Actually fix single battle summoning issue
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918a0d77f1
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7189258095
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@ -271,6 +271,9 @@ export default class Trainer extends Phaser.GameObjects.Container {
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}
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getPartyMemberMatchupScores(trainerSlot: TrainerSlot = TrainerSlot.NONE): [integer, integer][] {
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if (trainerSlot && !this.isDouble())
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trainerSlot = TrainerSlot.NONE;
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const party = this.scene.getEnemyParty();
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const nonFaintedPartyMembers = party.slice(this.scene.currentBattle.getBattlerCount()).filter(p => !p.isFainted()).filter(p => !trainerSlot || p.trainerSlot === trainerSlot);
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const partyMemberScores = nonFaintedPartyMembers.map(p => {
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@ -583,7 +583,7 @@ export class GameData {
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scene.newArena(sessionData.arena.biome, true);
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sessionData.enemyParty.forEach((enemyData, e) => {
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const enemyPokemon = enemyData.toPokemon(scene, battleType, e) as EnemyPokemon;
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const enemyPokemon = enemyData.toPokemon(scene, battleType, e, sessionData.trainer?.variant === TrainerVariant.DOUBLE) as EnemyPokemon;
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battle.enemyParty[e] = enemyPokemon;
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if (battleType === BattleType.WILD)
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battle.seenEnemyPartyMemberIds.add(enemyPokemon.id);
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@ -105,10 +105,10 @@ export default class PokemonData {
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}
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}
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toPokemon(scene: BattleScene, battleType?: BattleType, partyMemberIndex: integer = 0): Pokemon {
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toPokemon(scene: BattleScene, battleType?: BattleType, partyMemberIndex: integer = 0, double: boolean = false): Pokemon {
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const species = getPokemonSpecies(this.species);
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if (this.player)
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return scene.addPlayerPokemon(species, this.level, this.abilityIndex, this.formIndex, this.gender, this.shiny, this.ivs, this.nature, this);
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return scene.addEnemyPokemon(species, this.level, battleType === BattleType.TRAINER ? !(partyMemberIndex % 2) ? TrainerSlot.TRAINER : TrainerSlot.TRAINER_PARTNER : TrainerSlot.NONE, this.boss, this);
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return scene.addEnemyPokemon(species, this.level, battleType === BattleType.TRAINER ? !double || !(partyMemberIndex % 2) ? TrainerSlot.TRAINER : TrainerSlot.TRAINER_PARTNER : TrainerSlot.NONE, this.boss, this);
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}
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}
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