[Balance] Double base shiny odds, adjusted Shiny Charm to match (#3964)

* Double shiny odds

"anyone wanna double the base shiny odds for me" - damo, 2024

* Adjust Shiny Charm to compensate for increased base odds

* Remove magic number

* Update tsdoc and remove unneeded `console.log()`

* Clarify tsdoc
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NightKev 2024-09-01 21:26:47 -07:00 committed by GitHub
parent 1e432fc74b
commit 84ef7f0683
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2 changed files with 11 additions and 11 deletions

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@ -1527,13 +1527,14 @@ 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
* 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
* 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 {@linkcode shinyThreshold} (or {@linkcode thresholdOverride} if set) to see whether or not to generate a shiny.
* The base shiny odds are {@linkcode baseShinyChance} / 65536
* @param thresholdOverride number that is divided by 2^16 (65536) to get the shiny chance, overrides {@linkcode shinyThreshold} if set (bypassing shiny rate modifiers such as Shiny Charm)
* @returns true if the Pokemon has been set as a shiny, false otherwise
*/
trySetShiny(thresholdOverride?: integer): boolean {
@ -1548,7 +1549,9 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
const E = this.scene.gameData.trainerId ^ this.scene.gameData.secretId;
const F = rand1 ^ rand2;
const shinyThreshold = new Utils.IntegerHolder(32);
/** `64/65536 -> 1/1024` */
const baseShinyChance = 64;
const shinyThreshold = new Utils.IntegerHolder(baseShinyChance);
if (thresholdOverride === undefined) {
if (this.scene.eventManager.isEventActive()) {
shinyThreshold.value *= this.scene.eventManager.getShinyMultiplier();
@ -1561,9 +1564,6 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
}
this.shiny = (E ^ F) < shinyThreshold.value;
if ((E ^ F) < 32) {
console.log("REAL SHINY!!");
}
if (this.shiny) {
this.initShinySparkle();

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@ -2193,7 +2193,7 @@ export class ShinyRateBoosterModifier extends PersistentModifier {
}
apply(args: any[]): boolean {
(args[0] as Utils.IntegerHolder).value *= Math.pow(2, 2 + this.getStackCount());
(args[0] as Utils.IntegerHolder).value *= Math.pow(2, 1 + this.getStackCount());
return true;
}