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@ -26,7 +26,7 @@ EffectsArray2: ; 3c011 (f:4011)
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db SPECIAL_DAMAGE_EFFECT
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db -1
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EffectsArray3: ; 3c014 (f:4014)
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; non-damaging, stat‐affecting or status‐causing moves?
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; stat-affecting moves, sleep-inflicting moves, and Bide
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; e.g., Meditate, Bide, Hypnosis
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db $01
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db ATTACK_UP1_EFFECT
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@ -70,6 +70,9 @@ EffectsArray4: ; 3c030 (f:4030)
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db RAGE_EFFECT
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db -1
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EffectsArray5: ; 3c03b (f:403b)
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; Effects from arrays 2, 4, and 5B, minus Twineedle and Rage.
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; Includes all effects that do not need to be called at the end of
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; ExecutePlayerMove (or ExecuteEnemyMove), because they have already been handled
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db DRAIN_HP_EFFECT
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db EXPLODE_EFFECT
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db DREAM_EATER_EFFECT
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@ -86,7 +89,7 @@ EffectsArray5: ; 3c03b (f:403b)
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db RECOIL_EFFECT
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; fallthrough to Next EffectsArray
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EffectsArray5B: ; 3c049 (f:4049)
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; moves that prevent the player from switching moves?
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; damaging moves whose effect is executed prior to damage calculation
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db THRASH_PETAL_DANCE_EFFECT
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db TRAPPING_EFFECT
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db -1
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@ -405,7 +408,7 @@ MainInBattleLoop: ; 3c233 (f:4233)
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ld a, [W_ENEMYBATTSTATUS1]
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bit 5, a ; check if enemy is using a multi-turn attack like wrap
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jr z, .selectPlayerMove ; if not, jump
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; enemy is using a mult-turn attack like wrap, so player is trapped and cannot select a move
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; enemy is using a mult-turn attack like wrap, so player is trapped and cannot execute a move
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ld a, $ff
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ld [wPlayerSelectedMove], a
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jr .selectEnemyMove
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@ -449,7 +452,7 @@ MainInBattleLoop: ; 3c233 (f:4233)
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ld b, 0
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add hl, bc
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ld a, [hl]
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cp METRONOME
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cp METRONOME ; a MIRROR MOVE check is missing, might lead to a desync in link battles when combined with multi-turn moves
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jr nz, .asm_3c2dd
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ld [wPlayerSelectedMove], a
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.asm_3c2dd
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@ -485,7 +488,7 @@ MainInBattleLoop: ; 3c233 (f:4233)
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jr z, .speedEqual
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jr nc, .playerMovesFirst ; if player is faster
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jr .enemyMovesFirst ; if enemy is faster
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.speedEqual
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.speedEqual ; 50/50 chance for both players
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ld a, [$ffaa]
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cp $2
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jr z, .invertOutcome
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@ -509,7 +512,7 @@ MainInBattleLoop: ; 3c233 (f:4233)
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ret nz ; if so, return
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ld a, b
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and a
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jp z, HandlePlayerMonFainted
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jp z, HandlePlayerMonFainted
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.AIActionUsedEnemyFirst
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call HandlePoisonBurnLeechSeed
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jp z, HandleEnemyMonFainted
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@ -702,6 +705,7 @@ HandlePoisonBurnLeechSeed_DecreaseOwnHP: ; 3c43d (f:443d)
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ret
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; adds bc to enemy HP
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; bc isn't updated if HP substracted was capped to prevent overkill
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HandlePoisonBurnLeechSeed_IncreaseEnemyHP: ; 3c4a3 (f:44a3)
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push hl
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ld hl, wEnemyMonMaxHP
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@ -833,7 +837,7 @@ FaintEnemyPokemon ; 0x3c567
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res 2, [hl]
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xor a
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ld [W_NUMHITS], a
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ld hl, wd065 ; enemy statuses
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ld hl, wd065 ; clear enemy statuses
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ld [hli], a
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ld [hli], a
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ld [hli], a
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@ -1358,7 +1362,7 @@ EnemySendOut: ; 3c90e (f:490e)
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; don't change wPartyGainExpFlags or wPartyFoughtCurrentEnemyFlags
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EnemySendOutFirstMon: ; 3c92a (f:492a)
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xor a
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ld hl,wd065
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ld hl,wd065 ; clear enemy statuses
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ld [hli],a
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ld [hli],a
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ld [hli],a
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@ -3105,10 +3109,10 @@ LinkBattleExchangeData: ; 3d605 (f:5605)
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ExecutePlayerMove: ; 3d65e (f:565e)
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xor a
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ld [H_WHOSETURN], a
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ld [H_WHOSETURN], a ; set player's turn
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ld a, [wPlayerSelectedMove]
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inc a
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jp z, Func_3d80a
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jp z, Func_3d80a ; for selected move = FF, skip most of player's turn
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xor a
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ld [W_MOVEMISSED], a
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ld [wcced], a
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@ -3126,7 +3130,7 @@ ExecutePlayerMove: ; 3d65e (f:565e)
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.asm_3d68a
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call GetCurrentMove
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ld hl, W_PLAYERBATTSTATUS1
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bit 4, [hl]
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bit 4, [hl] ; charging up for attack
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jr nz, asm_3d6a9
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call CheckForDisobedience
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jp z, Func_3d80a
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@ -3142,7 +3146,9 @@ Func_3d69a: ; 3d69a (f:569a)
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; in-battle stuff
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asm_3d6a9: ; 3d6a9 (f:56a9)
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ld hl,W_PLAYERBATTSTATUS1
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res 4,[hl]
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res 4,[hl] ; reset charging up and invulnerability statuses if mon was charging up for an attack
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; being fully paralyzed or hurting oneself in confusion removes charging up status
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; resulting in the Pokemon being invulnerable for the whole battle
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res 6,[hl]
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asm_3d6b0: ; 3d6b0 (f:56b0)
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call PrintMonName1Text
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@ -3154,24 +3160,26 @@ asm_3d6b0: ; 3d6b0 (f:56b0)
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ld hl,EffectsArray1
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ld de,1
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call IsInArray
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jp c,JumpMoveEffect
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jp c,JumpMoveEffect ; EffectsArray1 moves skip damage calculation and accuracy tests
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; unless executed as part of their exclusive effect functions
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ld a,[W_PLAYERMOVEEFFECT]
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ld hl,EffectsArray5B
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ld de,1
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call IsInArray
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call c,JumpMoveEffect
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call c,JumpMoveEffect ; execute the effects of EffectsArray5B moves (e.g. Wrap, Thrash) but don't skip anything
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asm_3d6dc: ; 3d6dc (f:56dc)
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ld a,[W_PLAYERMOVEEFFECT]
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ld hl,EffectsArray2
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ld de,1
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call IsInArray
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jp c,.asm_3d702
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call IsInArray
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jp c,.asm_3d702 ; EffectsArray2 moves (e.g. Seismic Toss and Super Fang) skip damage calculation
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call CriticalHitTest
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call HandleCounterMove
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jr z,asm_3d705
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call GetDamageVarsForPlayerAttack
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call CalculateDamage
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jp z,asm_3d74b
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jp z,asm_3d74b ; for moves with 0 BP, skip any further damage calculation and, for now, skip MoveHitTest
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; for these moves, accuracy tests will only occur if they are called as part of the effect itself
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call AdjustDamageForMoveType
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call RandomizeDamage
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.asm_3d702
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@ -3181,16 +3189,16 @@ asm_3d705
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and a
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jr z,asm_3d714
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ld a,[W_PLAYERMOVEEFFECT]
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sub a,7
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jr z,asm_3d71e
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jr asm_3d74b
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sub a,7 ; Explosion effect
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jr z,asm_3d71e ; don't play any animation if the move missed, unless it was EXPLODE_EFFECT
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jr asm_3d74b
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asm_3d714
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ld a,[W_PLAYERMOVEEFFECT]
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and a
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ld a,4
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jr z,asm_3d71e
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ld a,5
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asm_3d71e
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asm_3d71e
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push af
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ld a,[W_PLAYERBATTSTATUS2]
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bit 4,a
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@ -3231,26 +3239,26 @@ asm_3d766
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jp z,Func_3d80a
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xor a
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ld [wcced],a
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jp Func_3d69a
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jp Func_3d69a ; if Mirror Move was successful go back to damage calculation for copied move
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.next6
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cp a,METRONOME_EFFECT
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jr nz,.next7
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call MetronomePickMove
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jp Func_3d69a
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jp Func_3d69a ; Go back to damage calculation for the move picked by Metronome
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.next7
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ld a,[W_PLAYERMOVEEFFECT]
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ld hl,EffectsArray3
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ld de,1
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call IsInArray
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jp c,JumpMoveEffect
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jp c,JumpMoveEffect ; done here after executing effects of EffectsArray3
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ld a,[W_MOVEMISSED]
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and a
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jr z,.next8
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call PrintMoveFailureText
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ld a,[W_PLAYERMOVEEFFECT]
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cp a,EXPLODE_EFFECT
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cp a,EXPLODE_EFFECT ; even if Explosion or Selfdestruct missed, its effect still needs to be activated
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jr z,.next9
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jp Func_3d80a
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jp Func_3d80a ; otherwise, we're done if the move missed
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.next8
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call ApplyAttackToEnemyPokemon
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call PrintCriticalOHKOText
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@ -3262,12 +3270,12 @@ asm_3d766
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ld hl,EffectsArray4
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ld de,1
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call IsInArray
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call c,JumpMoveEffect
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call c,JumpMoveEffect ; not done after executing effects of EffectsArray4
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ld hl,wEnemyMonHP
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ld a,[hli]
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ld b,[hl]
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or b
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ret z
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ret z ; don't do anything else if the enemy fainted
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call HandleBuildingRage
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ld hl,W_PLAYERBATTSTATUS1
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@ -3276,13 +3284,13 @@ asm_3d766
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ld a,[wPlayerNumAttacksLeft]
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dec a
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ld [wPlayerNumAttacksLeft],a
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jp nz,asm_3d714
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jp nz,asm_3d714 ; for multi-hit moves, apply attack until PlayerNumAttacksLeft hits 0 or the enemy faints.
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; damage calculation and accuracy tests only happen for the first hit
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res 2,[hl]
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ld hl,MultiHitText
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call PrintText
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xor a
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ld [W_NUMHITS],a ; reset
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ld [W_NUMHITS],a
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.next10
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ld a,[W_PLAYERMOVEEFFECT]
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and a
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@ -3290,7 +3298,10 @@ asm_3d766
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ld hl,EffectsArray5
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ld de,1
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call IsInArray
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call nc,JumpMoveEffect
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call nc,JumpMoveEffect ; move effects not included in EffectsArray5, which are the effects not covered yet.
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; the only exception is Rage, whose effect will be executed for a second time (although it's irrelevant)
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; includes some side effects and all non-volatile status effects but sleep.
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; responsible for executing Twineedle's second effect (poison)
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jp Func_3d80a
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MultiHitText: ; 3d805 (f:5805)
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@ -3375,7 +3386,7 @@ CheckPlayerStatusConditions: ; 3d854 (f:5854)
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.sleepDone
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xor a
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ld [wccf1],a
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ld hl,Func_3d80a
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ld hl,Func_3d80a ; player can't move this turn
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jp .CannotUseMove
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.FrozenCheck
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@ -3385,36 +3396,36 @@ CheckPlayerStatusConditions: ; 3d854 (f:5854)
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call PrintText
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xor a
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ld [wccf1],a
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ld hl,Func_3d80a
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ld hl,Func_3d80a ; player can't move this turn
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jp .CannotUseMove
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.HeldInPlaceCheck
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ld a,[W_ENEMYBATTSTATUS1]
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bit 5,a
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bit 5,a ; is enemy using a mult-turn move like wrap?
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jp z,.FlinchedCheck
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ld hl,CantMoveText
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call PrintText
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ld hl,Func_3d80a
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ld hl,Func_3d80a ; player can't move this turn
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jp .CannotUseMove
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.FlinchedCheck
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ld hl,W_PLAYERBATTSTATUS1
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bit 3,[hl]
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jp z,.HyperBeamCheck
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res 3,[hl]
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res 3,[hl] ; reset player's flinch status
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ld hl,FlinchedText
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call PrintText
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ld hl,Func_3d80a
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ld hl,Func_3d80a ; player can't move this turn
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jp .CannotUseMove
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.HyperBeamCheck
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ld hl,W_PLAYERBATTSTATUS2
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bit 5,[hl]
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jr z,.AnyMoveDisabledCheck
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res 5,[hl]
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res 5,[hl] ; reset player's recharge status
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ld hl,MustRechargeText
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call PrintText
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ld hl,Func_3d80a
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ld hl,Func_3d80a ; player can't move this turn
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jp .CannotUseMove
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.AnyMoveDisabledCheck
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@ -3424,7 +3435,7 @@ CheckPlayerStatusConditions: ; 3d854 (f:5854)
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jr z,.ConfusedCheck
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dec a
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ld [hl],a
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and a,$F
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and a,$F ; did Disable counter hit 0?
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jr nz,.ConfusedCheck
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ld [hl],a
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ld [wccee],a
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@ -3433,13 +3444,13 @@ CheckPlayerStatusConditions: ; 3d854 (f:5854)
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.ConfusedCheck
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ld a,[W_PLAYERBATTSTATUS1]
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add a
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add a ; is player confused?
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jr nc,.TriedToUseDisabledMoveCheck
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ld hl,wd06b
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dec [hl]
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jr nz,.IsConfused
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ld hl,W_PLAYERBATTSTATUS1
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res 7,[hl]
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res 7,[hl] ; if confused counter hit 0, reset confusion status
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ld hl,ConfusedNoMoreText
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call PrintText
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jr .TriedToUseDisabledMoveCheck
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@ -3451,13 +3462,13 @@ CheckPlayerStatusConditions: ; 3d854 (f:5854)
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ld a,CONF_ANIM - 1
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call PlayMoveAnimation
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call BattleRandom
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cp a,$80
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cp a,$80 ; 50% chance to hurt itself
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jr c,.TriedToUseDisabledMoveCheck
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ld hl,W_PLAYERBATTSTATUS1
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ld a,[hl]
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and a,$80 ; confused
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and a,$80 ; if mon hurts itself, clear every other status from W_PLAYERBATTSTATUS1
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ld [hl],a
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call PrintHurtItselfText
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call HandleSelfConfusionDamage
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jr .MonHurtItselfOrFullyParalysed
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.TriedToUseDisabledMoveCheck
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@ -3468,7 +3479,7 @@ CheckPlayerStatusConditions: ; 3d854 (f:5854)
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cp [hl]
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jr nz,.ParalysisCheck
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call PrintMoveIsDisabledText
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ld hl,Func_3d80a
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ld hl,Func_3d80a ; if a disabled move was somehow selected, player can't move this turn
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jp .CannotUseMove
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.ParalysisCheck
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@ -3476,7 +3487,7 @@ CheckPlayerStatusConditions: ; 3d854 (f:5854)
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bit PAR,[hl]
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jr z,.BideCheck
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call BattleRandom
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cp a,$3F
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cp a,$3F ; 25% to be fully paralyzed
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jr nc,.BideCheck
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ld hl,FullyParalyzedText
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call PrintText
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@ -3484,7 +3495,7 @@ CheckPlayerStatusConditions: ; 3d854 (f:5854)
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.MonHurtItselfOrFullyParalysed
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ld hl,W_PLAYERBATTSTATUS1
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ld a,[hl]
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and a,$CC ; clear bide, thrashing, charging up, and multi-turn moves such as warp
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and a,$CC ; clear bide, thrashing, charging up, and multi-turn moves such as warp (redundant, already cleared)
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ld [hl],a
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ld a,[W_PLAYERMOVEEFFECT]
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cp a,FLY_EFFECT
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@ -3500,7 +3511,7 @@ CheckPlayerStatusConditions: ; 3d854 (f:5854)
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call PlayMoveAnimation
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.NotFlyOrChargeEffect
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ld hl,Func_3d80a
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jp .CannotUseMove
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jp .CannotUseMove ; if using a two-turn move, we need to recharge the first turn
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.BideCheck
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ld hl,W_PLAYERBATTSTATUS1
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@ -3514,16 +3525,16 @@ CheckPlayerStatusConditions: ; 3d854 (f:5854)
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ld c,[hl]
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ld hl,wd075
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ld a,[hl]
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add c
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add c ; acumulate damage taken
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ld [hld],a
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ld a,[hl]
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adc b
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ld [hl],a
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ld hl,wPlayerNumAttacksLeft
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dec [hl]
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dec [hl] ; did Bide counter hit 0?
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jr z,.UnleashEnergy
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ld hl,Func_3d80a
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jp .CannotUseMove
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jp .CannotUseMove ; unless mon unleashes energy, can't move this turn
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.UnleashEnergy
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ld hl,W_PLAYERBATTSTATUS1
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res 0,[hl] ; not using bide any more
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@ -3537,7 +3548,7 @@ CheckPlayerStatusConditions: ; 3d854 (f:5854)
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ld b,a
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ld [wd0d8],a
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ld a,[hl]
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rl a
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rl a ; double the damage
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ld [W_DAMAGE],a
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or b
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jr nz,.next
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@ -3549,7 +3560,7 @@ CheckPlayerStatusConditions: ; 3d854 (f:5854)
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ld [hl],a
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ld a,BIDE
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ld [W_PLAYERMOVENUM],a
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ld hl,asm_3d705
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ld hl,asm_3d705 ; skip damage calculation, DecrementPP and MoveHitTest
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jp .CannotUseMove
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.ThrashingAboutCheck
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@ -3560,19 +3571,19 @@ CheckPlayerStatusConditions: ; 3d854 (f:5854)
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ld hl,ThrashingAboutText
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call PrintText
|
||||
ld hl,wPlayerNumAttacksLeft
|
||||
dec [hl]
|
||||
ld hl,asm_3d6dc
|
||||
jp nz,.CannotUseMove
|
||||
dec [hl] ; did Trashing About counter hit 0?
|
||||
ld hl,asm_3d6dc ; skip DecrementPP
|
||||
jp nz,.CannotUseMove
|
||||
push hl
|
||||
ld hl,W_PLAYERBATTSTATUS1
|
||||
res 1,[hl]
|
||||
set 7,[hl]
|
||||
res 1,[hl] ; no longer trashing about
|
||||
set 7,[hl] ; confused
|
||||
call BattleRandom
|
||||
and a,3
|
||||
inc a
|
||||
inc a
|
||||
inc a ; confused for 2-5 turns
|
||||
ld [wd06b],a
|
||||
pop hl
|
||||
pop hl ; skip DecrementPP
|
||||
jp .CannotUseMove
|
||||
|
||||
.MultiturnMoveCheck
|
||||
|
@ -3581,16 +3592,16 @@ CheckPlayerStatusConditions: ; 3d854 (f:5854)
|
|||
ld hl,AttackContinuesText
|
||||
call PrintText
|
||||
ld a,[wPlayerNumAttacksLeft]
|
||||
dec a
|
||||
dec a ; did multi-turn move end?
|
||||
ld [wPlayerNumAttacksLeft],a
|
||||
ld hl,asm_3d714
|
||||
ld hl,asm_3d714 ; if it didn't, skip damage calculation (deal damage equal to last hit), DecrementPP and MoveHitTest
|
||||
jp nz,.CannotUseMove
|
||||
jp .CannotUseMove
|
||||
|
||||
.RageCheck
|
||||
ld a, [W_PLAYERBATTSTATUS2]
|
||||
bit 6, a ; is mon using rage?
|
||||
jp z, .CanUseMove
|
||||
jp z, .CanUseMove ; if we made it this far, mon can move normally this turn
|
||||
ld a, RAGE
|
||||
ld [wd11e], a
|
||||
call GetMoveName
|
||||
|
@ -3691,7 +3702,7 @@ MoveIsDisabledText: ; 3daa8 (f:5aa8)
|
|||
TX_FAR _MoveIsDisabledText
|
||||
db "@"
|
||||
|
||||
PrintHurtItselfText: ; 3daad (f:5aad)
|
||||
HandleSelfConfusionDamage: ; 3daad (f:5aad)
|
||||
ld hl, HurtItselfText
|
||||
call PrintText
|
||||
ld hl, wEnemyMonDefense
|
||||
|
@ -3709,13 +3720,13 @@ PrintHurtItselfText: ; 3daad (f:5aad)
|
|||
push af
|
||||
xor a
|
||||
ld [hli], a
|
||||
ld [wCriticalHitOrOHKO], a
|
||||
ld a, $28
|
||||
ld [wCriticalHitOrOHKO], a ; self-inflicted confusion damage can't be a Critical Hit
|
||||
ld a, $28 ; 40 base power
|
||||
ld [hli], a
|
||||
xor a
|
||||
ld [hl], a
|
||||
call GetDamageVarsForPlayerAttack
|
||||
call CalculateDamage
|
||||
call CalculateDamage ; ignores AdjustDamageForMoveType (type-less damage), RandomizeDamage, and MoveHitTest (always hits)
|
||||
pop af
|
||||
pop hl
|
||||
ld [hl], a
|
||||
|
@ -3893,8 +3904,9 @@ PrintMoveFailureText: ; 3dbe2 (f:5be2)
|
|||
cp JUMP_KICK_EFFECT
|
||||
ret nz
|
||||
|
||||
; if you get here, the mon used hi jump kick and missed
|
||||
ld hl, W_DAMAGE
|
||||
; if you get here, the mon used jump kick or hi jump kick and missed
|
||||
ld hl, W_DAMAGE ; since the move missed, W_DAMAGE will always contain 0 at this point.
|
||||
; Thus, recoil damage will always be equal to 1 even if it was intended to be potential damage/8.
|
||||
ld a, [hli]
|
||||
ld b, [hl]
|
||||
srl a
|
||||
|
@ -4053,7 +4065,7 @@ CheckForDisobedience: ; 3dc88 (f:5c88)
|
|||
jr nc, .monDoesNothing
|
||||
ld hl, WontObeyText
|
||||
call PrintText
|
||||
call PrintHurtItselfText
|
||||
call HandleSelfConfusionDamage
|
||||
jp .cannotUseMove
|
||||
.monNaps
|
||||
call BattleRandom
|
||||
|
@ -4200,7 +4212,7 @@ GetDamageVarsForPlayerAttack: ; 3ddcf (f:5dcf)
|
|||
jr z, .physicalAttackCritCheck
|
||||
; if the enemy has used Reflect, double the enemy's defense
|
||||
sla c
|
||||
rl b
|
||||
rl b
|
||||
.physicalAttackCritCheck
|
||||
ld hl, wBattleMonAttack
|
||||
ld a, [wCriticalHitOrOHKO]
|
||||
|
@ -4231,6 +4243,8 @@ GetDamageVarsForPlayerAttack: ; 3ddcf (f:5dcf)
|
|||
; if the enemy has used Light Screen, double the enemy's special
|
||||
sla c
|
||||
rl b
|
||||
; reflect and light screen boosts do not cap the stat at 999, so weird things will happen during stats scaling if
|
||||
; a Pokemon with 512 or more Defense has ued Reflect, or if a Pokemon with 512 or more Special has used Light Screen
|
||||
.specialAttackCritCheck
|
||||
ld hl, wBattleMonSpecial
|
||||
ld a, [wCriticalHitOrOHKO]
|
||||
|
@ -4258,12 +4272,13 @@ GetDamageVarsForPlayerAttack: ; 3ddcf (f:5dcf)
|
|||
ld h, a ; hl = player's offensive stat
|
||||
or b ; is either high byte nonzero?
|
||||
jr z, .next ; if not, we don't need to scale
|
||||
; bc /= 4 (scale enemy's defensive stat)
|
||||
; bc /= 4 (scale enemy's defensive stat)
|
||||
srl b
|
||||
rr c
|
||||
srl b
|
||||
rr c
|
||||
; hl /= 4 (scale player's offensive stat)
|
||||
; defensive stat can actually end up as 0, leading to a division by 0 freeze during damage calculation
|
||||
; hl /= 4 (scale player's offensive stat)
|
||||
srl h
|
||||
rr l
|
||||
srl h
|
||||
|
@ -4340,6 +4355,8 @@ GetDamageVarsForEnemyAttack: ; 3de75 (f:5e75)
|
|||
; if the player has used Light Screen, double the player's special
|
||||
sla c
|
||||
rl b
|
||||
; reflect and light screen boosts do not cap the stat at 999, so weird things will happen during stats scaling if
|
||||
; a Pokemon with 512 or more Defense has ued Reflect, or if a Pokemon with 512 or more Special has used Light Screen
|
||||
.specialAttackCritCheck
|
||||
ld hl, wEnemyMonSpecial
|
||||
ld a, [wCriticalHitOrOHKO]
|
||||
|
@ -4372,6 +4389,7 @@ GetDamageVarsForEnemyAttack: ; 3de75 (f:5e75)
|
|||
rr c
|
||||
srl b
|
||||
rr c
|
||||
; defensive stat can actually end up as 0, leading to a division by 0 freeze during damage calculation
|
||||
; hl /= 4 (scale enemy's offensive stat)
|
||||
srl h
|
||||
rr l
|
||||
|
@ -4579,20 +4597,23 @@ CalculateDamage: ; 3df65 (f:5f65)
|
|||
jr c, .asm_3e00a
|
||||
|
||||
.asm_3e004
|
||||
; cap at 997
|
||||
ld a, 997 / $100
|
||||
ld [hli], a
|
||||
ld a, 997 % $100
|
||||
ld [hld], a
|
||||
|
||||
.asm_3e00a
|
||||
; add 2
|
||||
inc hl
|
||||
ld a, [hl]
|
||||
add 2
|
||||
ld [hld], a
|
||||
jr nc, .done
|
||||
inc [hl]
|
||||
|
||||
.done
|
||||
|
||||
; minimum damage is 1
|
||||
ld a, 1
|
||||
and a
|
||||
ret
|
||||
|
@ -4653,7 +4674,7 @@ CriticalHitTest: ; 3e023 (f:6023)
|
|||
.focusEnergyUsed
|
||||
srl b
|
||||
.noFocusEnergyUsed
|
||||
ld hl, HighCriticalMoves ; table of high critical hit moves
|
||||
ld hl, HighCriticalMoves ; table of high critical hit moves
|
||||
.Loop
|
||||
ld a, [hli] ; read move from move table
|
||||
cp c ; does it match the move about to be used?
|
||||
|
@ -4671,14 +4692,14 @@ CriticalHitTest: ; 3e023 (f:6023)
|
|||
jr nc, .SkipHighCritical
|
||||
ld b, $ff
|
||||
.SkipHighCritical
|
||||
call BattleRandom ; generates a random value, in "a"
|
||||
call BattleRandom ; generates a random value, in "a"
|
||||
rlc a
|
||||
rlc a
|
||||
rlc a
|
||||
cp b ; check a against calculated crit rate
|
||||
ret nc ; no critical hit if no borrow
|
||||
ld a, $1
|
||||
ld [wCriticalHitOrOHKO], a ; set critical hit flag
|
||||
ld [wCriticalHitOrOHKO], a ; set critical hit flag
|
||||
ret
|
||||
|
||||
; high critical hit moves
|
||||
|
@ -4692,6 +4713,12 @@ HighCriticalMoves: ; 3e08e (f:608e)
|
|||
|
||||
; function to determine if Counter hits and if so, how much damage it does
|
||||
HandleCounterMove: ; 3e093 (f:6093)
|
||||
; The variables checked by Counter are updated whenever the cursor points to a new move in the battle selection menu.
|
||||
; This is irrelevant for the opponent's side outside of link battles, since the move selection is controlled by the AI.
|
||||
; However, in the scenario where the player switches out and the opponent uses Counter,
|
||||
; the outcome may be affected by the player's actions in the move selection menu prior to switching the Pokemon.
|
||||
; This might also lead to desync glitches in link battles.
|
||||
|
||||
ld a,[H_WHOSETURN] ; whose turn
|
||||
and a
|
||||
; player's turn
|
||||
|
@ -4710,11 +4737,11 @@ HandleCounterMove: ; 3e093 (f:6093)
|
|||
ld [W_MOVEMISSED],a ; initialize the move missed variable to true (it is set to false below if the move hits)
|
||||
ld a,[hl]
|
||||
cp a,COUNTER
|
||||
ret z ; if the target also used Counter, miss
|
||||
ret z ; miss if the opponent's last selected move is Counter.
|
||||
ld a,[de]
|
||||
and a
|
||||
ret z ; if the move the target used has 0 power, miss
|
||||
; check if the move the target used was Normal or Fighting type
|
||||
ret z ; miss if the opponent's last selected move's Base Power is 0.
|
||||
; check if the move the target last selected was Normal or Fighting type
|
||||
inc de
|
||||
ld a,[de]
|
||||
and a ; normal type
|
||||
|
@ -4728,8 +4755,10 @@ HandleCounterMove: ; 3e093 (f:6093)
|
|||
ld hl,W_DAMAGE
|
||||
ld a,[hli]
|
||||
or [hl]
|
||||
ret z ; Counter misses if the target did no damage to the Counter user
|
||||
; double the damage that the target did to the Counter user
|
||||
ret z ; If we made it here, Counter still misses if the last move used in battle did no damage to its target.
|
||||
; W_DAMAGE is shared by both players, so Counter may strike back damage dealt by the Counter user itself
|
||||
; if the conditions meet, even though 99% of the times damage will come from the target.
|
||||
; if it did damage, double it
|
||||
ld a,[hl]
|
||||
add a
|
||||
ldd [hl],a
|
||||
|
@ -4758,7 +4787,7 @@ ApplyAttackToEnemyPokemon: ; 3e0df (f:60df)
|
|||
jr z,.specialDamage
|
||||
ld a,[W_PLAYERMOVEPOWER]
|
||||
and a
|
||||
jp z,ApplyAttackToEnemyPokemonDone
|
||||
jp z,ApplyAttackToEnemyPokemonDone ; no attack to apply if base power is 0
|
||||
jr ApplyDamageToEnemyPokemon
|
||||
.superFangEffect
|
||||
; set the damage to half the target's HP
|
||||
|
@ -4781,16 +4810,16 @@ ApplyAttackToEnemyPokemon: ; 3e0df (f:60df)
|
|||
.specialDamage
|
||||
ld hl,wBattleMonLevel
|
||||
ld a,[hl]
|
||||
ld b,a
|
||||
ld b,a ; Seismic Toss deals damage equal to the user's level
|
||||
ld a,[W_PLAYERMOVENUM]
|
||||
cp a,SEISMIC_TOSS
|
||||
cp a,SEISMIC_TOSS
|
||||
jr z,.storeDamage
|
||||
cp a,NIGHT_SHADE
|
||||
jr z,.storeDamage
|
||||
ld b,SONICBOOM_DAMAGE
|
||||
ld b,SONICBOOM_DAMAGE ; 20
|
||||
cp a,SONICBOOM
|
||||
jr z,.storeDamage
|
||||
ld b,DRAGON_RAGE_DAMAGE
|
||||
ld b,DRAGON_RAGE_DAMAGE ; 40
|
||||
cp a,DRAGON_RAGE
|
||||
jr z,.storeDamage
|
||||
; Psywave
|
||||
|
@ -4807,7 +4836,7 @@ ApplyAttackToEnemyPokemon: ; 3e0df (f:60df)
|
|||
cp b
|
||||
jr nc,.loop
|
||||
ld b,a
|
||||
.storeDamage
|
||||
.storeDamage ; store damage value at b
|
||||
ld hl,W_DAMAGE
|
||||
xor a
|
||||
ld [hli],a
|
||||
|
@ -4839,7 +4868,7 @@ ApplyDamageToEnemyPokemon: ; 3e142 (f:6142)
|
|||
sbc b
|
||||
ld [wEnemyMonHP],a
|
||||
jr nc,.animateHpBar
|
||||
; if more damage was done than the current HP, zero the HP and set the damage
|
||||
; if more damage was done than the current HP, zero the HP and set the damage (W_DAMAGE)
|
||||
; equal to how much HP the pokemon had before the attack
|
||||
ld a,[wHPBarOldHP+1]
|
||||
ld [hli],a
|
||||
|
@ -4959,7 +4988,7 @@ ApplyDamageToPlayerPokemon: ; 3e200 (f:6200)
|
|||
ld [wBattleMonHP],a
|
||||
ld [wHPBarNewHP+1],a
|
||||
jr nc,.animateHpBar
|
||||
; if more damage was done than the current HP, zero the HP and set the damage
|
||||
; if more damage was done than the current HP, zero the HP and set the damage (W_DAMAGE)
|
||||
; equal to how much HP the pokemon had before the attack
|
||||
ld a,[wHPBarOldHP+1]
|
||||
ld [hli],a
|
||||
|
@ -4986,6 +5015,11 @@ ApplyAttackToPlayerPokemonDone
|
|||
jp DrawHUDsAndHPBars
|
||||
|
||||
AttackSubstitute: ; 3e25e (f:625e)
|
||||
; Unlike the two ApplyAttackToPokemon functions, Attack Substitute is shared by player and enemy.
|
||||
; Self-confusion damage as well as Hi-Jump Kick and Jump Kick recoil cause a momentary turn swap before being applied.
|
||||
; If the user has a Substitute up and would take damage because of that, damage will be applied to the other player's Substitute.
|
||||
; Normal recoil such as from Double-Edge isn't affected by this glitch, because this function is never called in that case.
|
||||
|
||||
ld hl,SubstituteTookDamageText
|
||||
call PrintText
|
||||
; values for player turn
|
||||
|
@ -5008,6 +5042,7 @@ AttackSubstitute: ; 3e25e (f:625e)
|
|||
ld [de],a
|
||||
ret nc
|
||||
.substituteBroke
|
||||
; If the target's Substitute breaks, W_DAMAGE isn't updated with the amount of HP the Substitute had before being attacked.
|
||||
ld h,b
|
||||
ld l,c
|
||||
res 4,[hl] ; unset the substitute bit
|
||||
|
@ -5089,6 +5124,11 @@ BuildingRageText: ; 3e2f8 (f:62f8)
|
|||
; copy last move for Mirror Move
|
||||
; sets zero flag on failure and unsets zero flag on success
|
||||
MirrorMoveCopyMove: ; 3e2fd (f:62fd)
|
||||
; Mirror Move makes use of ccf1 and ccf2 addresses, which are mainly used to print the "[Pokemon] used [Move]" text.
|
||||
; Both are set to 0 whenever a new Pokemon is sent out
|
||||
; ccf1 is also set to 0 whenever the player is fast asleep or frozen solid.
|
||||
; ccf2 is also set to 0 whenever the enemy is fast asleep or frozen solid.
|
||||
|
||||
ld a,[H_WHOSETURN]
|
||||
and a
|
||||
; values for player turn
|
||||
|
@ -5102,12 +5142,11 @@ MirrorMoveCopyMove: ; 3e2fd (f:62fd)
|
|||
ld hl,wEnemySelectedMove
|
||||
.next
|
||||
ld [hl],a
|
||||
cp a,MIRROR_MOVE ; did the target pokemon also use Mirror Move?
|
||||
cp a,MIRROR_MOVE ; did the target Pokemon last use Mirror Move, and miss?
|
||||
jr z,.mirrorMoveFailed
|
||||
and a ; null move?
|
||||
jr nz,ReloadMoveData
|
||||
.mirrorMoveFailed
|
||||
; Mirror Move fails on itself and null moves
|
||||
ld hl,MirrorMoveFailedText
|
||||
call PrintText
|
||||
xor a
|
||||
|
@ -5296,6 +5335,7 @@ AdjustDamageForMoveType: ; 3e3a5 (f:63a5)
|
|||
jr nz,.skipTypeImmunity
|
||||
.typeImmunity
|
||||
; if damage is 0, make the move miss
|
||||
; this only occurs if a move that would do 2 or 3 damage is 0.25x effective against the target
|
||||
inc a
|
||||
ld [W_MOVEMISSED],a
|
||||
.skipTypeImmunity
|
||||
|
@ -5546,7 +5586,7 @@ RandomizeDamage: ; 3e687 (f:6687)
|
|||
jr nz, .DamageGreaterThanOne
|
||||
ld a, [hl]
|
||||
cp 2
|
||||
ret c
|
||||
ret c ; return if damage is equal to 0 or 1
|
||||
.DamageGreaterThanOne
|
||||
xor a
|
||||
ld [H_MULTIPLICAND], a
|
||||
|
|
Loading…
Reference in a new issue