EXP Charm balancing for endless mode
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@ -2269,9 +2269,11 @@ export class VictoryPhase extends PokemonPhase {
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if (this.scene.currentBattle.waveIndex % 10)
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this.scene.pushPhase(new SelectModifierPhase(this.scene));
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else {
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this.scene.pushPhase(new ModifierRewardPhase(this.scene, (this.scene.currentBattle.waveIndex + (this.scene.gameMode !== GameMode.CLASSIC ? 20 : 0)) % 30 ? modifierTypes.EXP_CHARM : modifierTypes.SUPER_EXP_CHARM));
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if (this.scene.currentBattle.waveIndex <= 750 && (this.scene.currentBattle.waveIndex <= 500 || !(this.scene.currentBattle.waveIndex % 30))) {
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this.scene.pushPhase(new ModifierRewardPhase(this.scene, ((this.scene.currentBattle.waveIndex + (this.scene.gameMode !== GameMode.CLASSIC ? 20 : 0)) % 30) || this.scene.currentBattle.waveIndex >= 250 ? modifierTypes.EXP_CHARM : modifierTypes.SUPER_EXP_CHARM));
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if (this.scene.currentBattle.waveIndex <= 150 && !(this.scene.currentBattle.waveIndex % 50))
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this.scene.pushPhase(new ModifierRewardPhase(this.scene, modifierTypes.GOLDEN_POKEBALL));
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}
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if (this.scene.gameMode !== GameMode.CLASSIC && !(this.scene.currentBattle.waveIndex % 50))
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this.scene.pushPhase(new AddEnemyBuffModifierPhase(this.scene));
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}
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