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Incorrect Zoroark level in Random Battles mode #478

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umbralOptimatum opened this issue Aug 25, 2022 · 5 comments
Open

Incorrect Zoroark level in Random Battles mode #478

umbralOptimatum opened this issue Aug 25, 2022 · 5 comments

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@umbralOptimatum
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When selecting Zoroark in Random Battles, the calculator incorrectly loads it as level 0. Irritatingly it then defaults to level 100 stats for unrealistically good results.

@Karthik99999
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Zoroark's level is going to be different every game since it copies the level of the mon in the 6th slot. No matter what level the calc sets it too you're probably going to have to manually change it.

@umbralOptimatum
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Oh, I had no idea it worked that way! Is there a way to prevent the calculator from assuming a level for it, then? So users who don't know about this don't get incorrect info.

@bojanderson
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@umbralOptimatum what would you recommend it start as? Or like should there be a disclaimer?

@umbralOptimatum
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Right now Zoroark defaults to level 0; the issue is the calculator interprets this as level 100. I can think of a few possible ways to handle this. In order of difficulty:

  1. Change Zoroark's default level to 1 in the randbats data. Pros: Straightforward; would give obviously wrong results so users are more likely to notice. Cons: Hacky solution that doesn't really address the underlying issue; the data that would need changing comes from a different repository.
  2. Change the calculator to not calculate results for level 0 pokemon. Pros: Forces users to enter their Zoroark's correct level; more sensible behavior for the calculator than invisibly assuming level 100; plays better with how NaN inputs are handled. Cons: Doesn't make clear why Zoroark is an exception; maybe there's a reason for the calculator's current behavior I'm not aware of?
  3. Add a special error message/disclaimer specifically for Zoroark in Random Battles calculators. Pros: The only way to really communicate why Zoroark can't be calculated automatically. Cons: Probably kind of a nightmare to implement? I'm not familiar with the calculator's code but hard-coding a custom error for a specific pokemon, and only in specific calculator modes, does not sound like good programming practice.

I'm inclined to favor the second approach, unless there's some specific reason to keep the calculator's level 0 behavior or solution three is much easier than I'm guessing.

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@umbralOptimatum @bojanderson @Karthik99999 and others