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[Balance] Tweak trainer evolution delay so trainers are more likely to use evolved Pokemon in later waves (#4190)
* Tweak trainer evolution delay * Document getStrengthLevelDiff
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@ -657,6 +657,24 @@ export default class PokemonSpecies extends PokemonSpeciesForm implements Locali
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return this.getSpeciesForLevel(level, allowEvolving, true, strength, currentWave);
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return this.getSpeciesForLevel(level, allowEvolving, true, strength, currentWave);
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}
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}
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/**
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* @see {@linkcode getSpeciesForLevel} uses an ease in and ease out sine function:
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* @see {@link https://easings.net/#easeInSine}
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* @see {@link https://easings.net/#easeOutSine}
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* Ease in is similar to an exponential function with slower growth, as in, x is directly related to y, and increase in y is higher for higher x.
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* Ease out looks more similar to a logarithmic function shifted to the left. It's still a direct relation but it plateaus instead of increasing in growth.
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*
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* This function is used to calculate the x given to these functions, which is used for evolution chance.
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*
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* First is maxLevelDiff, which is a denominator for evolution chance for mons without wild evolution delay.
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* This means a lower value of x will lead to a higher evolution chance.
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*
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* It's also used for preferredMinLevel, which is used when an evolution delay exists.
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* The calculation with evolution delay is a weighted average of the easeIn and easeOut functions where preferredMinLevel is the denominator.
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* This also means a lower value of x will lead to a higher evolution chance.
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* @param strength {@linkcode PartyMemberStrength} The strength of the party member in question
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* @returns {@linkcode integer} The level difference from expected evolution level tolerated for a mon to be unevolved. Lower value = higher evolution chance.
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*/
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private getStrengthLevelDiff(strength: PartyMemberStrength): integer {
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private getStrengthLevelDiff(strength: PartyMemberStrength): integer {
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switch (Math.min(strength, PartyMemberStrength.STRONGER)) {
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switch (Math.min(strength, PartyMemberStrength.STRONGER)) {
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case PartyMemberStrength.WEAKEST:
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case PartyMemberStrength.WEAKEST:
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@ -666,9 +684,9 @@ export default class PokemonSpecies extends PokemonSpeciesForm implements Locali
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case PartyMemberStrength.WEAK:
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case PartyMemberStrength.WEAK:
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return 20;
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return 20;
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case PartyMemberStrength.AVERAGE:
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case PartyMemberStrength.AVERAGE:
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return 10;
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return 8;
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case PartyMemberStrength.STRONG:
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case PartyMemberStrength.STRONG:
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return 5;
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return 4;
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default:
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default:
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return 0;
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return 0;
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}
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}
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@ -716,7 +734,7 @@ export default class PokemonSpecies extends PokemonSpeciesForm implements Locali
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if (strength === PartyMemberStrength.STRONGER) {
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if (strength === PartyMemberStrength.STRONGER) {
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evolutionChance = 1;
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evolutionChance = 1;
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} else {
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} else {
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const maxLevelDiff = this.getStrengthLevelDiff(strength);
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const maxLevelDiff = this.getStrengthLevelDiff(strength); //The maximum distance from the evolution level tolerated for the mon to not evolve
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const minChance: number = 0.875 - 0.125 * strength;
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const minChance: number = 0.875 - 0.125 * strength;
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evolutionChance = Math.min(minChance + easeInFunc(Math.min(level - ev.level, maxLevelDiff) / maxLevelDiff) * (1 - minChance), 1);
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evolutionChance = Math.min(minChance + easeInFunc(Math.min(level - ev.level, maxLevelDiff) / maxLevelDiff) * (1 - minChance), 1);
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@ -735,11 +753,6 @@ export default class PokemonSpecies extends PokemonSpeciesForm implements Locali
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evolutionChance = Math.min(0.65 * easeInFunc(Math.min(Math.max(level - evolutionLevel, 0), preferredMinLevel) / preferredMinLevel) + 0.35 * easeOutFunc(Math.min(Math.max(level - evolutionLevel, 0), preferredMinLevel * 2.5) / (preferredMinLevel * 2.5)), 1);
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evolutionChance = Math.min(0.65 * easeInFunc(Math.min(Math.max(level - evolutionLevel, 0), preferredMinLevel) / preferredMinLevel) + 0.35 * easeOutFunc(Math.min(Math.max(level - evolutionLevel, 0), preferredMinLevel * 2.5) / (preferredMinLevel * 2.5)), 1);
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}
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}
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}
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}
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/* (Most) Trainers shouldn't be using unevolved Pokemon by the third gym leader / wave 80. Exceptions to this include Breeders, whose large teams are balanced by the use of weaker pokemon */
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if (currentWave >= 80 && forTrainer && strength > PartyMemberStrength.WEAKER) {
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evolutionChance = 1;
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noEvolutionChance = 0;
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}
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if (evolutionChance > 0) {
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if (evolutionChance > 0) {
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if (isRegionalEvolution) {
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if (isRegionalEvolution) {
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