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

@ -2201,7 +2201,12 @@ wWhichDungeonWarp:: db
; bit 7: set by ItemUseCardKey, which is leftover code from a previous implementation of the Card Key
wd728:: db
ds 1
; This is a new bit for cases where zero damage is dealt.
; Usually, it's defined as a miss, but it's a bit misleading.
; To give players a feel of power, I've added new text for it.
; $00 - False
; $01 - True
wDidZeroDamage:: db
; redundant because it matches wObtainedBadges
; used to determine whether to show name on statue and in two NPC text scripts