Merge pull request #4237 from ben-lear/mystery-encounters

update ME tsdocs with links
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ImperialSympathizer 2024-09-13 21:52:04 -04:00 committed by GitHub
commit bb21de335f
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6 changed files with 17 additions and 17 deletions

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@ -44,7 +44,7 @@ export default class MysteryEncounterOption implements IMysteryEncounterOption {
/**
* Dialogue object containing all the dialogue, messages, tooltips, etc. for this option
* Will be populated on MysteryEncounter initialization
* Will be populated on {@linkcode MysteryEncounter} initialization
*/
dialogue?: OptionTextDisplay;

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@ -87,7 +87,7 @@ export default class MysteryEncounter implements IMysteryEncounter {
*/
encounterAnimations?: EncounterAnim[];
/**
* If specified, defines any game modes where the MysteryEncounter should *NOT* spawn
* If specified, defines any game modes where the {@linkcode MysteryEncounter} should *NOT* spawn
*/
disabledGameModes?: GameModes[];
/**
@ -268,7 +268,7 @@ export default class MysteryEncounter implements IMysteryEncounter {
}
/**
* Checks if the current scene state meets the requirements for the MysteryEncounter to spawn
* Checks if the current scene state meets the requirements for the {@linkcode MysteryEncounter} to spawn
* This is used to filter the pool of encounters down to only the ones with all requirements met
* @param scene
* @returns
@ -491,7 +491,7 @@ export default class MysteryEncounter implements IMysteryEncounter {
/**
* Maintains seed offset for RNG consistency
* Increments if the same MysteryEncounter has multiple option select cycles
* Increments if the same {@linkcode MysteryEncounter} has multiple option select cycles
* @param scene
*/
updateSeedOffset(scene: BattleScene) {
@ -534,7 +534,7 @@ export class MysteryEncounterBuilder implements Partial<IMysteryEncounter> {
/**
* @statif Defines the type of encounter which is used as an identifier, should be tied to a unique MysteryEncounterType
* NOTE: if new functions are added to MysteryEncounter class
* NOTE: if new functions are added to {@linkcode MysteryEncounter} class
* @param encounterType
* @returns this
*/

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@ -594,7 +594,7 @@ export function selectOptionThenPokemon(scene: BattleScene, options: OptionSelec
* @param scene - Battle Scene
* @param customShopRewards - adds a shop phase with the specified rewards / reward tiers
* @param eggRewards
* @param preRewardsCallback - can execute an arbitrary callback before the new phases if necessary (useful for updating items/party/injecting new phases before MysteryEncounterRewardsPhase)
* @param preRewardsCallback - can execute an arbitrary callback before the new phases if necessary (useful for updating items/party/injecting new phases before {@linkcode MysteryEncounterRewardsPhase})
*/
export function setEncounterRewards(scene: BattleScene, customShopRewards?: CustomModifierSettings, eggRewards?: IEggOptions[], preRewardsCallback?: Function) {
scene.currentBattle.mysteryEncounter!.doEncounterRewards = (scene: BattleScene) => {
@ -771,7 +771,7 @@ export function transitionMysteryEncounterIntroVisuals(scene: BattleScene, hide:
/**
* Will queue moves for any pokemon to use before the first CommandPhase of a battle
* Mostly useful for allowing MysteryEncounter enemies to "cheat" and use moves before the first turn
* Mostly useful for allowing {@linkcode MysteryEncounter} enemies to "cheat" and use moves before the first turn
* @param scene
*/
export function handleMysteryEncounterBattleStartEffects(scene: BattleScene) {

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@ -1,12 +1,12 @@
export enum MysteryEncounterMode {
/** MysteryEncounter will always begin in this mode, but will always swap modes when an option is selected */
/** {@linkcode MysteryEncounter} will always begin in this mode, but will always swap modes when an option is selected */
DEFAULT,
/** If the MysteryEncounter battle is a trainer type battle */
/** If the {@linkcode MysteryEncounter} battle is a trainer type battle */
TRAINER_BATTLE,
/** If the MysteryEncounter battle is a wild type battle */
/** If the {@linkcode MysteryEncounter} battle is a wild type battle */
WILD_BATTLE,
/** Enables special boss music during encounter */
BOSS_BATTLE,
/** If there is no battle in the MysteryEncounter or option selected */
/** If there is no battle in the {@linkcode MysteryEncounter} or option selected */
NO_BATTLE
}

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@ -15,11 +15,11 @@ import { VictoryPhase } from "#app/phases/victory-phase";
import { MessagePhase } from "#app/phases/message-phase";
/**
* Runs a MysteryEncounter to either the start of a battle, or to the MysteryEncounterRewardsPhase, depending on the option selected
* Runs a {@linkcode MysteryEncounter} to either the start of a battle, or to the {@linkcode MysteryEncounterRewardsPhase}, depending on the option selected
* @param game
* @param optionNo - human number, not index
* @param secondaryOptionSelect -
* @param isBattle - if selecting option should lead to battle, set to true
* @param optionNo Human number, not index
* @param secondaryOptionSelect
* @param isBattle If selecting option should lead to battle, set to `true`
*/
export async function runMysteryEncounterToEnd(game: GameManager, optionNo: number, secondaryOptionSelect?: { pokemonNo: number, optionNo?: number }, isBattle: boolean = false) {
vi.spyOn(EncounterPhaseUtils, "selectPokemonForOption");
@ -157,7 +157,7 @@ async function handleSecondaryOptionSelect(game: GameManager, pokemonNo: number,
}
/**
* For any MysteryEncounter that has a battle, can call this to skip battle and proceed to MysteryEncounterRewardsPhase
* For any {@linkcode MysteryEncounter} that has a battle, can call this to skip battle and proceed to {@linkcode MysteryEncounterRewardsPhase}
* @param game
* @param runRewardsPhase
*/

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@ -363,7 +363,7 @@ describe("The Winstrate Challenge - Mystery Encounter", () => {
});
/**
* For any MysteryEncounter that has a battle, can call this to skip battle and proceed to MysteryEncounterRewardsPhase
* For any {@linkcode MysteryEncounter} that has a battle, can call this to skip battle and proceed to MysteryEncounterRewardsPhase
* @param game
* @param isFinalBattle
*/