Zero damage text

In RBY, there are extremely minor situations where zero damage can be dealt. These usually involve quad resists and profound level differences.

To quote the disassembly:
; this only occurs if a move that would do 2 or 3 damage is 0.25x effective against the target
However, Psywave is also capable of this.

Thus, a new case has been added for when this occurs, which is triggered through a new WRAM entry. Easiest way to do it without having to restructure how misses are handled.

This is overall minor, but it'll probably make at least one person laugh, and that's all I need.
This commit is contained in:
Llinos Evans 2023-06-05 13:37:43 +01:00
parent 14c92ac855
commit d0b7d56e5e
4 changed files with 39 additions and 9 deletions

View file

@ -91,21 +91,27 @@ TestBattle:
dec a
ld [hl], a
; Give the player a
; level 20 Rhydon.
ld a, EEVEE
; Player's Pokemon.
ld a, NIDOREIGN
ld [wcf91], a
ld a, 10
ld a, 100
ld [wCurEnemyLVL], a
xor a
ld [wMonDataLocation], a
ld [wCurMap], a
call AddPartyMon
; Fight against a
; level 20 Rhydon.
ld a, CROAKOZUNA
; This function gives you a way to waste a turn, never know when you'll need it.
; Alternatively, add a move to test.
ld hl, wPartyMon1Moves
ld a, SPLASH
ld [hli], a
; Opponent's Pokemon.
ld a, WEEDLE
ld [wCurOpponent], a
ld a, 100 ; Set the level you want here.
ld [wCurEnemyLVL], a
predef InitOpponent