Fix crash when trainer has no encounter or victory messages
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74f9c51188
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@ -580,7 +580,7 @@ export class EncounterPhase extends BattlePhase {
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const encounterMessages = this.scene.currentBattle.trainer.getEncounterMessages();
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if (!encounterMessages.length)
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if (!encounterMessages?.length)
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doSummon();
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else {
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let message: string;
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@ -2746,7 +2746,7 @@ export class TrainerVictoryPhase extends BattlePhase {
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this.scene.ui.showText(`You defeated\n${this.scene.currentBattle.trainer.getName(true)}!`, null, () => {
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const victoryMessages = this.scene.currentBattle.trainer.getVictoryMessages();
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let showMessageAndEnd = () => this.end();
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if (victoryMessages.length) {
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if (victoryMessages?.length) {
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let message: string;
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this.scene.executeWithSeedOffset(() => message = Phaser.Math.RND.pick(victoryMessages), this.scene.currentBattle.waveIndex);
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const messagePages = message.split(/\$/g).map(m => m.trim());
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@ -126,7 +126,7 @@ export default class Battle {
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getBgmOverride(scene: BattleScene): string {
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const battlers = this.enemyParty.slice(0, this.getBattlerCount());
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if (this.battleType === BattleType.TRAINER) {
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if (!this.started && this.trainer.config.encounterBgm && this.trainer.getEncounterMessages().length)
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if (!this.started && this.trainer.config.encounterBgm && this.trainer.getEncounterMessages()?.length)
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return `encounter_${this.trainer.getEncounterBgm()}`;
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return this.trainer.getBattleBgm();
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} else if (this.gameMode === GameMode.CLASSIC && this.waveIndex > 195 && this.battleSpec !== BattleSpec.FINAL_BOSS)
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