Board Thread:Plants vs. Zombies 2/@comment-5760976-20161219003644/@comment-24275721-20161219183104

TheHandsomePlant wrote: TheGollddMAN wrote: TheHandsomePlant wrote: TheGollddMAN wrote: TheHandsomePlant wrote: TheGollddMAN wrote: So now that I have properly read all data, I have found some quirks in THP's blog. Other than these, all plants are okay even though PopCap could have made them much more interesting.

First of all, some plants don't have their Plant Food effects listed upon upgrading like Lily Pad, Laser Bean etc 

Thyme Warp and Gold Leaf: Still remains world exclusives

Sun-shroom: Doesn't say time from medium to large stage

Iceberg Lettuce: So after Level 11, it becomes an instant use meaning it loses its Plant Food ability. Not cool PopCap, it should have still been a delayed activation but in 3 x 3 upon upgrading.

Spikeweed and Spikerock: His blog doesn't show many Garg smashes/ Barrells they can withstand.

Tangle Kelp: Plant Food effects say it can drown from 5 to 7 zombies on L10. Does it mean it behaves on chance now? Sometimes 5 and sometimes 7?

Citron: Previously its PF projectiles would only stop after hitting a machine but now it says whatever zombie or machine having more health than 200 NDS (on L10) would stop it. Doesn't it mean that the projectile is now nerfed (as in lower levels, normal gargs would be able to stop it)?

A.K.E.E: Each bounce decreases damage by 15% meaning that more bounces on higher levels would actually decrease the damage dealt

Garlic: "Plant Food duplicate" Garlic doesn't duplicate at all upon using Plant Food...

Perfume-shroom: No upgraded dino count upon charming.

Shadow-shroom: Poison duration decreases

Nightshade: Doesn't say anything about its powered up state upgraded or it even gets anything upgraded

Snow Pea: "Plant Food effect electric line damage (per hit)" Uh THP?

Electric Blueberry: Targeting ratio is still awful

Jack o' Lantern: No reduced recharge time for flames?

Shrinking Violet: Does damage now or is it a mistake?

Blooming Heart: Doesn't say damage stats for projectile increased damage per zombie

Imitater: Why does it even have a level up mechanic? Why?

Aloe:  Still sucks

Missile Toe: No 3 x 3 range

Witch Hazel: Seed packet recharge/ projectile recharge should be even less upon upgrading and plant food still sucks Sun-shroom: Fair enough, I misunderstood that.

Spikerock/Spikeweed: So both of them can still withstand 3/1 hits and also have high HP? How does that work?

Tangel Kelp: So what is the probability of the chance system?

Citron: But that still means the PF projectile is now nerfed if the threshold is that low for non-upgraded Citron.

Garlic: So what does it do in its upgraded state for PF effects then?

Perfume-shroom: What I meant was the amount of charmed dinos increasing before leaving the lawn. I thought we would get 10 charmed raptors at level 10 for example

Shrinking Violet: I was talking about that "Damage per hit" thing (which I thought was its own damage stat) or is it another copy paste fail?

Imitater: So the coding say that or are you assuming it?

Also, you mentioned tiers for all plants which I never saw in Ginta's video. Are we getting new seed packet designs/icons for tiers? It would be cool to have a silver border for seed packets. Spikeweed/Spikerock: Maybe it's like Primal Wall-nut that has a separate coding for surviving garg smashes. So anyway, how are their HP played in the process? Like what good is this high HP for low plants like these work if they cannot survive nonetheless?

Imitater: While what you're assuming makes sense, shouldn't the code say what aspect of Imitater gets upgraded? I know it's PopCap and their logic but throwing in a level up system for a plant without proper info is wasting coins (especially when all its stats are "???") and we can see how much coins we are gonna need for it.

Why not give us the ability to level up Marigold so that we can get gems or even XP packets from her in the Zen Garden? Make it happen, PopCap. And I am thinking Garlic's PF is not changed upon upgrading.

So are there different colored lightning bolts for all tiers? I know there's a green one but that is for when a plant is ready for a level up and a yellow one which I am assuming is for gold tier. What other colored bolts are there? Chances are PopCap just copy + pastes leveling data for each plant and obviously adjusts it for each. I'm guessing they didn't bother removing the hitpoints for some undestroyable plants, because I don't know.

Not everything that is in the code is 100% of what is going to look in reality. There are some further more hard-coded plant properties hidden deep in the game's engine. I'm judging that the Imitater's levelling data sends to the engine a message that it just has to use levelling data of the plant it is going to imitate.

There is leveling data for Marigold in the coding but it doesn't look much like the others so I didn't really put it in the blog. It has only two levels, it takes you only one experience point to upgrade it and as far as I recall, none of the Pinatas can actually give you Marigold seeds. So I guess it was more of like a test. And Garlic's PF effect doesn't change, it's not like every PF effect changes as the plant levels up.

There are respectively bronze, silver, and gold bolts for the levels. There are no other bolt colors that exactly represent the plant's level. Ah okay. Thanks for all the info.