starter select defaults to shiny with highest variant again (#4001)
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1055386949
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@ -53,9 +53,6 @@ describe("UI - Starter select", () => {
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const handler = game.scene.ui.getHandler() as StarterSelectUiHandler;
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handler.processInput(Button.RIGHT);
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handler.processInput(Button.LEFT);
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handler.processInput(Button.CYCLE_SHINY);
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handler.processInput(Button.V);
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handler.processInput(Button.V);
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handler.processInput(Button.ACTION);
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game.phaseInterceptor.unlock();
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});
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@ -117,9 +114,6 @@ describe("UI - Starter select", () => {
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handler.processInput(Button.RIGHT);
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handler.processInput(Button.LEFT);
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handler.processInput(Button.CYCLE_GENDER);
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handler.processInput(Button.CYCLE_SHINY);
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handler.processInput(Button.V);
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handler.processInput(Button.V);
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handler.processInput(Button.ACTION);
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game.phaseInterceptor.unlock();
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});
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@ -184,9 +178,6 @@ describe("UI - Starter select", () => {
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handler.processInput(Button.CYCLE_GENDER);
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handler.processInput(Button.CYCLE_NATURE);
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handler.processInput(Button.CYCLE_ABILITY);
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handler.processInput(Button.CYCLE_SHINY);
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handler.processInput(Button.V);
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handler.processInput(Button.V);
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handler.processInput(Button.ACTION);
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game.phaseInterceptor.unlock();
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});
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@ -227,11 +218,12 @@ describe("UI - Starter select", () => {
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expect(game.scene.getParty()[0].species.speciesId).toBe(Species.BULBASAUR);
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expect(game.scene.getParty()[0].shiny).toBe(true);
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expect(game.scene.getParty()[0].variant).toBe(2);
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expect(game.scene.getParty()[0].gender).toBe(Gender.FEMALE);
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expect(game.scene.getParty()[0].nature).toBe(Nature.LONELY);
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expect(game.scene.getParty()[0].getAbility().id).toBe(Abilities.CHLOROPHYLL);
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}, 20000);
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it("Bulbasaur - shiny - variant 2 female lonely chlorophyl", async() => {
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it("Bulbasaur - shiny - variant 2 female", async() => {
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await game.importData("src/test/utils/saves/everything.prsv");
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const caughtCount = Object.keys(game.scene.gameData.dexData).filter((key) => {
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const species = game.scene.gameData.dexData[key];
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@ -249,9 +241,6 @@ describe("UI - Starter select", () => {
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handler.processInput(Button.RIGHT);
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handler.processInput(Button.LEFT);
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handler.processInput(Button.CYCLE_GENDER);
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handler.processInput(Button.CYCLE_SHINY);
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handler.processInput(Button.V);
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handler.processInput(Button.V);
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handler.processInput(Button.ACTION);
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game.phaseInterceptor.unlock();
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});
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@ -313,6 +302,7 @@ describe("UI - Starter select", () => {
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handler.processInput(Button.RIGHT);
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handler.processInput(Button.LEFT);
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handler.processInput(Button.ACTION);
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handler.processInput(Button.CYCLE_SHINY);
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game.phaseInterceptor.unlock();
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});
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await game.phaseInterceptor.run(SelectStarterPhase);
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@ -371,7 +361,7 @@ describe("UI - Starter select", () => {
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const handler = game.scene.ui.getHandler() as StarterSelectUiHandler;
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handler.processInput(Button.RIGHT);
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handler.processInput(Button.LEFT);
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handler.processInput(Button.CYCLE_SHINY);
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handler.processInput(Button.V);
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handler.processInput(Button.V);
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handler.processInput(Button.ACTION);
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game.phaseInterceptor.unlock();
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@ -415,7 +405,7 @@ describe("UI - Starter select", () => {
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expect(game.scene.getParty()[0].variant).toBe(1);
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}, 20000);
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it("Bulbasaur - shiny - variant 2", async() => {
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it("Bulbasaur - shiny - variant 0", async() => {
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await game.importData("src/test/utils/saves/everything.prsv");
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const caughtCount = Object.keys(game.scene.gameData.dexData).filter((key) => {
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const species = game.scene.gameData.dexData[key];
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@ -432,8 +422,6 @@ describe("UI - Starter select", () => {
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const handler = game.scene.ui.getHandler() as StarterSelectUiHandler;
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handler.processInput(Button.RIGHT);
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handler.processInput(Button.LEFT);
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handler.processInput(Button.CYCLE_SHINY);
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handler.processInput(Button.V);
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handler.processInput(Button.V);
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handler.processInput(Button.ACTION);
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game.phaseInterceptor.unlock();
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@ -474,7 +462,7 @@ describe("UI - Starter select", () => {
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expect(game.scene.getParty()[0].species.speciesId).toBe(Species.BULBASAUR);
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expect(game.scene.getParty()[0].shiny).toBe(true);
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expect(game.scene.getParty()[0].variant).toBe(2);
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expect(game.scene.getParty()[0].variant).toBe(0);
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}, 20000);
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it("Check if first pokemon in party is caterpie from gen 1 and 1rd row, 3rd column", async() => {
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@ -1853,10 +1853,14 @@ export default class StarterSelectUiHandler extends MessageUiHandler {
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switch (button) {
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case Button.CYCLE_SHINY:
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if (this.canCycleShiny) {
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const newVariant = starterAttributes.variant ? starterAttributes.variant as Variant : props.variant;
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starterAttributes.shiny = starterAttributes.shiny ? !starterAttributes.shiny : true;
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this.setSpeciesDetails(this.lastSpecies, !props.shiny, undefined, undefined, props.shiny ? 0 : newVariant, undefined, undefined);
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starterAttributes.shiny = starterAttributes.shiny !== undefined ? !starterAttributes.shiny : false;
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if (starterAttributes.shiny) {
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// Change to shiny, we need to get the proper default variant
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const newProps = this.scene.gameData.getSpeciesDexAttrProps(this.lastSpecies, this.getCurrentDexProps(this.lastSpecies.speciesId));
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const newVariant = starterAttributes.variant ? starterAttributes.variant as Variant : newProps.variant;
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this.setSpeciesDetails(this.lastSpecies, true, undefined, undefined, newVariant, undefined, undefined);
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this.scene.playSound("se/sparkle");
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// Set the variant label to the shiny tint
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const tint = getVariantTint(newVariant);
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@ -1864,6 +1868,7 @@ export default class StarterSelectUiHandler extends MessageUiHandler {
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this.pokemonShinyIcon.setTint(tint);
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this.pokemonShinyIcon.setVisible(true);
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} else {
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this.setSpeciesDetails(this.lastSpecies, false, undefined, undefined, 0, undefined, undefined);
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this.pokemonShinyIcon.setVisible(false);
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success = true;
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}
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@ -3487,23 +3492,22 @@ export default class StarterSelectUiHandler extends MessageUiHandler {
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props += DexAttr.MALE;
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}
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/* This part is very similar to above, but instead of for gender, it checks for shiny within starter preferences.
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* If they're not there, it checks the caughtAttr for shiny only (i.e. SHINY === true && NON_SHINY === false)
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* If they're not there, it enables shiny state by default if any shiny was caught
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*/
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if (this.starterPreferences[speciesId]?.shiny || ((caughtAttr & DexAttr.SHINY) > 0n && (caughtAttr & DexAttr.NON_SHINY) === 0n)) {
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if (this.starterPreferences[speciesId]?.shiny || ((caughtAttr & DexAttr.SHINY) > 0n && this.starterPreferences[speciesId]?.shiny !== false)) {
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props += DexAttr.SHINY;
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if (this.starterPreferences[speciesId]?.variant) {
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if (this.starterPreferences[speciesId]?.variant !== undefined) {
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props += BigInt(Math.pow(2, this.starterPreferences[speciesId]?.variant)) * DexAttr.DEFAULT_VARIANT;
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} else {
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/* This calculates the correct variant if there's no starter preferences for it.
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* This gets the lowest tier variant that you've caught (in line with other mechanics) and adds it to the temp props
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* This gets the highest tier variant that you've caught and adds it to the temp props
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*/
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if ((caughtAttr & DexAttr.DEFAULT_VARIANT) > 0) {
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props += DexAttr.DEFAULT_VARIANT;
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}
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if ((caughtAttr & DexAttr.VARIANT_2) > 0) {
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props += DexAttr.VARIANT_2;
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} else if ((caughtAttr & DexAttr.VARIANT_3) > 0) {
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if ((caughtAttr & DexAttr.VARIANT_3) > 0) {
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props += DexAttr.VARIANT_3;
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} else if ((caughtAttr & DexAttr.VARIANT_2) > 0) {
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props += DexAttr.VARIANT_2;
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} else {
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props += DexAttr.DEFAULT_VARIANT;
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}
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}
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} else {
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