Shinylock uncatchable Pokemon in endless mode (#1252)
* Shinylock uncatchable Pokemon * Fix typos * Pass the linter vibe check * Remove 2 shinylock cases * refactor
This commit is contained in:
parent
329c9619f6
commit
3e932ce2d0
|
@ -1222,7 +1222,22 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
|
|||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Function that tries to set a Pokemon shiny based on the trainer's trainer ID and secret ID
|
||||
* Endless Pokemon in the end biome are unable to be set to shiny
|
||||
*
|
||||
* The exact mechanic is that it calculates E as the XOR of the player's trainer ID and secret ID
|
||||
* F is calculated as the XOR of the first 16 bits of the Pokemon's ID with the last 16 bits
|
||||
* The XOR of E and F are then compared to the thresholdOverride (default case 32) to see whether or not to generate a shiny
|
||||
* @param thresholdOverride number that is divided by 2^16 (65536) to get the shiny chance
|
||||
* @returns true if the Pokemon has been set as a shiny, false otherwise
|
||||
*/
|
||||
trySetShiny(thresholdOverride?: integer): boolean {
|
||||
// Shiny Pokemon should not spawn in the end biome in endless
|
||||
if (this.scene.gameMode.isEndless && this.scene.arena.biomeType === Biome.END) {
|
||||
return false;
|
||||
}
|
||||
|
||||
const rand1 = Utils.binToDec(Utils.decToBin(this.id).substring(0, 16));
|
||||
const rand2 = Utils.binToDec(Utils.decToBin(this.id).substring(16, 32));
|
||||
|
||||
|
@ -1250,18 +1265,25 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
|
|||
return this.shiny;
|
||||
}
|
||||
|
||||
/**
|
||||
* Generates a variant
|
||||
* Has a 10% of returning 2 (epic variant)
|
||||
* And a 20% of returning 1 (rare variant)
|
||||
* Returns 0 (basic shiny) if there is no variant or 70% of the time otherwise
|
||||
* @returns the shiny variant
|
||||
*/
|
||||
generateVariant(): Variant {
|
||||
if (!this.shiny || !variantData.hasOwnProperty(this.species.speciesId)) {
|
||||
return 0;
|
||||
}
|
||||
const rand = Utils.randSeedInt(10);
|
||||
if (rand > 3) {
|
||||
return 0;
|
||||
if (rand >= 3) {
|
||||
return 0; // 7/10
|
||||
} else if (rand >= 1) {
|
||||
return 1; // 2/10
|
||||
} else {
|
||||
return 2; // 1/10
|
||||
}
|
||||
if (rand) {
|
||||
return 1;
|
||||
}
|
||||
return 2;
|
||||
}
|
||||
|
||||
generateFusionSpecies(forStarter?: boolean): void {
|
||||
|
|
Loading…
Reference in New Issue