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Added Difficulty Fallback for Trainer Slides #6088
Added Difficulty Fallback for Trainer Slides #6088
Conversation
…er of Trainers Updated sTestTrainerSlides to use TRAINERS_COUNT instead of FRONTIER_TRAINERS_COUNT Added GetTrainerSlideArray to better support fallback
Specifically asking Jasper to review because he pointed out the need for the feature and I want to make sure it works as he expects |
Didn't the trainerslides have difficulty fallback before the refactor? |
https://discord.com/channels/419213663107416084/1207720924414087168/1323390084401332337 I don't remember if you actually PR'd a fix but I don't think you did but even so, this PR adds it either way /shrug |
I can't get the fallback to work when fighting Tiana on Easy with a team for easy but no slide for that difficulty. |
Fixed difficulty bug where fallback was occuring too early
Stupid errors on my side added late. Fixed now. |
Can confirm that the fallbacks work properly now. |
Description
Adds fallback behavior for Trainers to use
DIFFICULTY_NORMAL
Trainer Slides when not defined for the player's current difficultyTrainer Slides arrays match the Trainer structs, allowing developers to create Trainer Slides variants for each level of difficulty.
For all other difficulty related features, if the Trainer was not defined for the current difficulty level, the game would fall back to whatever was defined for the trainer on
DIFFICULTY_NORMAL
.This fallback behavior did not exist for Trainer Slides - if the player was on
DIFFICULTY_HARD
and battledTRAINER_WALLACE
who had Slides defined forDIFFUCLTY_NORMAL
but notDIFFICULTY_HARD
, then nothing would play.This PR adds this fallback behavior.
Discord contact info
pkmnsnfrn
There is a discussion thread.