Disable Luck in Daily Runs

If the Game Mode is Daily Run, the player's Luck is set to 0, and the Luck value is hidden.
This commit is contained in:
RedstonewolfX 2024-08-26 01:47:07 -04:00
parent f8478aa79b
commit 02e9273f97
3 changed files with 8 additions and 3 deletions

View File

@ -1549,7 +1549,7 @@ export default class BattleScene extends SceneBase {
this.scoreText.setVisible(this.gameMode.isDaily); this.scoreText.setVisible(this.gameMode.isDaily);
} }
updateAndShowText(duration: integer): void { updateAndShowText(duration: integer, isDaily?: boolean): void {
const labels = [ this.luckLabelText, this.luckText ]; const labels = [ this.luckLabelText, this.luckText ];
labels.forEach(t => t.setAlpha(0)); labels.forEach(t => t.setAlpha(0));
const luckValue = getPartyLuckValue(this.getParty()); const luckValue = getPartyLuckValue(this.getParty());
@ -1565,7 +1565,7 @@ export default class BattleScene extends SceneBase {
duration: duration, duration: duration,
alpha: 1, alpha: 1,
onComplete: () => { onComplete: () => {
labels.forEach(t => t.setVisible(true)); labels.forEach(t => t.setVisible(!isDaily));
} }
}); });
} }

View File

@ -28,6 +28,7 @@ import { BerryType } from "#enums/berry-type";
import { Moves } from "#enums/moves"; import { Moves } from "#enums/moves";
import { Species } from "#enums/species"; import { Species } from "#enums/species";
import { getPokemonNameWithAffix } from "#app/messages.js"; import { getPokemonNameWithAffix } from "#app/messages.js";
import { GameModes } from "#app/game-mode.js";
const outputModifierData = false; const outputModifierData = false;
const useMaxWeightForOutput = false; const useMaxWeightForOutput = false;
@ -2221,6 +2222,9 @@ export class ModifierTypeOption {
} }
export function getPartyLuckValue(party: Pokemon[]): integer { export function getPartyLuckValue(party: Pokemon[]): integer {
if (party[0].scene.gameMode.modeId == GameModes.DAILY) {
return 0
}
const luck = Phaser.Math.Clamp(party.map(p => p.isFainted() ? 0 : p.getLuck()) const luck = Phaser.Math.Clamp(party.map(p => p.isFainted() ? 0 : p.getLuck())
.reduce((total: integer, value: integer) => total += value, 0), 0, 14); .reduce((total: integer, value: integer) => total += value, 0), 0, 14);
return luck || 0; return luck || 0;

View File

@ -13,6 +13,7 @@ import * as Utils from "./../utils";
import Overrides from "#app/overrides"; import Overrides from "#app/overrides";
import i18next from "i18next"; import i18next from "i18next";
import { ShopCursorTarget } from "#app/enums/shop-cursor-target"; import { ShopCursorTarget } from "#app/enums/shop-cursor-target";
import { GameModes } from "#app/game-mode.js";
export const SHOP_OPTIONS_ROW_LIMIT = 6; export const SHOP_OPTIONS_ROW_LIMIT = 6;
@ -200,7 +201,7 @@ export default class ModifierSelectUiHandler extends AwaitableUiHandler {
/* Multiplies the appearance duration by the speed parameter so that it is always constant, and avoids "flashbangs" at game speed x5 */ /* Multiplies the appearance duration by the speed parameter so that it is always constant, and avoids "flashbangs" at game speed x5 */
this.scene.showShopOverlay(750 * this.scene.gameSpeed); this.scene.showShopOverlay(750 * this.scene.gameSpeed);
this.scene.updateAndShowText(750); this.scene.updateAndShowText(750, this.scene.gameMode.modeId == GameModes.DAILY);
this.scene.updateBiomeWaveText(); this.scene.updateBiomeWaveText();
this.scene.updateMoneyText(); this.scene.updateMoneyText();