lost-at-sea-encounter: remove fainted msg code
this is automatically handled in the encounter-phase-utils now
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@ -1,10 +1,8 @@
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import { Moves } from "#app/enums/moves";
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import { getPokemonNameWithAffix } from "#app/messages";
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import { MysteryEncounterType } from "#enums/mystery-encounter-type";
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import BattleScene from "../../../battle-scene";
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import MysteryEncounter, { MysteryEncounterBuilder, MysteryEncounterTier } from "../mystery-encounter";
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import { EncounterOptionMode, MysteryEncounterOptionBuilder } from "../mystery-encounter-option";
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import { showEncounterText } from "../utils/encounter-dialogue-utils";
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import { applyDamageToPokemon, leaveEncounterWithoutBattle, setEncounterExp } from "../utils/encounter-phase-utils";
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const OPTION_1_REQUIRED_MOVE = Moves.SURF;
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@ -98,18 +96,12 @@ export const LostAtSeaEncounter: MysteryEncounter = MysteryEncounterBuilder.with
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],
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},
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async (scene: BattleScene) => {
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const { mysteryEncounter } = scene.currentBattle;
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const allowedPokemon = scene.getParty().filter((p) => p.isAllowedInBattle());
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for (const pkm of allowedPokemon) {
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const percentage = DAMAGE_PERCENTAGE / 100;
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const damage = Math.floor(pkm.getMaxHp() * percentage);
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applyDamageToPokemon(pkm, damage);
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if (pkm.isFainted()) {
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mysteryEncounter.setDialogueToken("pokemonNameWithAffix", getPokemonNameWithAffix(pkm));
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await showEncounterText(scene, "battle:fainted");
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}
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applyDamageToPokemon(scene, pkm, damage);
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}
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leaveEncounterWithoutBattle(scene);
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