Check available Pkmn before asking to switch (#1194)

* Create Start Server.bat

idk anymore

* Update .gitignore

* Delete Start Server.bat

* Update .gitignore

* Update phases.ts

Check available party before asking to switch
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0zuzu 2024-05-21 08:16:17 +01:00 committed by GitHub
parent 70939bf89f
commit 67d5532d15
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GPG Key ID: B5690EEEBB952194
1 changed files with 15 additions and 8 deletions

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@ -366,10 +366,14 @@ export class TitlePhase extends Phase {
this.scene.pushPhase(new SummonPhase(this.scene, 0, true, true));
if (this.scene.currentBattle.double && availablePartyMembers > 1)
this.scene.pushPhase(new SummonPhase(this.scene, 1, true, true));
if (this.scene.currentBattle.waveIndex > 1 && this.scene.currentBattle.battleType !== BattleType.TRAINER) {
this.scene.pushPhase(new CheckSwitchPhase(this.scene, 0, this.scene.currentBattle.double));
if (this.scene.currentBattle.double && availablePartyMembers > 1)
this.scene.pushPhase(new CheckSwitchPhase(this.scene, 1, this.scene.currentBattle.double));
if (this.scene.currentBattle.battleType !== BattleType.TRAINER && (this.scene.currentBattle.waveIndex > 1 || !this.scene.gameMode.isDaily)) {
const minPartySize = this.scene.currentBattle.double ? 2 : 1;
if (availablePartyMembers > minPartySize) {
this.scene.pushPhase(new CheckSwitchPhase(this.scene, 0, this.scene.currentBattle.double));
if (this.scene.currentBattle.double)
this.scene.pushPhase(new CheckSwitchPhase(this.scene, 1, this.scene.currentBattle.double));
}
}
}
@ -955,10 +959,13 @@ export class EncounterPhase extends BattlePhase {
this.scene.pushPhase(new ToggleDoublePositionPhase(this.scene, false));
}
if (this.scene.currentBattle.waveIndex > startingWave && this.scene.currentBattle.battleType !== BattleType.TRAINER) {
this.scene.pushPhase(new CheckSwitchPhase(this.scene, 0, this.scene.currentBattle.double));
if (this.scene.currentBattle.double && availablePartyMembers.length > 1)
this.scene.pushPhase(new CheckSwitchPhase(this.scene, 1, this.scene.currentBattle.double));
if (this.scene.currentBattle.battleType !== BattleType.TRAINER && (this.scene.currentBattle.waveIndex > 1 || !this.scene.gameMode.isDaily)) {
const minPartySize = this.scene.currentBattle.double ? 2 : 1;
if (availablePartyMembers.length > minPartySize) {
this.scene.pushPhase(new CheckSwitchPhase(this.scene, 0, this.scene.currentBattle.double));
if (this.scene.currentBattle.double)
this.scene.pushPhase(new CheckSwitchPhase(this.scene, 1, this.scene.currentBattle.double));
}
}
}