add commentary to move effects

This commit is contained in:
xCrystal 2015-01-20 12:12:30 +01:00
parent ca6b4348c2
commit 1b62ca0555

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@ -7182,29 +7182,31 @@ SleepEffect: ; 3f1fc (f:71fc)
.asm_3f20e
ld a, [bc]
bit 5, a ; does the mon need to recharge? (hyper beam)
res 5, a ; mon no longer needs to recharge
bit 5, a ; does the target need to recharge? (hyper beam)
res 5, a ; target no longer needs to recharge
ld [bc], a
jr nz, .asm_3f231
jr nz, .asm_3f231 ; if the target had to recharge, all hit tests will be skipped
; including the event where the target already has another status
ld a, [de]
ld b, a
and $7
jr z, .asm_3f222
jr z, .asm_3f222 ; can't affect a mon that is already asleep
ld hl, AlreadyAsleepText
jp PrintText
.asm_3f222
ld a, b
and a
jr nz, .asm_3f242
jr nz, .asm_3f242 ; can't affect a mon that is already statused
push de
call MoveHitTest
call MoveHitTest ; apply accuracy tests
pop de
ld a, [W_MOVEMISSED]
and a
jr nz, .asm_3f242
.asm_3f231
; set target's sleep counter to a random number between 1 and 7
call BattleRandom
and $7
and $7
jr z, .asm_3f231
ld [de], a
call Func_3fb89
@ -7231,16 +7233,16 @@ PoisonEffect: ; 3f24f (f:724f)
ld de, W_ENEMYMOVEEFFECT
.asm_3f260
call CheckTargetSubstitute
jr nz, .asm_3f2d3
jr nz, .asm_3f2d3 ; can't posion a substitute target
ld a, [hli]
ld b, a
and a
jr nz, .asm_3f2d3
jr nz, .asm_3f2d3 ; miss if target is already statused
ld a, [hli]
cp $3
cp $3 ; can't posion a poison-type target
jr z, .asm_3f2d3
ld a, [hld]
cp $3
cp $3 ; can't posion a poison-type target
jr z, .asm_3f2d3
ld a, [de]
cp POISON_SIDE_EFFECT1
@ -7251,7 +7253,7 @@ PoisonEffect: ; 3f24f (f:724f)
jr z, .asm_3f290
push hl
push de
call MoveHitTest
call MoveHitTest ; apply accuracy tests
pop de
pop hl
ld a, [W_MOVEMISSED]
@ -7259,12 +7261,12 @@ PoisonEffect: ; 3f24f (f:724f)
jr nz, .asm_3f2d7
jr .asm_3f295
.asm_3f290
call BattleRandom
cp b
call BattleRandom
cp b ; was side effect successful?
ret nc
.asm_3f295
dec hl
set 3, [hl]
set 3, [hl] ; mon is now poisoned
push de
dec de
ld a, [H_WHOSETURN]
@ -7279,8 +7281,8 @@ PoisonEffect: ; 3f24f (f:724f)
ld de, W_ENEMYTOXICCOUNTER
.asm_3f2b0
cp TOXIC
jr nz, .asm_3f2bd
set 0, [hl]
jr nz, .asm_3f2bd ; done if move is not Toxic
set 0, [hl] ; else set Toxic battstatus
xor a
ld [de], a
ld hl, BadlyPoisonedText
@ -7342,65 +7344,64 @@ ExplodeEffect: ; 3f2f1 (f:72f1)
FreezeBurnParalyzeEffect: ; 3f30c (f:730c)
xor a
ld [wcc5b], a
call CheckTargetSubstitute ;test bit 4 of d063/d068 flags [target has substitute flag]
ret nz ;return if they have a substitute, can't effect them
ld a, [$fff3] ;whose turn?
call CheckTargetSubstitute ; test bit 4 of d063/d068 flags [target has substitute flag]
ret nz ; return if they have a substitute, can't effect them
ld a, [$fff3]
and a
jp nz, opponentAttacker
ld a, [wEnemyMonStatus]
and a
jp nz, CheckDefrost
;opponent has no existing status
jp nz, CheckDefrost ; can't inflict status if opponent is already statused
ld a, [W_PLAYERMOVETYPE]
ld b, a
ld a, [wEnemyMonType1]
cp b
ret z ;return if they match [can't freeze an ice type etc.]
cp b ; do target type 1 and move type match?
ret z ; return if they match (an ice move can't freeze an ice-type, body slam can't paralyze a normal-type, etc.)
ld a, [wEnemyMonType2]
cp b
ret z ;return..
cp b ; do target type 2 and move type match?
ret z ; return if they match
ld a, [W_PLAYERMOVEEFFECT]
cp a, 7 ;10% status effects are 04, 05, 06 so 07 will set carry for those
ld b, $1a ;[1A-1]/100 or [26-1]/256 = 9.8%~ chance
jr c, .next1 ;branch ahead if this is a 10% chance effect..
ld b, $4d ;..or use [4D-1]/100 or [76-1]/256 = 29.7%~ chance
sub a, $1e ;subtract $1E to map to equivalent 10% chance effects
cp a, 7 ; 10% status effects are 04, 05, 06 so 07 will set carry for those
ld b, $1a ; 0x1A/0x100 or 26/256 = 10.2%~ chance
jr c, .next1 ; branch ahead if this is a 10% chance effect..
ld b, $4d ; else use 0x4D/0x100 or 77/256 = 30.1%~ chance
sub a, $1e ; subtract $1E to map to equivalent 10% chance effects
.next1
push af ;push effect...
call BattleRandom ;get random 8bit value for probability test
cp b ;success?
pop bc ;...pop effect into C
ret nc ;do nothing if random value is >= 1A or 4D [no status applied]
;the test passed
ld a, b ;what type of effect is this?
push af
call BattleRandom ; get random 8bit value for probability test
cp b
pop bc
ret nc ; do nothing if random value is >= 1A or 4D [no status applied]
ld a, b ; what type of effect is this?
cp a, BURN_SIDE_EFFECT1
jr z, .burn
cp a, FREEZE_SIDE_EFFECT
jr z, .freeze
; .paralyze
ld a, 1 << PAR
ld [wEnemyMonStatus], a
call QuarterSpeedDueToParalysis ;quarter speed of affected monster
call QuarterSpeedDueToParalysis ; quarter speed of affected mon
ld a, ANIM_A9
call Func_3fbb9 ;animation
jp PrintMayNotAttackText ;print paralysis text
call Func_3fbb9 ; play animation
jp PrintMayNotAttackText ; print paralysis text
.burn
ld a, 1 << BRN
ld [wEnemyMonStatus], a
call HalveAttackDueToBurn
call HalveAttackDueToBurn ; halve attack of affected mon
ld a, ANIM_A9
call Func_3fbb9 ;animation
call Func_3fbb9 ; animation
ld hl, BurnedText
jp PrintText
.freeze
call Func_3f9cf ;resets bit 5 of the D063/D068 flags
call Func_3f9cf ; resets hyper beam (recharge) condition from both players
ld a, 1 << FRZ
ld [wEnemyMonStatus], a
ld a, ANIM_A9
call Func_3fbb9 ;animation
call Func_3fbb9 ; animation
ld hl, FrozenText
jp PrintText
opponentAttacker: ; 3f382 (f:7382)
ld a, [wBattleMonStatus] ;this appears to the same as above with addresses swapped for opponent
ld a, [wBattleMonStatus] ; mostly same as above with addresses swapped for opponent
and a
jp nz, CheckDefrost
ld a, [W_ENEMYMOVETYPE]
@ -7439,6 +7440,7 @@ opponentAttacker: ; 3f382 (f:7382)
ld hl, BurnedText
jp PrintText
.freeze
; hyper beam bits aren't reseted for opponent's side
ld a, 1 << FRZ
ld [wBattleMonStatus], a
ld hl, FrozenText
@ -7453,28 +7455,27 @@ FrozenText: ; 3f3dd (f:73dd)
db "@"
CheckDefrost: ; 3f3e2 (f:73e2)
and a, 1 << FRZ ;are they frozen?
ret z ;return if so
;not frozen
ld a, [$fff3] ;whose turn?
; any fire-type move that has a chance inflict burn (all but Fire Spin) will defrost a frozen target
and a, 1 << FRZ ; are they frozen?
ret z ; return if so
ld a, [$fff3]
and a
jr nz, .opponent
;player [attacker]
ld a, [W_PLAYERMOVETYPE]
sub a, FIRE
ret nz ;return if it isn't fire
;type is fire
ld [wEnemyMonStatus], a ;set opponent status to 00 ["defrost" a frozen monster]
ret nz ; return if type of move used isn't fire
ld [wEnemyMonStatus], a ; set opponent status to 00 ["defrost" a frozen monster]
ld hl, wEnemyMon1Status
ld a, [wEnemyMonPartyPos]
ld bc, wEnemyMon2 - wEnemyMon1
call AddNTimes
xor a
ld [hl], a ;clear status in roster
ld [hl], a ; clear status in roster
ld hl, FireDefrostedText
jr .common
.opponent
ld a, [W_ENEMYMOVETYPE] ;same as above with addresses swapped
ld a, [W_ENEMYMOVETYPE] ; same as above with addresses swapped
sub a, FIRE
ret nz
ld [wBattleMonStatus], a
@ -7505,29 +7506,29 @@ StatModifierUpEffect: ; 3f428 (f:7428)
sub $a
cp $8
jr c, .asm_3f442
sub $28
sub $28 ; map +2 effects to equivalent +1 effect
.asm_3f442
ld c, a
ld b, $0
add hl, bc
ld b, [hl]
inc b
inc b ; increment corresponding stat mod
ld a, $d
cp b
cp b ; can't raise stat past +6 ($d or 13)
jp c, Func_3f522
ld a, [de]
cp $12
cp $12 ; is it a +2 effect?
jr c, .asm_3f45a
inc b
inc b ; if so, increment stat mod again
ld a, $d
cp b
cp b ; unless it's already +6
jr nc, .asm_3f45a
ld b, a
.asm_3f45a
ld [hl], b
ld a, c
cp $4
jr nc, asm_3f4ca
jr nc, asm_3f4ca ; jump if mod affected is evasion/accuracy
push hl
ld hl, wBattleMonAttack + 1
ld de, wcd12
@ -7540,21 +7541,22 @@ StatModifierUpEffect: ; 3f428 (f:7428)
push bc
sla c
ld b, $0
add hl, bc
add hl, bc ; hl = modified stat
ld a, c
add e
ld e, a
jr nc, .asm_3f47e
inc d
inc d ; de = unmodified (original) stat
.asm_3f47e
pop bc
ld a, [hld]
sub $e7
sub $e7 ; check if stat is already 999
jr nz, .asm_3f48a
ld a, [hl]
sbc $3
jp z, Func_3f520
.asm_3f48a
.asm_3f48a ; recalculate affected stat
; paralysis and burn penalties, as well as badge boosts are ignored
push hl
push bc
ld hl, StatModifierRatios
@ -7579,6 +7581,7 @@ StatModifierUpEffect: ; 3f428 (f:7428)
ld b, $4
call Divide
pop hl
; cap at 999
ld a, [$ff98]
sub $e7
ld a, [$ff97]
@ -7612,13 +7615,13 @@ asm_3f4ca: ; 3f4ca (f:74ca)
ld a, [de]
cp MINIMIZE
jr nz, .asm_3f4f9
bit 4, [hl]
bit 4, [hl] ; substitute
push af
push bc
ld hl, Func_79747
ld b, BANK(Func_79747)
push de
call nz, Bankswitch
call nz, Bankswitch ; play Minimize animation unless there's Substitute involved
pop de
.asm_3f4f9
call Func_3fba8
@ -7635,11 +7638,14 @@ asm_3f4ca: ; 3f4ca (f:74ca)
.asm_3f50e
ld a, [H_WHOSETURN]
and a
call z, ApplyBadgeStatBoosts
call z, ApplyBadgeStatBoosts ; whenever the player uses a stat-up move, badge boosts get reapplied again to every stat,
; even to those not affected by the stat-up move (will be boosted further)
ld hl, MonsStatsRoseText
call PrintText
call QuarterSpeedDueToParalysis
jp HalveAttackDueToBurn
; these shouldn't be here
call QuarterSpeedDueToParalysis ; apply speed penalty to the player whose turn is not, if it's paralyzed
jp HalveAttackDueToBurn ; apply attack penalty to the player whose turn is not, if it's burned
Func_3f520: ; 3f520 (f:7520)
pop hl
@ -7686,25 +7692,25 @@ StatModifierDownEffect: ; 3f54c (f:754c)
cp $4
jr z, .asm_3f572
call BattleRandom
cp $40
cp $40 ; 1/4 chance to miss by wildmon
jp c, Func_3f65a
.asm_3f572
call CheckTargetSubstitute
call CheckTargetSubstitute ; can't hit through substitute
jp nz, Func_3f65a
ld a, [de]
cp ATTACK_DOWN_SIDE_EFFECT
jr c, .asm_3f58a
call BattleRandom
cp SPLASH_EFFECT
cp $55 ; 85/256 chance for side effects
jp nc, Func_3f650
ld a, [de]
sub ATTACK_DOWN_SIDE_EFFECT
sub ATTACK_DOWN_SIDE_EFFECT ; map each stat to 0-3
jr .asm_3f5a9
.asm_3f58a
.asm_3f58a ; non-side effects only
push hl
push de
push bc
call MoveHitTest
call MoveHitTest ; apply accuracy tests
pop bc
pop de
pop hl
@ -7712,33 +7718,33 @@ StatModifierDownEffect: ; 3f54c (f:754c)
and a
jp nz, Func_3f65a
ld a, [bc]
bit 6, a
bit 6, a ; fly/dig
jp nz, Func_3f65a
ld a, [de]
sub $12
cp $8
jr c, .asm_3f5a9
sub $28
sub $28 ; map +2 effects to corresponding +1 effect
.asm_3f5a9
ld c, a
ld b, $0
add hl, bc
ld b, [hl]
dec b
jp z, Func_3f650
dec b ; dec corresponding stat mod
jp z, Func_3f650 ; if stat mod is 1 (-6), can't lower anymore
ld a, [de]
cp $24
jr c, .asm_3f5bf
cp $44
jr nc, .asm_3f5bf
dec b
dec b ; stat down 2 effects only (dec mod again)
jr nz, .asm_3f5bf
inc b
inc b ; increment mod to 1 (-6) if it would become 0 (-7)
.asm_3f5bf
ld [hl], b
ld [hl], b ; save modified mod
ld a, c
cp $4
jr nc, asm_3f62c
cp $4
jr nc, asm_3f62c ; jump for evasion/accuracy
push hl
push de
ld hl, wEnemyMonAttack + 1
@ -7752,21 +7758,23 @@ StatModifierDownEffect: ; 3f54c (f:754c)
push bc
sla c
ld b, $0
add hl, bc
add hl, bc ; hl = modified stat
ld a, c
add e
ld e, a
jr nc, .asm_3f5e4
inc d
inc d ; de = unmodified stat
.asm_3f5e4
pop bc
ld a, [hld]
sub $1
sub $1 ; can't lower stat below 1 (-6)
jr nz, .asm_3f5ef
ld a, [hl]
and a
jp z, Func_3f64d
.asm_3f5ef
; recalculate affected stat
; paralysis and burn penalties, as well as badge boosts are ignored
push hl
push bc
ld hl, StatModifierRatios
@ -7820,9 +7828,14 @@ asm_3f62c: ; 3f62c (f:762c)
.asm_3f63b
ld a, [H_WHOSETURN]
and a
call nz, ApplyBadgeStatBoosts
call nz, ApplyBadgeStatBoosts ; whenever the player uses a stat-down move, badge boosts get reapplied again to every stat,
; even to those not affected by the stat-up move (will be boosted further)
ld hl, MonsStatsFellText
call PrintText
; These where probably added given that a stat-down move affecting speed or attack will override
; the stat penalties from paralysis and burn respectively.
; But they are always called regardless of the stat affected by the stat-down move.
call QuarterSpeedDueToParalysis
jp HalveAttackDueToBurn
@ -7931,7 +7944,7 @@ BideEffect: ; 3f6e5 (f:76e5)
and $1
inc a
inc a
ld [bc], a
ld [bc], a ; set Bide counter to 2 or 3 at random
ld a, [H_WHOSETURN]
add XSTATITEM_ANIM
jp Func_3fb96
@ -7947,10 +7960,10 @@ ThrashPetalDanceEffect: ; 3f717 (f:7717)
.asm_3f728
set 1, [hl] ; mon is now using thrash/petal dance
call BattleRandom
and $1
and $1
inc a
inc a
ld [de], a
ld [de], a ; set thrash/petal dance counter to 2 or 3 at random
ld a, [H_WHOSETURN]
add ANIM_B0
jp Func_3fb96