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-rw-r--r--script.js61
1 files changed, 52 insertions, 9 deletions
diff --git a/script.js b/script.js
index 4e5727d..2fab2fc 100644
--- a/script.js
+++ b/script.js
@@ -162,6 +162,8 @@ class Monster {
experienceModifier = 1;
moneyModifier = 1;
+ activeTechniques = [];
+
constructor (slug) {
this.slug = slug;
@@ -227,6 +229,10 @@ class Monster {
return slugToName(this.slug);
}
+ getLearnableTechniques () {
+ return this.moveset.filter((move) => this.level >= move.learned_at);
+ }
+
canLevelUp () {
return this.exp >= this.getExperienceRequired();
}
@@ -352,6 +358,10 @@ class Technique {
this.resetToBase();
}
+ get name () {
+ return slugToName(this.slug);
+ }
+
get types () {
return DB.techniques[this.slug].types;
}
@@ -616,6 +626,7 @@ function slugToName (slug) {
const templatePopup = document.querySelector('#tpl___popup').innerHTML;
const templateMovesetList = document.querySelector('#tpl___moveset__list').innerHTML;
const templateMovesetItem = document.querySelector('#tpl___moveset__item').innerHTML;
+ const templateTechnique = document.querySelector('#tpl___technique').innerHTML;
const party = document.querySelector('#party');
const money = document.querySelector('#money');
@@ -746,6 +757,8 @@ function slugToName (slug) {
battlePlayer.appendChild(battleMonster);
UI.setActiveTechnique();
+
+ UI.setActiveTechniques();
} else {
battleMonster.classList.add('battle__monster--enemy');
@@ -777,6 +790,17 @@ function slugToName (slug) {
+ state.activeTechnique.types.map((type) => UI.createElementTypeIcon(type)).join('');
},
+ setActiveTechniques () {
+ const techniquesNode = document.querySelector('#techniques');
+ techniquesNode.replaceChildren();
+
+ for (const technique of state.activeMonster.activeTechniques) {
+ const techniqueNode = UI.getTemplate(templateTechnique);
+ techniqueNode.querySelector('.techniques__technique__name').innerHTML = technique.name;
+ techniquesNode.appendChild(techniqueNode);
+ }
+ },
+
async chooseActiveTechnique () {
let activeMoveIndex = 0;
while ((await fetchTechnique(state.activeMonster.moveset[activeMoveIndex].technique)).power === 0) {
@@ -800,6 +824,10 @@ function slugToName (slug) {
movesetItem.querySelector('.moveset__item__power').innerHTML = technique.power;
movesetItem.querySelector('.moveset__item__level').innerHTML = move.level_learned;
+ if (state.activeMonster.activeTechniques.find((item) => item.slug === technique.slug)) {
+ movesetItem.setAttribute('selected', true);
+ }
+
movesetItem.addEventListener('click', () => {
if (movesetItem.getAttribute('disabled')) {
return false;
@@ -808,7 +836,14 @@ function slugToName (slug) {
state.activeTechnique = technique;
UI.setActiveTechnique();
- popup.remove();
+ if (movesetItem.getAttribute('selected')) {
+ movesetItem.removeAttribute('selected');
+ state.activeMonster.activeTechniques.splice(state.activeMonster.activeTechniques.findIndex((item) => item.slug === technique.slug), 1);
+ } else {
+ movesetItem.setAttribute('selected', true);
+ state.activeMonster.activeTechniques.push(technique);
+ }
+ UI.setActiveTechniques();
});
if (state.activeMonster.level < move.level_learned) {
@@ -1005,7 +1040,9 @@ function slugToName (slug) {
applyTechniqueEffect (technique, user, target) {
for (const effect of technique.combatEffects) {
if (effect === 'money') {
- state.money += Math.floor(Math.random() * target.level);
+ if (!techniqueHit) {
+ state.money += Math.floor(Math.random() * target.level);
+ }
}
}
@@ -1033,33 +1070,39 @@ function slugToName (slug) {
}
}
},
+
+ damage () {
+ const damage = simpleDamageCalculation(state.activeTechnique, state.activeMonster, state.enemy.monster);
+ UI.createDamage(clickEvent, damage);
+
+ state.enemy.monster.hp -= damage;
+ },
};
UI.setActiveMonster();
UI.setEnemyMonster();
+ let techniqueHit;
let clickEvent;
let turnEndPhaseEvents = [];
document.querySelector('#battle__enemy').addEventListener('click', async (event) => {
clickEvent = event;
const accuracy = Math.random();
- const hit = state.activeTechnique.accuracy >= accuracy;
+ techniqueHit = state.activeTechnique.accuracy >= accuracy;
- if (hit) {
+ if (techniqueHit) {
await Game.useTechnique(state.activeTechnique, state.activeMonster, state.enemy.monster);
}
await Game.applyStatusEffect(state.activeMonster, state.enemy.monster);
await Game.applyStatusEffect(state.enemy.monster, state.activeMonster);
- if (hit) {
- Game.applyTechniqueEffect(state.activeTechnique, state.activeMonster, state.enemy.monster);
+ Game.applyTechniqueEffect(state.activeTechnique, state.activeMonster, state.enemy.monster);
- const damage = simpleDamageCalculation(state.activeTechnique, state.activeMonster, state.enemy.monster);
- UI.createDamage(event, damage);
+ if (techniqueHit) {
+ Game.damage();
- state.enemy.monster.hp -= damage;
if (state.enemy.monster.hp <= 0) {
const faintedMonster = state.enemy.monster;