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Fix bug with variant rate (#1613)
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@ -1268,8 +1268,8 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
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/**
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/**
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* Generates a variant
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* Generates a variant
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* Has a 10% of returning 2 (epic variant)
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* Has a 10% of returning 2 (epic variant)
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* And a 20% of returning 1 (rare variant)
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* And a 30% of returning 1 (rare variant)
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* Returns 0 (basic shiny) if there is no variant or 70% of the time otherwise
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* Returns 0 (basic shiny) if there is no variant or 60% of the time otherwise
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* @returns the shiny variant
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* @returns the shiny variant
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*/
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*/
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generateVariant(): Variant {
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generateVariant(): Variant {
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@ -1277,10 +1277,10 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
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return 0;
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return 0;
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}
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}
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const rand = Utils.randSeedInt(10);
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const rand = Utils.randSeedInt(10);
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if (rand >= 3) {
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if (rand >= 4) {
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return 0; // 7/10
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return 0; // 6/10
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} else if (rand >= 1) {
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} else if (rand >= 1) {
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return 1; // 2/10
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return 1; // 3/10
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} else {
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} else {
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return 2; // 1/10
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return 2; // 1/10
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}
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}
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