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Remove trainer level logic that made weak party members too strong
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@ -91,7 +91,7 @@ export default class Trainer extends Phaser.GameObjects.Container {
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switch (strength) {
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switch (strength) {
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case TrainerPartyMemberStrength.WEAKEST:
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case TrainerPartyMemberStrength.WEAKEST:
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multiplier = 0.85;
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multiplier = 0.9;
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break;
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break;
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case TrainerPartyMemberStrength.WEAKER:
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case TrainerPartyMemberStrength.WEAKER:
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multiplier = 0.95;
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multiplier = 0.95;
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@ -110,13 +110,7 @@ export default class Trainer extends Phaser.GameObjects.Container {
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break;
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break;
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}
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}
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let level = Math.ceil(baseLevel * multiplier);
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const level = Math.ceil(baseLevel * multiplier);
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if (strength < TrainerPartyMemberStrength.STRONG) {
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const minLevel = Math.ceil(baseLevel * 1.2) - Math.floor(waveIndex / 25);
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if (level < minLevel)
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level = minLevel;
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}
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ret.push(level);
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ret.push(level);
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}
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}
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