Adding a new key determining whether the command cursor resets at the beginning of each new battle.
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@ -147,6 +147,7 @@ export default class BattleScene extends SceneBase {
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public damageNumbersMode: integer = 0;
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public damageNumbersMode: integer = 0;
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public reroll: boolean = false;
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public reroll: boolean = false;
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public shopCursorTarget: number = ShopCursorTarget.REWARDS;
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public shopCursorTarget: number = ShopCursorTarget.REWARDS;
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public commandCursorReset: boolean = true;
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public showMovesetFlyout: boolean = true;
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public showMovesetFlyout: boolean = true;
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public showArenaFlyout: boolean = true;
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public showArenaFlyout: boolean = true;
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public showTimeOfDayWidget: boolean = true;
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public showTimeOfDayWidget: boolean = true;
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@ -35,8 +35,14 @@ export class CommandPhase extends FieldPhase {
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this.scene.updateGameInfo();
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this.scene.updateGameInfo();
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const commandUiHandler = this.scene.ui.handlers[Mode.COMMAND];
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const commandUiHandler = this.scene.ui.handlers[Mode.COMMAND];
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// If one of these conditions is true, we always reset the cursor to Command.FIGHT
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const cursorResetBattle = this.scene.currentBattle.battleType === BattleType.MYSTERY_ENCOUNTER ||
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this.scene.currentBattle.battleType === BattleType.TRAINER ||
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this.scene.arena.biomeType === Biome.END;
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if (commandUiHandler) {
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if (commandUiHandler) {
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if (this.scene.currentBattle.turn === 1 || commandUiHandler.getCursor() === Command.POKEMON) {
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if ((this.scene.currentBattle.turn === 1 && (this.scene.commandCursorReset || cursorResetBattle)) || commandUiHandler.getCursor() === Command.POKEMON) {
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commandUiHandler.setCursor(Command.FIGHT);
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commandUiHandler.setCursor(Command.FIGHT);
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} else {
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} else {
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commandUiHandler.setCursor(commandUiHandler.getCursor());
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commandUiHandler.setCursor(commandUiHandler.getCursor());
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