From 222caf2e8093576eb47c2eba84683bc94292efd8 Mon Sep 17 00:00:00 2001 From: Marcell <67566788+xMarcell@users.noreply.github.com> Date: Tue, 29 Dec 2020 17:41:41 +0100 Subject: [PATCH] Improve RNG article phrasing (#1605) --- website/pages/rng.md | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/website/pages/rng.md b/website/pages/rng.md index a4e7d30a6..da4dbecfc 100644 --- a/website/pages/rng.md +++ b/website/pages/rng.md @@ -4,7 +4,7 @@ With every game with randomness, people will complain that the Random Number Generator (RNG) is bad, or giving them bad numbers. And there's a huge list of reasons why, if you play Pokémon on a simulator, it's even worse: -1. Games go way faster on a simulator than on the 3DS, so you play more often and encounter more randomness. +1. Games go way faster on a simulator than on the Switch or 3DS, so you play more often and encounter more randomness. 2. There are more people playing. We get over 500,000 battles every day. A one-in-a-million event happens every other day! Even if it's incredibly unlikely, it'll still happen all the time, just because of the numbers. @@ -16,11 +16,11 @@ With every game with randomness, people will complain that the Random Number Gen How PS's RNG works ------------------ -Pokémon Showdown uses the exact same RNG as the actual Pokémon games on the 3DS use. You can see the source code right here: +Pokémon Showdown uses the exact same type of RNG as the actual Pokémon games on the Switch and 3DS use. You can see the source code right here: https://github.com/smogon/Pokemon-Showdown/blob/master/sim/prng.ts -And there are many pages documenting this is the same random number generator used on the 3DS: +And there are many pages documenting this is the same random number generator used on the Switch or 3DS: https://bulbapedia.bulbagarden.net/wiki/Pseudorandom_number_generation_in_Pokémon @@ -32,7 +32,7 @@ If you think we're using different source code than the code above, you can alwa After a battle has ended, saving its replay will also save its input log containing its random seed. For random battles, you can get the log directly from the HTML source of the replay page. For battles with non-random teams, seeds are not visible for privacy reasons – you will need to get permission from your opponent and then use the `/exportinputlog` command. -Once you have the log, you can replay it using the publicly available source from GitHub, and notice that it will provably generate the exact same numbers as the 3DS itself does. +Once you have the log, you can replay it using the publicly available source code from GitHub, which proves that it's the same RNG as in the source code, which you can read to see that it's the same RNG as the Switch and 3DS. Side note