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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.
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4 changed files with 39 additions and 9 deletions
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@ -2201,7 +2201,12 @@ wWhichDungeonWarp:: db
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; bit 7: set by ItemUseCardKey, which is leftover code from a previous implementation of the Card Key
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wd728:: db
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ds 1
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; This is a new bit for cases where zero damage is dealt.
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; Usually, it's defined as a miss, but it's a bit misleading.
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; To give players a feel of power, I've added new text for it.
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; $00 - False
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; $01 - True
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wDidZeroDamage:: db
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; redundant because it matches wObtainedBadges
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; used to determine whether to show name on statue and in two NPC text scripts
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