Biome can't change before a boss in endless mode

This commit is contained in:
Flashfyre 2024-04-23 09:40:05 -04:00
parent 9a3e71219e
commit 444b4075fe
3 changed files with 10 additions and 10 deletions

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@ -894,7 +894,7 @@ export default class BattleScene extends SceneBase {
if (!waveIndex && lastBattle) { if (!waveIndex && lastBattle) {
let isNewBiome = !(lastBattle.waveIndex % 10) || ((this.gameMode.hasShortBiomes || this.gameMode.isDaily) && (lastBattle.waveIndex % 50) === 49); let isNewBiome = !(lastBattle.waveIndex % 10) || ((this.gameMode.hasShortBiomes || this.gameMode.isDaily) && (lastBattle.waveIndex % 50) === 49);
if (!isNewBiome && this.gameMode.hasShortBiomes) { if (!isNewBiome && this.gameMode.hasShortBiomes && (newWaveIndex % 10) < 9) {
let w = lastBattle.waveIndex - ((lastBattle.waveIndex % 10) - 1); let w = lastBattle.waveIndex - ((lastBattle.waveIndex % 10) - 1);
let biomeWaves = 1; let biomeWaves = 1;
while (w < lastBattle.waveIndex) { while (w < lastBattle.waveIndex) {
@ -1978,15 +1978,15 @@ export default class BattleScene extends SceneBase {
applyShuffledModifiers(scene: BattleScene, modifierType: { new(...args: any[]): Modifier }, player: boolean = true, ...args: any[]): PersistentModifier[] { applyShuffledModifiers(scene: BattleScene, modifierType: { new(...args: any[]): Modifier }, player: boolean = true, ...args: any[]): PersistentModifier[] {
let modifiers = (player ? this.modifiers : this.enemyModifiers).filter(m => m instanceof modifierType && m.shouldApply(args)); let modifiers = (player ? this.modifiers : this.enemyModifiers).filter(m => m instanceof modifierType && m.shouldApply(args));
if (modifiers.length > 1) {
scene.executeWithSeedOffset(() => { scene.executeWithSeedOffset(() => {
const shuffleModifiers = mods => { const shuffleModifiers = mods => {
if (mods.length < 1)
return mods;
const rand = Math.floor(Utils.randSeedInt(mods.length)); const rand = Math.floor(Utils.randSeedInt(mods.length));
return [mods[rand], ...shuffleModifiers(mods.filter((_, i) => i !== rand))]; return [mods[rand], ...shuffleModifiers(mods.filter((_, i) => i !== rand))];
}; };
modifiers = shuffleModifiers(modifiers); modifiers = shuffleModifiers(modifiers);
}, scene.currentBattle.turn << 4, scene.waveSeed); }, scene.currentBattle.turn << 4, scene.waveSeed);
}
return this.applyModifiersInternal(modifiers, player, args); return this.applyModifiersInternal(modifiers, player, args);
} }