Loreinator / Shuffle-Move

Program to help choose moves in the Pokemon Shuffle puzzle game
GNU General Public License v3.0
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Different effect implementation on mobile and 3DS #243

Closed Manitary closed 6 years ago

Manitary commented 7 years ago

I noticed that effect.txt and effect_mobile.txt only differ by the following:

STRING BURN 5 55 80 100 5 10 15 20 ODDS STRING BURN 5 55 80 150 5 10 15 20 ODDS

STRING SPOOKIFY 5 45 80 100 10 15 20 30 ODDS STRING SPOOKIFY 5 45 80 150 10 15 20 30 ODDS

STRING FREEZE 5 35 70 100 10 12 15 20 ODDS STRING FREEZE 5 35 70 120 10 12 15 20 ODDS

STRING SLEEP_CHARM 5 30 80 100 10 15 18 25 ODDS STRING SLEEP_CHARM 5 30 80 120 10 15 18 25 ODDS

Loreinator commented 7 years ago

Do they still handle the effects differently for the score multiplier?

The fourth number is a % of normal damage modifier (the use of which depends on the effect). From this it looks like the mobile version is configured to consider them as boosting store, while the 3ds configuration (effect.txt) does not.

Should it be changed?

Manitary commented 7 years ago

It seems to work correctly both ways, with Mobile mode enabled or not.

Tested with Charmander/Charizard (which has Burn), Burn already active/Burn inactive, Sleep Charm active/inactive.

Loreinator commented 7 years ago

The ongoing effect multiplier is defined by the Board.Status enumerator, I think the multiplier in the effect.txt configs only would affect the score bonus of initial match itself (if it affects anything). Try settings it to some absurd value like 400 to see if it affects the score for burn-effect species matches at all.