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Fix chain fishing shiny rolls #4906
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I did not test in game but looking at the changes, it looks like this PR fixes the problem called out in the description
still haven't properly gone through the big boy merge process and I'm sick, so today is not the day to try
src/pokemon.c
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if (I_FISHING_CHAIN && gIsFishingEncounter) | ||
totalRerolls += (2 * gChainFishingDexNavStreak); |
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I feel these two changes still justify their functions, like adding I_FISHING_CHAIN
to IsCurrentEncounterFishing
and keeping CalculateChainFishingShinyRolls
to let users add other multipliers for their streaks, like a charm or a Pokémon ability.
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Imo including I_FISHING_CHAIN
in IsCurrentEncounterFishing
would be misleading with the current function name. From the name i would expect it to return true
even if chain fishing is disabled.
…untering different species does not break the chain, differentiate between max shiny streak and max chain length
Description
According to https://bulbapedia.bulbagarden.net/wiki/Fishing#Generation_VI chain fishing adds 2 shiny rolls per Encounter. The current implementation adds 1 additional roll. Additionally, even with the feature disabled 1 roll is currently added to any fishing encounter.
I've also refactored a bit and removed (imo) redundant functions in a second commit. If these functions are supposed to stay feel free to revert the second commit.
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.cawt