Simplify EXP formula for gameplay reasons
parent
14b3d494bb
commit
8773f25e66
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@ -11,8 +11,6 @@
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- Ability logic
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- Ability activation indicator (?)
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- Natures
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- EXP logic
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- Fix algorithm (currently inaccurate)
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- Pokemon summary screen
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- Move remembering (no cost?)
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- Capture logic
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@ -25,7 +23,6 @@
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- Modifiers
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- PP Up
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- Type enhancers
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- Evolution items
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- Various mainline game items for various enhancements
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- Items that cause effects on hit (?)
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- Capture rate booster
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@ -1131,7 +1131,7 @@ export class VictoryPhase extends PokemonPhase {
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const participantIds = this.scene.currentBattle.playerParticipantIds;
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const party = this.scene.getParty();
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const expShareModifier = this.scene.getModifier(ExpShareModifier) as ExpShareModifier;
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const expValue = this.scene.getEnemyPokemon().getExpValue(party[0]);
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const expValue = this.scene.getEnemyPokemon().getExpValue();
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for (let pm = 0; pm < party.length; pm++) {
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const pokemon = party[pm];
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if (!pokemon.hp)
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@ -651,9 +651,9 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
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this.turnData = new PokemonTurnData();
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}
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getExpValue(victor: Pokemon): integer {
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return ((this.species.baseExp * this.level) / 5) * ((Math.round(Math.sqrt(2 * this.level + 10))
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* Math.pow(2 * this.level + 10, 2)) / (Math.round(Math.sqrt(this.level + victor.level + 10)) * Math.pow(this.level + victor.level + 10, 2))) + 1;
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getExpValue(): integer {
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// Logic to factor in victor level has been removed for balancing purposes, so the player doesn't have to focus on EXP maxxing
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return (this.species.baseExp * this.level) / 5 + 1;
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}
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tint(color: number, alpha?: number, duration?: integer, ease?: string) {
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