Merge pull request #4237 from ben-lear/mystery-encounters
update ME tsdocs with links
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bb21de335f
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@ -44,7 +44,7 @@ export default class MysteryEncounterOption implements IMysteryEncounterOption {
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/**
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/**
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* Dialogue object containing all the dialogue, messages, tooltips, etc. for this option
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* Dialogue object containing all the dialogue, messages, tooltips, etc. for this option
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* Will be populated on MysteryEncounter initialization
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* Will be populated on {@linkcode MysteryEncounter} initialization
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*/
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*/
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dialogue?: OptionTextDisplay;
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dialogue?: OptionTextDisplay;
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@ -87,7 +87,7 @@ export default class MysteryEncounter implements IMysteryEncounter {
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*/
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*/
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encounterAnimations?: EncounterAnim[];
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encounterAnimations?: EncounterAnim[];
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/**
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/**
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* If specified, defines any game modes where the MysteryEncounter should *NOT* spawn
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* If specified, defines any game modes where the {@linkcode MysteryEncounter} should *NOT* spawn
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*/
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*/
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disabledGameModes?: GameModes[];
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disabledGameModes?: GameModes[];
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/**
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/**
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@ -268,7 +268,7 @@ export default class MysteryEncounter implements IMysteryEncounter {
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}
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}
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/**
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/**
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* Checks if the current scene state meets the requirements for the MysteryEncounter to spawn
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* Checks if the current scene state meets the requirements for the {@linkcode MysteryEncounter} to spawn
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* This is used to filter the pool of encounters down to only the ones with all requirements met
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* This is used to filter the pool of encounters down to only the ones with all requirements met
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* @param scene
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* @param scene
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* @returns
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* @returns
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@ -491,7 +491,7 @@ export default class MysteryEncounter implements IMysteryEncounter {
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/**
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/**
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* Maintains seed offset for RNG consistency
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* Maintains seed offset for RNG consistency
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* Increments if the same MysteryEncounter has multiple option select cycles
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* Increments if the same {@linkcode MysteryEncounter} has multiple option select cycles
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* @param scene
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* @param scene
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*/
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*/
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updateSeedOffset(scene: BattleScene) {
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updateSeedOffset(scene: BattleScene) {
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@ -534,7 +534,7 @@ export class MysteryEncounterBuilder implements Partial<IMysteryEncounter> {
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/**
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/**
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* @statif Defines the type of encounter which is used as an identifier, should be tied to a unique MysteryEncounterType
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* @statif Defines the type of encounter which is used as an identifier, should be tied to a unique MysteryEncounterType
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* NOTE: if new functions are added to MysteryEncounter class
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* NOTE: if new functions are added to {@linkcode MysteryEncounter} class
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* @param encounterType
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* @param encounterType
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* @returns this
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* @returns this
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*/
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*/
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@ -594,7 +594,7 @@ export function selectOptionThenPokemon(scene: BattleScene, options: OptionSelec
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* @param scene - Battle Scene
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* @param scene - Battle Scene
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* @param customShopRewards - adds a shop phase with the specified rewards / reward tiers
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* @param customShopRewards - adds a shop phase with the specified rewards / reward tiers
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* @param eggRewards
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* @param eggRewards
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* @param preRewardsCallback - can execute an arbitrary callback before the new phases if necessary (useful for updating items/party/injecting new phases before MysteryEncounterRewardsPhase)
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* @param preRewardsCallback - can execute an arbitrary callback before the new phases if necessary (useful for updating items/party/injecting new phases before {@linkcode MysteryEncounterRewardsPhase})
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*/
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*/
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export function setEncounterRewards(scene: BattleScene, customShopRewards?: CustomModifierSettings, eggRewards?: IEggOptions[], preRewardsCallback?: Function) {
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export function setEncounterRewards(scene: BattleScene, customShopRewards?: CustomModifierSettings, eggRewards?: IEggOptions[], preRewardsCallback?: Function) {
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scene.currentBattle.mysteryEncounter!.doEncounterRewards = (scene: BattleScene) => {
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scene.currentBattle.mysteryEncounter!.doEncounterRewards = (scene: BattleScene) => {
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@ -771,7 +771,7 @@ export function transitionMysteryEncounterIntroVisuals(scene: BattleScene, hide:
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/**
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/**
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* Will queue moves for any pokemon to use before the first CommandPhase of a battle
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* Will queue moves for any pokemon to use before the first CommandPhase of a battle
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* Mostly useful for allowing MysteryEncounter enemies to "cheat" and use moves before the first turn
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* Mostly useful for allowing {@linkcode MysteryEncounter} enemies to "cheat" and use moves before the first turn
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* @param scene
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* @param scene
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*/
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*/
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export function handleMysteryEncounterBattleStartEffects(scene: BattleScene) {
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export function handleMysteryEncounterBattleStartEffects(scene: BattleScene) {
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@ -1,12 +1,12 @@
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export enum MysteryEncounterMode {
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export enum MysteryEncounterMode {
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/** MysteryEncounter will always begin in this mode, but will always swap modes when an option is selected */
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/** {@linkcode MysteryEncounter} will always begin in this mode, but will always swap modes when an option is selected */
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DEFAULT,
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DEFAULT,
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/** If the MysteryEncounter battle is a trainer type battle */
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/** If the {@linkcode MysteryEncounter} battle is a trainer type battle */
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TRAINER_BATTLE,
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TRAINER_BATTLE,
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/** If the MysteryEncounter battle is a wild type battle */
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/** If the {@linkcode MysteryEncounter} battle is a wild type battle */
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WILD_BATTLE,
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WILD_BATTLE,
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/** Enables special boss music during encounter */
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/** Enables special boss music during encounter */
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BOSS_BATTLE,
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BOSS_BATTLE,
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/** If there is no battle in the MysteryEncounter or option selected */
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/** If there is no battle in the {@linkcode MysteryEncounter} or option selected */
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NO_BATTLE
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NO_BATTLE
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}
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}
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@ -15,11 +15,11 @@ import { VictoryPhase } from "#app/phases/victory-phase";
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import { MessagePhase } from "#app/phases/message-phase";
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import { MessagePhase } from "#app/phases/message-phase";
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/**
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/**
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* Runs a MysteryEncounter to either the start of a battle, or to the MysteryEncounterRewardsPhase, depending on the option selected
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* Runs a {@linkcode MysteryEncounter} to either the start of a battle, or to the {@linkcode MysteryEncounterRewardsPhase}, depending on the option selected
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* @param game
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* @param game
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* @param optionNo - human number, not index
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* @param optionNo Human number, not index
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* @param secondaryOptionSelect -
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* @param secondaryOptionSelect
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* @param isBattle - if selecting option should lead to battle, set to true
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* @param isBattle If selecting option should lead to battle, set to `true`
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*/
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*/
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export async function runMysteryEncounterToEnd(game: GameManager, optionNo: number, secondaryOptionSelect?: { pokemonNo: number, optionNo?: number }, isBattle: boolean = false) {
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export async function runMysteryEncounterToEnd(game: GameManager, optionNo: number, secondaryOptionSelect?: { pokemonNo: number, optionNo?: number }, isBattle: boolean = false) {
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vi.spyOn(EncounterPhaseUtils, "selectPokemonForOption");
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vi.spyOn(EncounterPhaseUtils, "selectPokemonForOption");
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@ -157,7 +157,7 @@ async function handleSecondaryOptionSelect(game: GameManager, pokemonNo: number,
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}
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}
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/**
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/**
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* For any MysteryEncounter that has a battle, can call this to skip battle and proceed to MysteryEncounterRewardsPhase
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* For any {@linkcode MysteryEncounter} that has a battle, can call this to skip battle and proceed to {@linkcode MysteryEncounterRewardsPhase}
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* @param game
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* @param game
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* @param runRewardsPhase
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* @param runRewardsPhase
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*/
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*/
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@ -363,7 +363,7 @@ describe("The Winstrate Challenge - Mystery Encounter", () => {
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});
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});
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/**
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/**
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* For any MysteryEncounter that has a battle, can call this to skip battle and proceed to MysteryEncounterRewardsPhase
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* For any {@linkcode MysteryEncounter} that has a battle, can call this to skip battle and proceed to MysteryEncounterRewardsPhase
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* @param game
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* @param game
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* @param isFinalBattle
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* @param isFinalBattle
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*/
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*/
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