Fix bug with variant rate (#1613)

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Tempoanon 2024-05-30 17:25:53 -04:00 committed by GitHub
parent d70ab3eaf6
commit cb6a0b9973
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1 changed files with 5 additions and 5 deletions

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@ -1268,8 +1268,8 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
/**
* Generates a variant
* Has a 10% of returning 2 (epic variant)
* And a 20% of returning 1 (rare variant)
* Returns 0 (basic shiny) if there is no variant or 70% of the time otherwise
* And a 30% of returning 1 (rare variant)
* Returns 0 (basic shiny) if there is no variant or 60% of the time otherwise
* @returns the shiny variant
*/
generateVariant(): Variant {
@ -1277,10 +1277,10 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
return 0;
}
const rand = Utils.randSeedInt(10);
if (rand >= 3) {
return 0; // 7/10
if (rand >= 4) {
return 0; // 6/10
} else if (rand >= 1) {
return 1; // 2/10
return 1; // 3/10
} else {
return 2; // 1/10
}