Closed Mord5 closed 12 months ago
Adjustments made in ec22e28db46496b31319ddad2fef564430756451.
This is an old debugging trick that I forgot about. Time to remove it. I made the fix a bit more complicated because I want level scaling to be part of its own "difficulty class" so to speak. The commit makes it so that highest level less 3 plus [0 to 3] is used when scaling is turned off, making the random trainers trend a few levels lower than your strongest party mon (similar to vanilla trainers in caves and stuff).
Ran into something silly with the Ditto Guy after the https://github.com/jojobear13/shinpokered/commit/ec22e28db46496b31319ddad2fef564430756451 patch: a Lv 99 Caterpie.
Possibly acceptable under rule of funny, but if not, maybe random teams ought to always evolve even with scaling turned off.
Acceptable under rule of funny. Let evolution be player-selectable via scaling, and let the random trainer truly be a random pick from all 151 pokemon.
What emulator and/or hardware are you are using? bgb 1.5.9.w64
What version of this project are you using? built from source master_dev commit https://github.com/jojobear13/shinpokered/commit/aea99273343b16066522fcddb31a095078521047
What is the problem you encountered?
GetRandRosterLoop
refers to the level of the player's first party mon when setting levels for trainer mons generated withGetRandRoster
andGetRandRoster3
. This makes it trivial to get unlimited supplies of M.GENEs and MASTER BALLs.Expected behavior Trainer parties generated with
GetRandRoster
andGetRandRoster3
should always have level scaling forced on.Is it possible to reproduce the problem?
Suggested Fix In
func_enc_gen.asm
: https://github.com/jojobear13/shinpokered/blob/fab1914065c4a95164806334706263dc494008f9/custom_functions/func_enc_gen.asm#L119https://github.com/jojobear13/shinpokered/blob/master/custom_functions/func_enc_gen.asm#L146-L149