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