From d87234504c696da5eb4566f6cf3288b340bad800 Mon Sep 17 00:00:00 2001 From: ImperialSympathizer <110984302+ben-lear@users.noreply.github.com> Date: Sat, 28 Sep 2024 12:59:48 -0400 Subject: [PATCH] prevent MEs incorrectly spawning on existing session saves (#4494) Co-authored-by: ImperialSympathizer --- src/battle-scene.ts | 5 ----- 1 file changed, 5 deletions(-) diff --git a/src/battle-scene.ts b/src/battle-scene.ts index ff0ca47bcac..8e299dd8e06 100644 --- a/src/battle-scene.ts +++ b/src/battle-scene.ts @@ -3091,11 +3091,6 @@ export default class BattleScene extends SceneBase { private isWaveMysteryEncounter(newBattleType: BattleType, waveIndex: number, sessionDataEncounterType?: MysteryEncounterType): boolean { const [lowestMysteryEncounterWave, highestMysteryEncounterWave] = this.gameMode.getMysteryEncounterLegalWaves(); if (this.gameMode.hasMysteryEncounters && newBattleType === BattleType.WILD && !this.gameMode.isBoss(waveIndex) && waveIndex < highestMysteryEncounterWave && waveIndex > lowestMysteryEncounterWave) { - // If ME type is already defined in session data, no need to roll RNG check - if (!isNullOrUndefined(sessionDataEncounterType)) { - return true; - } - // Base spawn weight is BASE_MYSTERY_ENCOUNTER_SPAWN_WEIGHT/256, and increases by WEIGHT_INCREMENT_ON_SPAWN_MISS/256 for each missed attempt at spawning an encounter on a valid floor const sessionEncounterRate = this.mysteryEncounterSaveData.encounterSpawnChance; const encounteredEvents = this.mysteryEncounterSaveData.encounteredEvents;