Kurt
87748e18c9
Continued updates for frame generating
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fixes broken test, provide encounter proc call
2017-12-01 22:49:38 -08:00
Kurt
40ec87fc9d
Add gen4 lead frame finding variants
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can use level call or not at all (fixed slot)
still untested, assumed same call order as gen3.
2017-12-01 21:23:37 -08:00
Kurt
48242109fd
Rework lead required to flags
2017-12-01 17:27:09 -08:00
Kurt
15ab0d5aff
Add origin seed for frame output
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looks like for gen4 I have to yield twice as many frames (for FixedLevel
and non) as level call usage is dependent on encounter
2017-12-01 16:33:03 -08:00
Matt
1fcac7c06b
Fix level check compare
2017-12-01 15:13:03 -05:00
Kurt
5d74096243
Apply static/magnet groups by slot type
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only apply for emerald (only game in gen3 that supports it)
2017-11-30 22:34:57 -08:00
Kurt
9930e8765a
Add frame level checking
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still WIP but should be working fairly well
2017-11-29 23:20:49 -08:00
Kurt
d3d7d7d50d
Add slot level / IsEncounterable beginnings
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dynamic level -> calc level
no sweet scent -> proc available (rock smash/fish)
change frame checking in encountergenerator to save which frame it was
found on (unused but possibly later can capture this for output)
2017-11-29 21:31:52 -08:00
Kurt
187726b4af
Use static/magnet pull values
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reorganize a little for lead use cases
2017-11-26 16:09:24 -08:00
Kurt
1162ba5b3d
update bcc slot table
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https://pastebin.com/Y0VRnJxu
not sure what the 2nd rand value is
still some things to sort out with RoC's PC
2017-11-25 22:28:38 -08:00
Kurt
3f38b123a3
Refactoring
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mostly renaming things, includes a little bit of added sugar and
splitting methods to simplify the codebase.
all methods are now PascalCase
2017-06-17 18:37:19 -07:00
Kurt
d29acfb171
Add encounter slot checking
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Frame list now can be queried for encounter slot matches
2017-05-14 23:21:34 -07:00
Kurt
6c6b3ae4b6
Refactoring
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Add in frametype, rename classes for more coherent structure
2017-05-14 14:42:18 -07:00