReloadHelper extends GameManagerHelper {
*/
async reloadSession() : Promise<void> {
const scene = this.game.scene;
const sessionData = scene.gameData.getSessionSaveData(scene);
const titlePhase = new TitlePhase(scene);
scene.clearPhaseQueue();
@ -25,7 +40,7 @@ export class ReloadHelper extends GameManagerHelper {
// Set the last saved session to the desired session data
vi.spyOn(scene.gameData, "getSession").mockReturnValue(
new Promise((resolve, reject) => {
resolve(sessionData);
resolve(this.sessionData);
})
);
scene.unshiftPhase(titlePhase);

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@ -1,7 +1,9 @@
import BattleScene from "./battle-scene";
import AwaitableUiHandler from "./ui/awaitable-ui-handler";
import UiHandler from "./ui/ui-handler";
import { Mode } from "./ui/ui";
import i18next from "i18next";
import Overrides from "#app/overrides";
export enum Tutorial {
Intro = "INTRO",
@ -39,7 +41,7 @@ const tutorialHandlers = {
scene.ui.showText(i18next.t("tutorial:starterSelect"), null, () => scene.ui.showText("", null, () => resolve()), null, true);
});
},
[Tutorial.Pokerus]: (scene: BattleScene) => {
[Tutorial.Pokerus]: (scene: BattleScene) => {
return new Promise<void>(resolve => {
scene.ui.showText(i18next.t("tutorial:pokerus"), null, () => scene.ui.showText("", null, () => resolve()), null, true);
});
@ -63,26 +65,87 @@ const tutorialHandlers = {
},
};
export function handleTutorial(scene: BattleScene, tutorial: Tutorial): Promise<boolean> {
return new Promise<boolean>(resolve => {
if (!scene.enableTutorials) {
return resolve(false);
}
/**
* Run through the specified tutorial if it hasn't been seen before and mark it as seen once done
* This will show a tutorial overlay if defined in the current {@linkcode AwaitableUiHandler}
* The main menu will also get disabled while the tutorial is running
* @param scene the current {@linkcode BattleScene}
* @param tutorial the {@linkcode Tutorial} to play
* @returns a promise with result `true` if the tutorial was run and finished, `false` otherwise
*/
export async function handleTutorial(scene: BattleScene, tutorial: Tutorial): Promise<boolean> {
if (!scene.enableTutorials && !Overrides.BYPASS_TUTORIAL_SKIP) {
return false;
}
if (scene.gameData.getTutorialFlags()[tutorial]) {
return resolve(false);
}
if (scene.gameData.getTutorialFlags()[tutorial] && !Overrides.BYPASS_TUTORIAL_SKIP) {
return false;
}
const handler = scene.ui.getHandler();
if (handler instanceof AwaitableUiHandler) {
handler.tutorialActive = true;
}
tutorialHandlers[tutorial](scene).then(() => {
scene.gameData.saveTutorialFlag(tutorial, true);
if (handler instanceof AwaitableUiHandler) {
handler.tutorialActive = false;
}
resolve(true);
});
});
const handler = scene.ui.getHandler();
const isMenuDisabled = scene.disableMenu;
// starting tutorial, disable menu
scene.disableMenu = true;
if (handler instanceof AwaitableUiHandler) {
handler.tutorialActive = true;
}
await showTutorialOverlay(scene, handler);
await tutorialHandlers[tutorial](scene);
await hideTutorialOverlay(scene, handler);
// tutorial finished and overlay gone, re-enable menu, save tutorial as seen
scene.disableMenu = isMenuDisabled;
scene.gameData.saveTutorialFlag(tutorial, true);
if (handler instanceof AwaitableUiHandler) {
handler.tutorialActive = false;
}
return true;
}
/**
* Show the tutorial overlay if there is one
* @param scene the current BattleScene
* @param handler the current UiHandler
* @returns `true` once the overlay has finished appearing, or if there is no overlay
*/
async function showTutorialOverlay(scene: BattleScene, handler: UiHandler) {
if (handler instanceof AwaitableUiHandler && handler.tutorialOverlay) {
scene.tweens.add({
targets: handler.tutorialOverlay,
alpha: 0.5,
duration: 750,
ease: "Sine.easeOut",
onComplete: () => {
return true;
}
});
} else {
return true;
}
}
/**
* Hide the tutorial overlay if there is one
* @param scene the current BattleScene
* @param handler the current UiHandler
* @returns `true` once the overlay has finished disappearing, or if there is no overlay
*/
async function hideTutorialOverlay(scene: BattleScene, handler: UiHandler) {
if (handler instanceof AwaitableUiHandler && handler.tutorialOverlay) {
scene.tweens.add({
targets: handler.tutorialOverlay,
alpha: 0,
duration: 500,
ease: "Sine.easeOut",
onComplete: () => {
return true;
}
});
} else {
return true;
}
}

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@ -7,6 +7,7 @@ export default abstract class AwaitableUiHandler extends UiHandler {
protected awaitingActionInput: boolean;
protected onActionInput: Function | null;
public tutorialActive: boolean = false;
public tutorialOverlay: Phaser.GameObjects.Rectangle;
constructor(scene: BattleScene, mode: Mode | null = null) {
super(scene, mode);
@ -24,4 +25,21 @@ export default abstract class AwaitableUiHandler extends UiHandler {
return false;
}
/**
* Create a semi transparent overlay that will get shown during tutorials
* @param container the container to add the overlay to
*/
initTutorialOverlay(container: Phaser.GameObjects.Container) {
if (!this.tutorialOverlay) {
this.tutorialOverlay = new Phaser.GameObjects.Rectangle(this.scene, -1, -1, this.scene.scaledCanvas.width, this.scene.scaledCanvas.height, 0x070707);
this.tutorialOverlay.setName("tutorial-overlay");
this.tutorialOverlay.setOrigin(0, 0);
this.tutorialOverlay.setAlpha(0);
}
if (container) {
container.add(this.tutorialOverlay);
}
}
}

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@ -162,7 +162,7 @@ export default class BattleInfo extends Phaser.GameObjects.Container {
this.splicedIcon.setInteractive(new Phaser.Geom.Rectangle(0, 0, 12, 15), Phaser.Geom.Rectangle.Contains);
this.add(this.splicedIcon);
this.statusIndicator = this.scene.add.sprite(0, 0, "statuses");
this.statusIndicator = this.scene.add.sprite(0, 0, `statuses_${i18next.resolvedLanguage}`);
this.statusIndicator.setName("icon_status");
this.statusIndicator.setVisible(false);
this.statusIndicator.setOrigin(0, 0);

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@ -83,12 +83,7 @@ export default class BattleMessageUiHandler extends MessageUiHandler {
this.nameBoxContainer.add(this.nameText);
messageContainer.add(this.nameBoxContainer);
const prompt = this.scene.add.sprite(0, 0, "prompt");
prompt.setVisible(false);
prompt.setOrigin(0, 0);
messageContainer.add(prompt);
this.prompt = prompt;
this.initPromptSprite(messageContainer);
const levelUpStatsContainer = this.scene.add.container(0, 0);
levelUpStatsContainer.setVisible(false);

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@ -287,7 +287,6 @@ export default class EggGachaUiHandler extends MessageUiHandler {
this.eggGachaContainer.add(this.eggGachaSummaryContainer);
const gachaMessageBoxContainer = this.scene.add.container(0, 148);
this.eggGachaContainer.add(gachaMessageBoxContainer);
const gachaMessageBox = addWindow(this.scene, 0, 0, 320, 32);
gachaMessageBox.setOrigin(0, 0);
@ -301,8 +300,11 @@ export default class EggGachaUiHandler extends MessageUiHandler {
this.message = gachaMessageText;
this.initTutorialOverlay(this.eggGachaContainer);
this.eggGachaContainer.add(gachaMessageBoxContainer);
this.initPromptSprite(gachaMessageBoxContainer);
this.setCursor(0);
}

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@ -45,12 +45,7 @@ export default class EvolutionSceneHandler extends MessageUiHandler {
this.message = message;
const prompt = this.scene.add.sprite(0, 0, "prompt");
prompt.setVisible(false);
prompt.setOrigin(0, 0);
this.messageContainer.add(prompt);
this.prompt = prompt;
this.initPromptSprite(this.messageContainer);
}
show(_args: any[]): boolean {

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@ -157,6 +157,9 @@ export default class MenuUiHandler extends MessageUiHandler {
menuMessageText.setOrigin(0, 0);
this.menuMessageBoxContainer.add(menuMessageText);
this.initTutorialOverlay(this.menuContainer);
this.initPromptSprite(this.menuMessageBoxContainer);
this.message = menuMessageText;
// By default we use the general purpose message window
@ -433,6 +436,9 @@ export default class MenuUiHandler extends MessageUiHandler {
this.scene.playSound("ui/menu_open");
// Make sure the tutorial overlay sits above everything, but below the message box
this.menuContainer.bringToTop(this.tutorialOverlay);
this.menuContainer.bringToTop(this.menuMessageBoxContainer);
handleTutorial(this.scene, Tutorial.Menu);
this.bgmBar.toggleBgmBar(true);

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@ -17,6 +17,23 @@ export default abstract class MessageUiHandler extends AwaitableUiHandler {
this.pendingPrompt = false;
}
/**
* Add the sprite to be displayed at the end of messages with prompts
* @param container the container to add the sprite to
*/
initPromptSprite(container: Phaser.GameObjects.Container) {
if (!this.prompt) {
const promptSprite = this.scene.add.sprite(0, 0, "prompt");
promptSprite.setVisible(false);
promptSprite.setOrigin(0, 0);
this.prompt = promptSprite;
}
if (container) {
container.add(this.prompt);
}
}
showText(text: string, delay?: integer | null, callback?: Function | null, callbackDelay?: integer | null, prompt?: boolean | null, promptDelay?: integer | null) {
this.showTextInternal(text, delay, callback, callbackDelay, prompt, promptDelay);
}
@ -180,7 +197,7 @@ export default abstract class MessageUiHandler extends AwaitableUiHandler {
const lastLineWidth = lastLineTest.displayWidth;
lastLineTest.destroy();
if (this.prompt) {
this.prompt.setPosition(lastLineWidth + 2, (textLinesCount - 1) * 18 + 2);
this.prompt.setPosition(this.message.x + lastLineWidth + 2, this.message.y + (textLinesCount - 1) * 18 + 2);
this.prompt.play("prompt");
}
this.pendingPrompt = false;

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@ -1272,7 +1272,7 @@ class PartySlot extends Phaser.GameObjects.Container {
}
if (this.pokemon.status) {
const statusIndicator = this.scene.add.sprite(0, 0, "statuses");
const statusIndicator = this.scene.add.sprite(0, 0, `statuses_${i18next.resolvedLanguage}`);
statusIndicator.setFrame(StatusEffect[this.pokemon.status?.effect].toLowerCase());
statusIndicator.setOrigin(0, 0);
statusIndicator.setPositionRelative(slotLevelLabel, this.slotIndex >= battlerCount ? 43 : 55, 0);

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@ -760,7 +760,7 @@ export default class StarterSelectUiHandler extends MessageUiHandler {
this.pokemonCaughtHatchedContainer.add(this.pokemonHatchedCountText);
this.pokemonMovesContainer = this.scene.add.container(102, 16);
this.pokemonMovesContainer.setScale(0.5);
this.pokemonMovesContainer.setScale(0.375);
for (let m = 0; m < 4; m++) {
const moveContainer = this.scene.add.container(0, 14 * m);
@ -894,6 +894,9 @@ export default class StarterSelectUiHandler extends MessageUiHandler {
this.message.setOrigin(0, 0);
this.starterSelectMessageBoxContainer.add(this.message);
// arrow icon for the message box
this.initPromptSprite(this.starterSelectMessageBoxContainer);
this.statsContainer = new StatsContainer(this.scene, 6, 16);
this.scene.add.existing(this.statsContainer);
@ -911,7 +914,11 @@ export default class StarterSelectUiHandler extends MessageUiHandler {
y: this.scene.game.canvas.height / 6 - MoveInfoOverlay.getHeight(overlayScale) - 29,
});
this.starterSelectContainer.add(this.moveInfoOverlay);
// Filter bar sits above everything, except the tutorial overlay and message box
this.starterSelectContainer.bringToTop(this.filterBarContainer);
this.initTutorialOverlay(this.starterSelectContainer);
this.starterSelectContainer.bringToTop(this.starterSelectMessageBoxContainer);
this.scene.eventTarget.addEventListener(BattleSceneEventType.CANDY_UPGRADE_NOTIFICATION_CHANGED, (e) => this.onCandyUpgradeDisplayChanged(e));

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@ -4,12 +4,15 @@ import { TextStyle, addBBCodeTextObject, addTextObject, getTextColor } from "./t
import { PERMANENT_STATS, getStatKey } from "#app/enums/stat";
import i18next from "i18next";
const ivChartSize = 24;
const ivChartStatCoordMultipliers = [[0, -1], [0.825, -0.5], [0.825, 0.5], [-0.825, -0.5], [-0.825, 0.5], [0, 1]];
const speedLabelOffset = -3;
const sideLabelOffset = 1;
const ivLabelOffset = [0, sideLabelOffset, -sideLabelOffset, sideLabelOffset, -sideLabelOffset, speedLabelOffset];
const ivChartLabelyOffset= [0, 5, 0, 5, 0, 0]; // doing this so attack does not overlap with (+N)
const ivChartStatIndexes = [0, 1, 2, 5, 4, 3]; // swap special attack and speed
const defaultIvChartData = new Array(12).fill(null).map(() => 0);
export class StatsContainer extends Phaser.GameObjects.Container {
@ -29,7 +32,6 @@ export class StatsContainer extends Phaser.GameObjects.Container {
setup() {
this.setName("stats");
const ivChartBgData = new Array(6).fill(null).map((_, i: integer) => [ ivChartSize * ivChartStatCoordMultipliers[ivChartStatIndexes[i]][0], ivChartSize * ivChartStatCoordMultipliers[ivChartStatIndexes[i]][1] ] ).flat();
const ivChartBg = this.scene.add.polygon(48, 44, ivChartBgData, 0xd8e0f0, 0.625);
ivChartBg.setOrigin(0, 0);
@ -55,12 +57,19 @@ export class StatsContainer extends Phaser.GameObjects.Container {
this.ivStatValueTexts = [];
for (const s of PERMANENT_STATS) {
const statLabel = addTextObject(this.scene, ivChartBg.x + (ivChartSize) * ivChartStatCoordMultipliers[s][0] * 1.325, ivChartBg.y + (ivChartSize) * ivChartStatCoordMultipliers[s][1] * 1.325 - 4 + ivLabelOffset[s], i18next.t(getStatKey(s)), TextStyle.TOOLTIP_CONTENT);
const statLabel = addTextObject(
this.scene,
ivChartBg.x + (ivChartSize) * ivChartStatCoordMultipliers[s][0] * 1.325 + (this.showDiff ? 0 : ivLabelOffset[s]),
ivChartBg.y + (ivChartSize) * ivChartStatCoordMultipliers[s][1] * 1.325 - 4 + (this.showDiff ? 0 : ivChartLabelyOffset[s]),
i18next.t(getStatKey(s)),
TextStyle.TOOLTIP_CONTENT
);
statLabel.setOrigin(0.5);
this.ivStatValueTexts[s] = addBBCodeTextObject(this.scene, statLabel.x, statLabel.y + 8, "0", TextStyle.TOOLTIP_CONTENT);
this.ivStatValueTexts[s] = addBBCodeTextObject(this.scene, statLabel.x - (this.showDiff ? 0 : ivLabelOffset[s]), statLabel.y + 8, "0", TextStyle.TOOLTIP_CONTENT);
this.ivStatValueTexts[s].setOrigin(0.5);
this.add(statLabel);
this.add(this.ivStatValueTexts[s]);
}

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@ -214,7 +214,7 @@ export default class SummaryUiHandler extends UiHandler {
this.statusContainer.add(statusLabel);
this.status = this.scene.add.sprite(91, 4, "statuses");
this.status = this.scene.add.sprite(91, 4, `statuses_${i18next.resolvedLanguage}`);
this.status.setOrigin(0.5, 0);
this.statusContainer.add(this.status);

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@ -31,6 +31,7 @@ export default defineConfig(({mode}) => {
return ({
...defaultConfig,
base: '',
esbuild: {
pure: mode === 'production' ? ['console.log'] : [],
keepNames: true,