Clean up handling of extra effective status effects

This commit is contained in:
dannye 2021-02-21 11:43:38 -06:00
parent 95353fdefa
commit 5c9c7bf362

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@ -211,12 +211,13 @@ FreezeBurnParalyzeEffect:
cp b ; do target type 2 and move type match?
ret z ; return if they match
ld a, [wPlayerMoveEffect]
cp PARALYZE_SIDE_EFFECT1 + 1 ; 10% status effects are 04, 05, 06 so 07 will set carry for those
ld b, $1a ; 0x1A/0x100 or 26/256 = 10.2%~ chance
jr c, .next1 ; branch ahead if this is a 10% chance effect..
ld b, $4d ; else use 0x4D/0x100 or 77/256 = 30.1%~ chance
sub $1e ; subtract $1E to map to equivalent 10% chance effects
.next1
cp PARALYZE_SIDE_EFFECT1 + 1
ld b, 10 percent + 1
jr c, .regular_effectiveness
; extra effectiveness
ld b, 30 percent + 1
sub BURN_SIDE_EFFECT2 - BURN_SIDE_EFFECT1 ; treat extra effective as regular from now on
.regular_effectiveness
push af
call BattleRandom ; get random 8bit value for probability test
cp b
@ -264,11 +265,12 @@ FreezeBurnParalyzeEffect:
ret z
ld a, [wEnemyMoveEffect]
cp PARALYZE_SIDE_EFFECT1 + 1
ld b, $1a
jr c, .next2
ld b, $4d
sub $1e
.next2
ld b, 10 percent + 1
jr c, .regular_effectiveness2
; extra effectiveness
ld b, 30 percent + 1
sub BURN_SIDE_EFFECT2 - BURN_SIDE_EFFECT1 ; treat extra effective as regular from now on
.regular_effectiveness2
push af
call BattleRandom
cp b