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m (→Example: 16 here should be replaced by hexadecimal (i.e 10)) |
Exempt-Medic (talk | contribs) (Bitwise shifts are counted in places. It is being shifted over four places, not 16 or 10) |
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===Encounter mechanics=== | ===Encounter mechanics=== | ||
Which of the trees with possible encounters are assigned to have them is influenced by the following formula. | Which of the trees with possible encounters are assigned to have them is influenced by the following formula. | ||
:<math>X = ((ID_{secret} \ll | :<math>X = ((ID_{secret} \ll 4) | ID_{normal}) \mod 10</math> | ||
The X is used to determine encounter slots for a given defined tree; where ''Tree<sub>ID</sub>'' is tree's index number in the location's Headbutt array (for example, this equals to 0 for the first defined tree). | The X is used to determine encounter slots for a given defined tree; where ''Tree<sub>ID</sub>'' is tree's index number in the location's Headbutt array (for example, this equals to 0 for the first defined tree). | ||
*One potential encounter tree (unused): The tree will have group A encounters if X is even, and group B if X is odd. | *One potential encounter tree (unused): The tree will have group A encounters if X is even, and group B if X is odd. | ||
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<math> | <math> | ||
\begin{align} | \begin{align} | ||
X & = ((52FB \ll | X & = ((52FB \ll 4) | 4BD2) \mod A \\ | ||
X & = (52FB0000 | 4BD2) \mod A \\ | X & = (52FB0000 | 4BD2) \mod A \\ | ||
X & = 52FB4BD2 \mod A \\ | X & = 52FB4BD2 \mod A \\ |
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