shop_sell #65
| @ -316,6 +316,7 @@ impl MapEnemy { | ||||
|         } | ||||
|     } | ||||
| 
 | ||||
|     #[must_use] | ||||
|     pub fn set_shiny(self) -> MapEnemy { | ||||
|         MapEnemy { | ||||
|             shiny: true, | ||||
| @ -337,6 +338,7 @@ impl MapEnemy { | ||||
|     TODO: distinguish between a `random` rare monster and a `set/guaranteed` rare monster? (does any acceptable quest even have this?) | ||||
|     guaranteed rare monsters don't count towards the limit | ||||
|     */ | ||||
|     #[must_use] | ||||
|     pub fn set_rare_appearance(self) -> MapEnemy { | ||||
|         match (self.monster, self.map_area.to_episode()) { | ||||
|             (MonsterType::RagRappy, Episode::One) => {MapEnemy {monster: MonsterType::AlRappy, shiny:true, ..self}}, | ||||
| @ -357,6 +359,7 @@ impl MapEnemy { | ||||
|     } | ||||
|     
 | ||||
|     // in theory this should only be called on monsters we know can have rare types
 | ||||
|     #[must_use] | ||||
|     pub fn roll_appearance_for_mission(self, rare_monster_table: &RareMonsterAppearTable) -> MapEnemy { | ||||
|         if rare_monster_table.roll_appearance(&self.monster) { | ||||
|             return self.set_rare_appearance() | ||||
|  | ||||
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