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

@ -328,3 +328,8 @@ _TradeCenterText1::
_ColosseumText1::
text "!"
done
_MeltanFullJar::
text "The CANDY JAR"
line "is full!"
prompt

View file

@ -854,16 +854,16 @@ FaintEnemyPokemon:
; Increment the Candy Jar count.
ld a, [wCandyJarCount] ; Grab the jar.
cp 40 ; Do we have 40?
jr z, .skip ; If yes, no more candies.
jr z, .skipFilling1 ; If yes, no more candies.
inc a ; Increment candy count.
ld [wCandyJarCount], a ; Store candy count.
; For engine\overworld\clear_variables.asm
; Needed so the Mystery Box effect isn't cleared upon leaving battle.
ld a, $01
ld [wDontSwitchOffMysteryBoxYet], a
ld hl, _MeltanIncrement ; Load text to show it's going up.
.skipFilling1
ld hl, MeltanFullJar ; Special message for when the jar is full
cp 40
jr z, .skipFilling2
ld hl, MeltanIncrement ; Load text to show it's going up.
.skipFilling2
call PrintText ; Yep text.
call PrintEmptyString ; vs text likes this.
.skip
@ -6262,29 +6262,8 @@ LoadEnemyMonData:
cp LINK_STATE_BATTLING
jp z, LoadEnemyMonFromParty
; Mystery Box functionality.
; First, we need to check if it's a trainer battle, or everyone will use Meltan.
ld a, [wIsInBattle]
cp $2 ; is it a trainer battle?
jr z, .skip ; If so, skip.
; Upon initiating a battle, if not a trainer battle, check if the Mystery Box has been activated.
; ~50% of the time, Meltan will replace what you encounter.
ld a, [wMysteryBoxActive] ; Load the box.
cp $01 ; Check if it's active.
jr nz, .skip ; If not, load a normal Pokemon. I know this looks sort of weird, it's just how it panned out.
; This didn't work for some reason. It seems unnecessary, anyway...
;call Random
;and a
;cp 128 ; Compare Random (a) with 128 (b).
;jr z, .cont ; If not within range, normal Pokemon appears. 50% chance.
ld a, MELTAN ; Meltan is loaded...
ld [wEnemyMonSpecies2], a ; Here!
ld [wcf91], a
.skip ; Standard loading.
; New Meltan encounter code in engine/battle/wild_encounters.asm
; It's way less buggy and just works better
ld a, [wEnemyMonSpecies2]
ld [wEnemyMonSpecies], a
ld [wd0b5], a
@ -7269,3 +7248,11 @@ VermilionBeautyCheck:
ld [wBeautyCounter], a ; and get the FUCK out of my office!!!
.skipCounting
ret
MeltanIncrement:
text_far _MeltanIncrement
text_end
MeltanFullJar:
text_far _MeltanFullJar
text_end

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