Open Snailman11 opened 2 months ago
Hello, I am looking for an easy first issue to work on. Could I work on this?
Hello, I am looking for an easy first issue to work on. Could I work on this?
Sure
@Snailman11 Wait, are you a maintainer? I read online I should ask them before working
@innerthunder Are you a maintainer? Can I just start working on it?
Go for it! I know there are quite a few cases of move-cancelling effects missing "activation" messages, so it'd be great to have people work towards sorting those messages out.
If you have any other questions about the developer workflow or how to submit pull requests, feel free to ask in the Discord's dev channel.
@innerthunder Gotcha, yeah, so I am looking into the fix and I suspect adding a new trigger file might be helpful (similar to the ability-trigger.ts file) but can also add a new entry to the battle.ts file for specific terrains. Not sure so will ask in the dev channel.
Will also need to make adjustments to this case
if (!typeMultiplier.value) { this.scene.queueMessage(i18next.t("battle:hitResultNoEffect", { pokemonName: getPokemonNameWithAffix(this) })); }
I also probably need to make changes to
export class DrowsyTag extends BattlerTag {
Mainly adding a new queue Message
Also need to watch here
case StatusEffect.SLEEP:
if (this.isGrounded() && this.scene.arena.terrain?.terrainType === TerrainType.ELECTRIC) {
// add statement here. But not sure
return false;
}
Will need to try to figure out the override feature
Nevermind, I think I got it working with much less work, I also added overrides values for terrain type I think. Will confirm tomorrow
Might need a review as this is a pretty simple fix that I used but might want some infrastructure changes as this creates a couple redundancies. Namely, the issue is that canSetStatus does all the checking but if I put the message there, it is out of order with the move message being used after the move failure message. I had to put similar logic that was in that function in the trySetStatus function which might be needed but is a bit messy.
Anyways, this is what it looks like https://github.com/user-attachments/assets/66aa865b-1daa-4c5b-8e99-a415ea9fb3d8
edit: here is the pull request https://github.com/pagefaultgames/pokerogue/pull/3775
Describe the bug
"xxxxx was protected by electric terrain"
https://replay.pokemonshowdown.com/gen9customgame-2186597941
https://discord.com/channels/1125469663833370665/1125894949020381285/1276752620421120093 -Video where it occurs
-this could also apply to Bulldoze/Earthquake and Grassy Terrain, and Priority with Psychic
Session export file
No response
User data export file
No response
Expected behavior
There should be a message to indicate that Electric terrain has nullified the move
Screenshots / Videos
https://github.com/user-attachments/assets/f1a7685e-071a-4e64-9dd7-e7f329bdac11
What OS did you observe the bug on?
Other
If other please specify
gameplay
Which browser do you use?
Other
If other please specify
gameplay
Additional context
No response