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https://github.com/kwsch/PKHeX
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Fix spelling mistake in var name
Unused after assignment, but if I rework the validation check to return the teamlock result instead of a bool I can spit out the Species-PID generated list as extra info. Helps identify the as-generated conditions if there are multiple teamlocks possible for an encounter (multiple shadow mons, seen vs unseen).
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1 changed files with 4 additions and 4 deletions
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@ -6,7 +6,7 @@ namespace PKHeX.Core
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/// Contains various Colosseum/XD 'wait for value' logic related to PKM generation.
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/// </summary>
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/// <remarks>
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/// When generating a Trainer Team, the game must generate PID values that match the programmed team specificiations.
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/// When generating a Trainer Team, the game must generate PID values that match the programmed team specifications.
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/// The game is 'locked' into a PID generating loop until a valid PID is created, after which the routine is unlocked and proceeds to generate the next member.
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/// These locks cause the <see cref="PKM.PID"/> of the current <see cref="PKM"/> to be rerolled until the requisite lock is satisfied.
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/// This locking is the same as Method H/J/K and Gen3 Cute Charm by extension, with the additional restriction of not allowing shinies.
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@ -18,7 +18,7 @@ namespace PKHeX.Core
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public readonly uint OriginSeed;
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public readonly bool Valid;
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internal readonly TeamLock Specificiations;
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internal readonly TeamLock Specifications;
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private int OriginFrame;
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private int RCSV = NOT_FORCED;
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@ -32,7 +32,7 @@ namespace PKHeX.Core
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internal TeamLockResult(TeamLock teamSpec, uint originSeed, int tsv)
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{
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Locks = new Stack<NPCLock>((Specificiations = teamSpec).Locks);
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Locks = new Stack<NPCLock>((Specifications = teamSpec).Locks);
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Team = new Stack<SeedFrame>();
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Cache = new FrameCache(RNG.XDRNG.Reverse(originSeed, 2), RNG.XDRNG.Prev);
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TSV = tsv;
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@ -150,4 +150,4 @@ namespace PKHeX.Core
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return true;
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}
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}
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}
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}
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