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small fixes
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@ -93,7 +93,7 @@ import { UiTheme } from "#enums/ui-theme";
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import { TimedEventManager } from "#app/timed-event-manager.js";
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import { TimedEventManager } from "#app/timed-event-manager.js";
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import i18next from "i18next";
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import i18next from "i18next";
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import MysteryEncounter, { MysteryEncounterTier, MysteryEncounterVariant } from "./data/mystery-encounter";
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import MysteryEncounter, { MysteryEncounterTier, MysteryEncounterVariant } from "./data/mystery-encounter";
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import {mysteryEncountersByBiome, allMysteryEncounters, BASE_MYSTYERY_ENCOUNTER_WEIGHT} from "./data/mystery-encounters/mystery-encounters";
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import {mysteryEncountersByBiome, allMysteryEncounters, BASE_MYSTERY_ENCOUNTER_WEIGHT} from "./data/mystery-encounters/mystery-encounters";
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import {MysteryEncounterFlags} from "#app/data/mystery-encounter-flags";
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import {MysteryEncounterFlags} from "#app/data/mystery-encounter-flags";
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import { MysteryEncounterType } from "#enums/mystery-encounter-type";
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import { MysteryEncounterType } from "#enums/mystery-encounter-type";
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@ -1098,11 +1098,16 @@ export default class BattleScene extends SceneBase {
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// Check for mystery encounter
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// Check for mystery encounter
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// Can only occur in place of a standard wild battle, waves 10-180
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// Can only occur in place of a standard wild battle, waves 10-180
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// let testStartingWeight = 40;
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// while (testStartingWeight < 60) {
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// calculateMEAggregateStats(this, testStartingWeight);
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// testStartingWeight += 2;
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// }
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if (this.gameMode.hasMysteryEncounters && newBattleType === BattleType.WILD && !this.gameMode.isBoss(newWaveIndex) && newWaveIndex < 180 && newWaveIndex > 10) {
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if (this.gameMode.hasMysteryEncounters && newBattleType === BattleType.WILD && !this.gameMode.isBoss(newWaveIndex) && newWaveIndex < 180 && newWaveIndex > 10) {
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const roll = Utils.randSeedInt(256);
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const roll = Utils.randSeedInt(256);
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// Base spawn weight is 3/256, and increases by 1/256 for each missed attempt at spawning an encounter on a valid floor
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// Base spawn weight is 3/256, and increases by 1/256 for each missed attempt at spawning an encounter on a valid floor
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const sessionEncounterRate = !isNullOrUndefined(this.mysteryEncounterFlags?.encounterSpawnChance) ? this.mysteryEncounterFlags.encounterSpawnChance : BASE_MYSTYERY_ENCOUNTER_WEIGHT;
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const sessionEncounterRate = !isNullOrUndefined(this.mysteryEncounterFlags?.encounterSpawnChance) ? this.mysteryEncounterFlags.encounterSpawnChance : BASE_MYSTERY_ENCOUNTER_WEIGHT;
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// If total number of encounters is lower than expected for the run, slightly favor a new encounter spawn
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// If total number of encounters is lower than expected for the run, slightly favor a new encounter spawn
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// Do the reverse as well
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// Do the reverse as well
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@ -1116,7 +1121,7 @@ export default class BattleScene extends SceneBase {
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if (roll < successRate) {
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if (roll < successRate) {
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newBattleType = BattleType.MYSTERY_ENCOUNTER;
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newBattleType = BattleType.MYSTERY_ENCOUNTER;
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// Reset base spawn weight
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// Reset base spawn weight
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this.mysteryEncounterFlags.encounterSpawnChance = BASE_MYSTYERY_ENCOUNTER_WEIGHT;
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this.mysteryEncounterFlags.encounterSpawnChance = BASE_MYSTERY_ENCOUNTER_WEIGHT;
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} else {
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} else {
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this.mysteryEncounterFlags.encounterSpawnChance = sessionEncounterRate + 1;
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this.mysteryEncounterFlags.encounterSpawnChance = sessionEncounterRate + 1;
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}
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}
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@ -1,11 +1,11 @@
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import {MysteryEncounterTier} from "#app/data/mystery-encounter";
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import {MysteryEncounterTier} from "#app/data/mystery-encounter";
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import {MysteryEncounterType} from "#enums/mystery-encounter-type";
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import {MysteryEncounterType} from "#enums/mystery-encounter-type";
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import {BASE_MYSTYERY_ENCOUNTER_WEIGHT} from "#app/data/mystery-encounters/mystery-encounters";
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import {BASE_MYSTERY_ENCOUNTER_WEIGHT} from "#app/data/mystery-encounters/mystery-encounters";
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import {isNullOrUndefined} from "../utils";
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import {isNullOrUndefined} from "../utils";
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export class MysteryEncounterFlags {
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export class MysteryEncounterFlags {
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encounteredEvents: [MysteryEncounterType, MysteryEncounterTier][] = [];
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encounteredEvents: [MysteryEncounterType, MysteryEncounterTier][] = [];
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encounterSpawnChance: number = BASE_MYSTYERY_ENCOUNTER_WEIGHT;
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encounterSpawnChance: number = BASE_MYSTERY_ENCOUNTER_WEIGHT;
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nextEncounterQueue: [MysteryEncounterType, integer][] = [];
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nextEncounterQueue: [MysteryEncounterType, integer][] = [];
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constructor(flags: MysteryEncounterFlags) {
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constructor(flags: MysteryEncounterFlags) {
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@ -8,7 +8,7 @@ import { Biome } from "#app/enums/biome";
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import { SleepingSnorlaxEncounter } from "./sleeping-snorlax";
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import { SleepingSnorlaxEncounter } from "./sleeping-snorlax";
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import { MysteryEncounterType } from "#enums/mystery-encounter-type";
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import { MysteryEncounterType } from "#enums/mystery-encounter-type";
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export const BASE_MYSTYERY_ENCOUNTER_WEIGHT = 3;
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export const BASE_MYSTERY_ENCOUNTER_WEIGHT = 50;
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export const allMysteryEncounters : {[encounterType:string]: MysteryEncounter} = {};
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export const allMysteryEncounters : {[encounterType:string]: MysteryEncounter} = {};
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