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Some small CalculateDamage fixes.
hg-commit-id: fcfcc64ed156
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parent
6d91075892
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22
main.asm
22
main.asm
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@ -39769,7 +39769,7 @@ UnnamedText_3ddca: ; 0x3ddca
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CalculateDamage: ; 0x3ddcf
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CalculateDamage: ; 0x3ddcf
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xor a
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xor a
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ld hl, $d0d7 ;D0D7-D0D8: damage to eventually inflict, intitialise to zero
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ld hl, $d0d7 ;damage to eventually inflict, intitialise to zero
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ldi [hl], a
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ldi [hl], a
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ld [hl], a
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ld [hl], a
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ld hl, W_PLAYERMOVEPOWER
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ld hl, W_PLAYERMOVEPOWER
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@ -39781,11 +39781,11 @@ CalculateDamage: ; 0x3ddcf
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cp a, $14 ;types >= $14 are all special
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cp a, $14 ;types >= $14 are all special
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jr nc, .specialAttack
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jr nc, .specialAttack
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.physicalAttack
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.physicalAttack
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ld hl, W_ENEMYMONDEFENSE ;CFF8: opponent defense
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ld hl, W_ENEMYMONDEFENSE ;opponent defense
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ld a, [hli] ;*BC = opponent defense used later
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ld a, [hli] ;*BC = opponent defense used later
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ld b, a
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ld b, a
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ld c, [hl]
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ld c, [hl]
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ld a, [W_ENEMYBATTSTATUS3] ;test for reflect?
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ld a, [W_ENEMYBATTSTATUS3] ;test for reflect
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bit 2, a
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bit 2, a
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jr z, .next\@
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jr z, .next\@
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.doubleDefense
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.doubleDefense
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@ -39810,11 +39810,11 @@ CalculateDamage: ; 0x3ddcf
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pop bc
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pop bc
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jr .next3\@
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jr .next3\@
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.specialAttack
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.specialAttack
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ld hl, W_ENEMYMONSPECIAL ;CFFC: opponent special
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ld hl, W_ENEMYMONSPECIAL ;opponent special
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ld a, [hli] ;*BC = opponent special defense used later
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ld a, [hli] ;*BC = opponent special defense used later
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ld b, a
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ld b, a
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ld c, [hl]
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ld c, [hl]
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ld a, [W_ENEMYBATTSTATUS3] ;test for lightscreen?
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ld a, [W_ENEMYBATTSTATUS3] ;test for lightscreen
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bit 1, a
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bit 1, a
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jr z, .next2\@
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jr z, .next2\@
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.doubleSpecialDefense
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.doubleSpecialDefense
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@ -39822,7 +39822,7 @@ CalculateDamage: ; 0x3ddcf
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rl b
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rl b
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.next2\@
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.next2\@
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ld hl, $d02b
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ld hl, $d02b
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ld a, [$d05e] ;D05E[?] decides skip
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ld a, [$d05e] ;XXX
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and a
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and a
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jr z, .next3\@ ;skip portion of code that pulls up inactive pokemon
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jr z, .next3\@ ;skip portion of code that pulls up inactive pokemon
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.loadOtherPoke
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.loadOtherPoke
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@ -39833,13 +39833,13 @@ CalculateDamage: ; 0x3ddcf
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ld a, [$ff00+$98]
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ld a, [$ff00+$98]
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ld c, a
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ld c, a
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push bc
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push bc
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ld hl, $d195 ;HL base = D195 [where other monster data is stored]
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ld hl, $d195
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ld a, [W_PLAYERMONNUMBER] ;multiplier = [CC2F] [desired slot #?]
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ld a, [W_PLAYERMONNUMBER]
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ld bc, $002c ;mulitiplicand = 002C [bytes per monster]
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ld bc, $002c
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call AddNTimes ;HL = D195 + $002C * slot
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call AddNTimes
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pop bc
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pop bc
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.next3\@
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.next3\@
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ld a, [hli] ;HL: D025 when this was taken
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ld a, [hli] ;HL: when this was taken
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ld l, [hl]
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ld l, [hl]
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ld h, a ;*HL = attacker attack
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ld h, a ;*HL = attacker attack
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or b ;is either attack or defense high byte nonzero?
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or b ;is either attack or defense high byte nonzero?
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