3 new additions and a few bugfixes - #363
Conversation
…ed 2 new options to Attack Rando
…ion command is now given KillBoss Flag
zaktherobot
left a comment
There was a problem hiding this comment.
Just a couple clarifying questions before I merge this
| # byte | ||
| if self.RandomEffect < 0 or self.RandomEffect > 255: | ||
| raise ValueError(f"RandomEffect {self.RandomEffect} outside bounds") | ||
| print(f"RandomEffect {self.RandomEffect} outside bounds") |
There was a problem hiding this comment.
Did you want this value to be clamped in the same way, making negative values be zero and over 255 clamp to 255?
There was a problem hiding this comment.
Oops nope I accidentally changed that. I would put it back to raising an error. I only clamped the values that could reasonably be any number; like Power, RevengeDamage, HPDrain, etc. Things like RandomEffect or ComboGroup shouldn't really be set to random numbers.
| if self.HpDrain > 254: | ||
| self.HpDrain = 254 |
There was a problem hiding this comment.
I wasn't entirely sure if putting it at 255 caused an error. So I just decided to keep the maximum amount 1 lower as that should be more than enough in any cases
New additions:
-HPDrain is now randomizable
-DriveGain is now randomizable
-Nightmare preset in list of presets for attack rando
Changes:
-Chaos preset in attack rando covers a wider range now
-Multi-Hit presets have been altered to be more impactful when choosing milder presets
Fixes:
-Guard is now excluded from randomization to make it work like normal
-Boat Pete and MCP should both be killable
-Dual Wield Roxas should be able to kill bosses now