using System; using System.ComponentModel; namespace pkNX.Randomization; [Serializable] [TypeConverter(typeof(ExpandableObjectConverter))] public class TrainerRandSettings { private const string General = nameof(General); private const string Classes = nameof(Classes); private const string PKM = nameof(PKM); private const string Stats = nameof(Stats); private const string Moves = nameof(Moves); #region General [Category(General), Description("Modifies the team count per specifications, and forces fixed counts for some trainers.")] public bool ModifyTeamCount { get; set; } = true; [Category(General), Description("Minimum count of PKM the Trainer has. New PKM will be added to the team if less are currently present.")] public int TeamCountMin { get; set; } = 1; [Category(General), Description("Maximum count of PKM the Trainer has. PKM will be removed from the team if more are currently present.")] public int TeamCountMax { get; set; } = 6; [Category(General), Description("Chooses a random type for the Trainer, and requires each PKM to have that type.")] public bool TeamTypeThemed { get; set; } [Category(General), Description("Maxes out the Trainer AI value to use its team and moves most effectively.")] public bool TrainerMaxAI { get; set; } = true; [Category(General), Description("Force special strong battles to have a full team of 6 PKM.")] public bool ForceSpecialTeamCount6 { get; set; } = true; [Category(General), Description("Force all battles to be a Double Battle with an even (not odd) amount of PKM.")] public bool ForceDoubles { get; set; } #endregion #region Classes [Category(Classes), Description("Change Trainer Class to another random Trainer Class.")] public bool RandomTrainerClass { get; set; } [Category(Classes), Description("Skip changing Trainer Classes that are considered special (avoiding crashes).")] public bool SkipSpecialClasses { get; set; } = true; #endregion #region PKM [Category(PKM), Description("Randomizes the Species and basic stat details of all Team members.")] public bool RandomizeTeam { get; set; } = true; [Category(PKM), Description("Allows random Held Items when randomizing species.")] public bool AllowRandomHeldItems { get; set; } [Category(PKM), Description("Forces all PKM above the specified level setting to be fully evolved.")] public bool ForceFullyEvolved { get; set; } = true; [Category(PKM), Description("Forces all PKM above this level to be fully evolved if the " + nameof(ForceFullyEvolved) + " setting is set.")] public int ForceFullyEvolvedAtLevel { get; set; } = 36; [Category(PKM), Description("Swaps Gigantamaxed species with other Gigantamaxed species.")] public bool GigantamaxSwap { get; set; } [Category(PKM), Description("Causes all PKM levels to be boosted by the specified ratio multiplier.")] public bool BoostLevel { get; set; } = true; [Category(PKM), Description("Boosts levels of all PKM by this ratio if the " + nameof(BoostLevel) + " setting is set.")] public float LevelBoostRatio { get; set; } = 1.1f; #endregion #region Stats [Category(Stats), Description("Makes random Trainer PKM shiny.")] public bool RandomShinies { get; set; } = true; [Category(Stats), Description("Makes random Trainer PKM shiny at this rate (percent).")] public float ShinyChance { get; set; } = 2.5f; [Category(Stats), Description("Maximizes all IVs.")] public bool MaxIVs { get; set; } = true; [Category(Stats), Description("Picks a random valid ability for each PKM.")] public bool RandomAbilities { get; set; } = true; [Category(Stats), Description("Makes all Dynamaxed PKM have a Dynamax Level of 10.")] public bool MaxDynamaxLevel { get; set; } = true; #endregion #region Moves [Category(Moves), Description("How movesets are randomized/chosen for each PKM.")] public MoveRandType MoveRandType { get; set; } = MoveRandType.RandomMoves; #endregion }