Mystery Box bugfixes and improvements

- Meltan is now loaded in engine/battle/wild_encounters.asm, allowing its level to be fixed at 5 and avoiding various glitches. This also fixed the "running from Meltan ends the Mystery Box game" bug.
- Candy Jar now gives a message when it's full, more transparent to the player.
- Fixed a bug where the increment text wouldn't load properly, it was very silly.
This commit is contained in:
Llinos Evans 2023-07-03 15:41:31 +01:00
parent 3866a69a25
commit 0aab4fb5e8
3 changed files with 52 additions and 34 deletions

View file

@ -20,7 +20,7 @@ TryDoWildEncounter:
and a
jr z, .next
dec a
jr z, .lastRepelStep
jp z, .lastRepelStep
ld [wRepelRemainingSteps], a
.next
; determine if wild pokemon can appear in the half-block we're standing in
@ -53,10 +53,10 @@ TryDoWildEncounter:
; ...as long as it's not Viridian Forest or Safari Zone.
ld a, [wCurMap]
cp FIRST_INDOOR_MAP ; is this an indoor map?
jr c, .CantEncounter2
jp c, .CantEncounter2
ld a, [wCurMapTileset]
cp FOREST ; Viridian Forest/Safari Zone
jr z, .CantEncounter2
jp z, .CantEncounter2
ld a, [wGrassRate]
.CanEncounter
; compare encounter chance with a random number to determine if there will be an encounter
@ -84,6 +84,13 @@ TryDoWildEncounter:
; since the bottom right tile of a "left shore" half-block is $14 but the bottom left tile is not,
; "left shore" half-blocks (such as the one in the east coast of Cinnabar) load grass encounters.
.gotWildEncounterType
; Meltan functionality.
; This used to be in engine/battle/core.asm.
; However, it was a bit buggy as the implementation was forced.
; So instead, we do this:
ld a, [wMysteryBoxActive] ; Load the box.
cp $01 ; Check if it's active.
jr z, .meltanEncounter ; If so, skip this.
ld b, 0
add hl, bc
ld a, [hli]
@ -99,6 +106,25 @@ TryDoWildEncounter:
ld a, [wCurEnemyLVL]
cp b
jr c, .CantEncounter2 ; repel prevents encounters if the leading party mon's level is higher than the wild mon
jp .willEncounter
.meltanEncounter ; needed this function as otherwise we really mess up regular processing for no reason
ld a, $01
ld [wDontSwitchOffMysteryBoxYet], a ; Using this variable here accounts for running from Meltan.
ld b, 0
add hl, bc
ld a, 5
ld [wCurEnemyLVL], a
ld a, MELTAN
ld [wcf91], a
ld [wEnemyMonSpecies2], a
ld a, [wRepelRemainingSteps]
and a
jr z, .willEncounter
ld a, [wPartyMon1Level]
ld b, a
ld a, [wCurEnemyLVL]
cp b
jr c, .CantEncounter2
jr .willEncounter
.lastRepelStep
ld [wRepelRemainingSteps], a