From 1577e811dd6d91f8ec49c9e114a870abb878c8b5 Mon Sep 17 00:00:00 2001 From: "bartz24games@gmail.com" Date: Sun, 16 May 2021 12:22:17 -0400 Subject: [PATCH] -Enemy resistance flags no longer experimental --- Flags/Flags.cs | 12 +++++------- FormMain.cs | 2 +- VersionOrder.cs | 1 + 3 files changed, 7 insertions(+), 8 deletions(-) diff --git a/Flags/Flags.cs b/Flags/Flags.cs index 089d218..7e6b955 100644 --- a/Flags/Flags.cs +++ b/Flags/Flags.cs @@ -123,7 +123,7 @@ public class ItemFlags { Text = "Randomize Item Prices", FlagID = "RandPrice", - DescriptionFormat = "Item buy and sell prices will be randomized." + DescriptionFormat = "Item buy and sell prices will be randomized. Variance of ${Value}%." }.Register(FlagType.Items); public static Flag EquipmentStatsPassives = new Flag() @@ -149,8 +149,7 @@ public class EnemyFlags Text = "Randomize Elemental Resistances", FlagID = "ShElemRes", DescriptionFormat = "Elemental resistances will be randomized on each enemy.\n" + - "Resistances will be more likely to be weaknesses to elements the party has.", - Experimental = true + "Resistances will be more likely to be weaknesses to elements the party has." }.Register(FlagType.Enemies); public static Flag Debuffs = new Flag() @@ -158,8 +157,7 @@ public class EnemyFlags Text = "Randomize Debuff Resistances", FlagID = "ShDebffRes", DescriptionFormat = "Debuff resistances will be randomized on each enemy (Provoke not included).\n" + - "Resistances will be more likely to be weaknesses to debuffs the party has.", - Experimental = true + "Resistances will be more likely to be weaknesses to debuffs the party has." }.Register(FlagType.Enemies); @@ -167,8 +165,8 @@ public class EnemyFlags { Text = "Randomize Stats", FlagID = "RanEStat", - DescriptionFormat = "Enemies' HP, Strength, Magic, Stagger Point, and Chain Resistance get randomized. Variance of ${Value}\n" + - "Also affects Elemental and Debuff Resistances if those flags are on.%" + DescriptionFormat = "Enemies' HP, Strength, Magic, Stagger Point, and Chain Resistance get randomized. Variance of ${Value}%\n" + + "Also affects Elemental and Debuff Resistances if those flags are on." }.Register(FlagType.Enemies); public static FlagValue RandLevel = (FlagValue)new FlagValue(0, 0, 50) diff --git a/FormMain.cs b/FormMain.cs index 0554ca1..5046c57 100644 --- a/FormMain.cs +++ b/FormMain.cs @@ -19,7 +19,7 @@ namespace FF13Randomizer { public partial class FormMain : Form { - public static string Version { get; set; } = "1.9.0.Pre-2"; + public static string Version { get; set; } = "1.9.0.Pre-3"; public static bool PlandoModified { get; set; } = false; diff --git a/VersionOrder.cs b/VersionOrder.cs index 879bb93..bdae5e3 100644 --- a/VersionOrder.cs +++ b/VersionOrder.cs @@ -18,6 +18,7 @@ public class VersionOrder "1.8.3", "1.8.4", "1.9.0.Pre", + "1.9.0.Pre-2", FormMain.Version };