Give final boss consistent max IVs
parent
8d2f302ac2
commit
6b036b112f
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@ -435,6 +435,8 @@ export class EncounterPhase extends BattlePhase {
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else {
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else {
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const enemySpecies = this.scene.randomSpecies(battle.waveIndex, level, true);
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const enemySpecies = this.scene.randomSpecies(battle.waveIndex, level, true);
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battle.enemyParty[e] = this.scene.addEnemyPokemon(enemySpecies, level, false, !!this.scene.getEncounterBossSegments(battle.waveIndex, level, enemySpecies));
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battle.enemyParty[e] = this.scene.addEnemyPokemon(enemySpecies, level, false, !!this.scene.getEncounterBossSegments(battle.waveIndex, level, enemySpecies));
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if (this.scene.currentBattle.battleSpec === BattleSpec.FINAL_BOSS)
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battle.enemyParty[e].ivs = new Array(6).fill(31);
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this.scene.getParty().slice(0, !battle.double ? 1 : 2).reverse().forEach(playerPokemon => {
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this.scene.getParty().slice(0, !battle.double ? 1 : 2).reverse().forEach(playerPokemon => {
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applyAbAttrs(SyncEncounterNatureAbAttr, playerPokemon, null, battle.enemyParty[e]);
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applyAbAttrs(SyncEncounterNatureAbAttr, playerPokemon, null, battle.enemyParty[e]);
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});
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});
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