Simplify EXP formula for gameplay reasons

This commit is contained in:
Flashfyre 2023-04-15 22:12:59 -04:00
parent 14b3d494bb
commit 8773f25e66
3 changed files with 4 additions and 7 deletions

View File

@ -11,8 +11,6 @@
- Ability logic
- Ability activation indicator (?)
- Natures
- EXP logic
- Fix algorithm (currently inaccurate)
- Pokemon summary screen
- Move remembering (no cost?)
- Capture logic
@ -25,7 +23,6 @@
- Modifiers
- PP Up
- Type enhancers
- Evolution items
- Various mainline game items for various enhancements
- Items that cause effects on hit (?)
- Capture rate booster

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@ -1131,7 +1131,7 @@ export class VictoryPhase extends PokemonPhase {
const participantIds = this.scene.currentBattle.playerParticipantIds;
const party = this.scene.getParty();
const expShareModifier = this.scene.getModifier(ExpShareModifier) as ExpShareModifier;
const expValue = this.scene.getEnemyPokemon().getExpValue(party[0]);
const expValue = this.scene.getEnemyPokemon().getExpValue();
for (let pm = 0; pm < party.length; pm++) {
const pokemon = party[pm];
if (!pokemon.hp)

View File

@ -651,9 +651,9 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
this.turnData = new PokemonTurnData();
}
getExpValue(victor: Pokemon): integer {
return ((this.species.baseExp * this.level) / 5) * ((Math.round(Math.sqrt(2 * this.level + 10))
* Math.pow(2 * this.level + 10, 2)) / (Math.round(Math.sqrt(this.level + victor.level + 10)) * Math.pow(this.level + victor.level + 10, 2))) + 1;
getExpValue(): integer {
// Logic to factor in victor level has been removed for balancing purposes, so the player doesn't have to focus on EXP maxxing
return (this.species.baseExp * this.level) / 5 + 1;
}
tint(color: number, alpha?: number, duration?: integer, ease?: string) {