Closed zaksabeast closed 4 years ago
Technically it doesnt need to be renamed, does it? I just renamed it to be clear. Pknx for example still uses the old name and also works with it, so might be worth not to rename it
You're right that it doesn't need to be renamed, but I think it's good to do for the same reason we try to give any variable a descriptive name.
Good names help make the code more readable for the future, and serves as good documentation for anyone who wants to borrow code. For example, it was easier to find the named field in your plugin than to read through lots more code to find which field caused specific behaviors.
In my opinion, easier future maintenance (for old and new contributors), better documentation, and the low development cost definitely makes the change valuable.
Edit: Using the same name isn't necessary, however the flatbuffer documents a specific structure in the game, and consistent game documentation between projects also holds value. For example, two projects with similar documentation makes it easier to search for specific terms and files for cross referencing.
I was just going to open this issue xD
You should consider also the case in which the seed gives you a shinable PID but it is forced to be not shiny (maybe you already add this when first Charizard dens where released)
This issue should be fixed with https://github.com/zaksabeast/CaptureSight/commit/f8fda119ad261f215b42c0b4dac2bf3f24cd66a3.
@Real96 since you're the one who originally alerted me to the issue, could you please test and make sure it works for you?
This issue should be fixed with f8fda11.
@Real96 since you're the one who originally alerted me to the issue, could you please test and make sure it works for you?
Yeah sure! There is a case in which the seed should generate a star shiny, so pid is forced to square. Did you consider also this case? There is a little pid modification, in the last number of his upper half
Thanks for testing :slightly_smiling_face:
There is a case in which the seed should generate a star shiny, so pid is forced to square. Did you consider also this case?
CaptureSight doesn't actually use/display the final PID of a raid Pokemon, so that's not something I'm super concerned with. It should still be able to calculate what type of shiny the Pokemon will be, but won't create the final PID of a raid Pokemon based on the shiny type.
RaidPokemon
does implement a way to get the PID for the PKM
inheritance, so CaptureSight should either:
getPID
(since it's not being used) and leave a comment with an explanation of what the game normally does hereI'm leaning towards the second option since the extra logic wouldn't benefit CaptureSight in any way and would be more to maintain.
Thanks for testing
There is a case in which the seed should generate a star shiny, so pid is forced to square. Did you consider also this case?
CaptureSight doesn't actually use/display the final PID of a raid Pokemon, so that's not something I'm super concerned with. It should still be able to calculate what type of shiny the Pokemon will be, but won't create the final PID of a raid Pokemon based on the shiny type.
RaidPokemon
does implement a way to get the PID for thePKM
inheritance, so CaptureSight should either:
- Implement the extra logic for documentation/future use purposes
- Stub out
getPID
(since it's not being used) and leave a comment with an explanation of what the game normally does hereI'm leaning towards the second option since the extra logic wouldn't benefit CaptureSight in any way and would be more to maintain.
I completely forgot about the PID not being showed!
I ended up adding it as part of consolidating shared PKM methods in https://github.com/zaksabeast/CaptureSight/commit/3c45d34db21f7e437c2aa71fc12be7181fb86847.
Going to test it in a 20 min! Sorry for being late >.<
Ok i tested it. My actual Zeraora seed is a star seed. But in it says that next shiny frame will be 2347 (Star). I think this has to be changed. All seeds will give you a Square shiny. The sprites anyway is seen as shiny
@Real96 Sorry for the late response! I forgot to mention that I pushed a change for this. Does it solve the issue?
I'm closing this since I believe it was reported to be resolved.
I had a report that raid Pokemon forced to be shiny aren't showing up correctly.
This should be a pretty easy fix:
ShinyForced
(Thanks to this line in @Leanny's PKHeX raid plugin)If anyone is interested in taking this on, please let me know! I'm focused on a different CaptureSight feature for a bit.