mirror of
https://github.com/bryanthaboi/gen1recomp.git
synced 2026-08-16 16:21:30 +02:00
so many bugs i cannot even breathe
This commit is contained in:
+126
-40
@@ -740,10 +740,17 @@ function BattleState:buildScreen(id, ...)
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end
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-- insert a wait for the HP bars to finish draining (UpdateHPBar):
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-- the queue holds until every battler's displayed HP catches up
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function BattleState:drainNext()
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-- the queue holds until every battler's displayed HP catches up.
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-- `stopAt` pins how far that battler's bar may drain on this row. A
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-- multi-hit move takes every strike off the model while the turn is still
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-- being queued, so an unpinned row would drain straight to the
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-- post-last-hit HP and the later strikes would animate nothing (#394);
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-- ApplyDamageToEnemyPokemon runs UpdateHPBar2 once per strike inside the
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-- wNumAttacksLeft loop (engine/battle/core.asm:4727).
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function BattleState:drainNext(battler, stopAt)
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self.nextInsert = (self.nextInsert or 0) + 1
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table.insert(self.queue, self.nextInsert, { drain = true })
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table.insert(self.queue, self.nextInsert,
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{ drain = true, battler = battler, stopAt = stopAt })
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end
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-- One frame of the HP-bar drain (engine/gfx/hp_bar.asm UpdateHPBar):
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@@ -752,14 +759,22 @@ end
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function BattleState:stepHPDrain()
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local busy = false
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for _, b in ipairs({ self.player, self.enemy }) do
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if b and b.shownHP and b.shownHP ~= b.mon.hp then
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local step = math.max(1, b.mon.stats.hp) / 96
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if b.shownHP > b.mon.hp then
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b.shownHP = math.max(b.mon.hp, b.shownHP - step)
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else
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b.shownHP = math.min(b.mon.hp, b.shownHP + step)
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if b and b.shownHP then
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-- drainFloor is the stop the running row carries (see drainNext)
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local goal = b.mon.hp
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if b.drainFloor and b.drainFloor > goal
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and b.shownHP >= b.drainFloor then
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goal = b.drainFloor
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end
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if b.shownHP ~= goal then
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local step = math.max(1, b.mon.stats.hp) / 96
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if b.shownHP > goal then
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b.shownHP = math.max(goal, b.shownHP - step)
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else
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b.shownHP = math.min(goal, b.shownHP + step)
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end
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busy = busy or b.shownHP ~= goal
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end
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busy = busy or b.shownHP ~= b.mon.hp
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end
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end
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return busy
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@@ -837,6 +852,8 @@ function BattleState:updateQueue()
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if self.draining then
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if self:stepHPDrain() then return true end
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self.draining = nil
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if self.player then self.player.drainFloor = nil end
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if self.enemy then self.enemy.drainFloor = nil end
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end
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-- a move animation holds the queue until it finishes; its screen
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-- effects (SE_*) and per-row sounds route into the fx layer as they
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@@ -875,6 +892,7 @@ function BattleState:updateQueue()
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end
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if item.drain then
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self.draining = true
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if item.battler then item.battler.drainFloor = item.stopAt end
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return true
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end
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if item.wait then
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@@ -1380,6 +1398,7 @@ function BattleState:update(dt)
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for _, b in ipairs({ self.player, self.enemy }) do
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if b then
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if b.shownHP then b.shownHP = b.mon.hp end
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b.drainFloor = nil
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b.shownStatus = b.mon.status
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end
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end
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@@ -2154,6 +2173,31 @@ local function startPicKind(pf, kind)
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pf.hidden = nil
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end
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-- PredefShakeScreenHorizontally (engine/gfx/screen_effects.asm): the window
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-- jumps right by b for 5 frames then home for 4, b counting down to 1.
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-- b = 8 for SE_SHAKE_SCREEN and the heavy applying-attack shake, b = 2 for
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-- the light one.
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local function fastShakeProg(b)
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local prog = {}
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for i = b, 1, -1 do
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prog[#prog + 1] = { dx = i, frames = 5 }
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prog[#prog + 1] = { dx = 0, frames = 4 }
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end
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return prog
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end
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-- AnimationShakeScreenHorizontallySlow (engine/battle/animations.asm:526):
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-- rWX creeps 1px right every 2 frames b times, then back down to 0, c times
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-- over. Silent -- this is the non-damaging move's feedback.
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local function slowShakeProg(b, c)
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local prog = {}
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for _ = 1, c do
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for i = 1, b do prog[#prog + 1] = { dx = i, frames = 2 } end
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for i = b - 1, 0, -1 do prog[#prog + 1] = { dx = i, frames = 2 } end
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end
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return prog
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end
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-- Route one AnimPlayer event into the fx layer. Frame counts and
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-- amplitudes are the routines' own (engine/battle/animations.asm;
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-- shakes: engine/gfx/screen_effects.asm).
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@@ -2195,14 +2239,7 @@ function BattleState:applyAnimEffect(ev)
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-- ---------------------------------------------- screen shakes
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elseif e == "SE_SHAKE_SCREEN" then
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-- PredefShakeScreenHorizontally b=8: the window jumps right by b
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-- for 5 frames then home for 4, b counting down 8..1
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local prog = {}
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for b = 8, 1, -1 do
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prog[#prog + 1] = { dx = b, frames = 5 }
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prog[#prog + 1] = { dx = 0, frames = 4 }
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end
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fx.shakeProg = prog
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fx.shakeProg = fastShakeProg(8)
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elseif e == "SE_ROCK_SLIDE_SHAKE" then
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-- DoRockSlideSpecialEffects: 1px horizontal then vertical rumble
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fx.shakeProg = { { dx = 1, frames = 5 }, { dx = 0, frames = 4 },
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@@ -2299,34 +2336,77 @@ function BattleState:applyAnimEffect(ev)
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-- battler.substituteHP is set (MoveEffects raises it with the move)
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end
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-- The target's post-animation hit feedback (PlayApplyingAttackAnimation,
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-- engine/battle/animations.asm:475): the player's damaging moves blink
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-- the ENEMY pic; the enemy's damaging moves shake the screen vertically
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-- (ShakeScreenVertically -> PredefShakeScreenVertically b=8: the window
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-- drops by b for 3 frames then home for 3, b counting down) -- the
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-- player's pic never blinks. Damage sound with either. A hold keeps
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-- The post-animation applying-attack feedback (PlayApplyingAttackAnimation
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-- -> AnimationTypePointerTable, engine/battle/animations.asm:475-524).
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-- hit.animType is wAnimationType, 1..6:
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-- 1 enemy damaging, no added effect ShakeScreenVertically (b=8)
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-- 2 enemy damaging, added effect fast horizontal shake, b=8
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-- 3 enemy non-damaging slow horizontal shake, b=6, c=2
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-- 4 player damaging, no added effect BlinkEnemyMonSprite
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-- 5 player damaging, added effect fast horizontal shake, b=2
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-- 6 player non-damaging slow horizontal shake, b=3, c=2
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-- Types 3 and 6 are silent; the rest open with PlayApplyingAttackSound,
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-- which is the damage sound hit.sfx already carries. Only 1 and 4 were
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-- implemented, so every move with an added effect blinked (or shook
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-- vertically) instead of shaking sideways and every status move showed
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-- nothing at all -- Bubblebeam, Confusion, Hypnosis (#354). A hold keeps
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-- the queue still until the effect finishes.
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function BattleState:applyHitFx(hit)
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if hit.blink then
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self.fx = self.fx or {}
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if hit.blink.isPlayer then
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local prog = {}
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for b = 8, 1, -1 do
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prog[#prog + 1] = { dy = b, frames = 3 }
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prog[#prog + 1] = { dy = 0, frames = 3 }
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end
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self.fx.shakeProg = prog
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self.waitFrames = 48 -- the predef blocks until the shake settles
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else
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self.fx.blink = { target = hit.blink, frames = 20 }
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self.waitFrames = 20
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end
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end
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self.fx = self.fx or {}
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-- rows queued before animType existed carry only the blink target
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local t = hit.animType
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if not t and hit.blink then t = hit.blink.isPlayer and 1 or 4 end
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if hit.sfx then
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require("src.core.Sound").play(self.data, hit.sfx)
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end
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if not t or not self:animationsOn() then return end
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if t == 1 then
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-- PredefShakeScreenVertically b=8: the window drops by b for 3 frames
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-- then home for 3, b counting down
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local prog = {}
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for b = 8, 1, -1 do
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prog[#prog + 1] = { dy = b, frames = 3 }
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prog[#prog + 1] = { dy = 0, frames = 3 }
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end
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self.fx.shakeProg = prog
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self.waitFrames = 48 -- the predef blocks until the shake settles
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elseif t == 2 then
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self.fx.shakeProg = fastShakeProg(8)
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self.waitFrames = 72
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elseif t == 3 then
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self.fx.shakeProg = slowShakeProg(6, 2)
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self.waitFrames = 48
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elseif t == 4 then
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if hit.blink then
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self.fx.blink = { target = hit.blink, frames = 20 }
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self.waitFrames = 20
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end
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elseif t == 5 then
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self.fx.shakeProg = fastShakeProg(2)
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self.waitFrames = 18
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elseif t == 6 then
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self.fx.shakeProg = slowShakeProg(3, 2)
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self.waitFrames = 24
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end
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end
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-- Primary status effects whose pokered handler ends in
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-- PlayCurrentMoveAnimation2 (engine/battle/effects.asm:1448), which sets
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-- wAnimationType 6 on the player's turn and 3 on the enemy's: sleep,
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-- poison, confuse, disable and the primary stat-down effects. Every other
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-- primary effect goes through PlayCurrentMoveAnimation and leaves the type
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-- at 0 (no applying animation): paralysis (FreezeBurnParalyzeEffect),
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-- leech seed, the stat-UP effects, Splash. Side-effect stat drops are
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-- skipped too -- UpdateLoweredStatDone bails out for them because the
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-- damaging move's own type 2/5 shake already played.
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local SLOW_SHAKE_EFFECTS = {
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SLEEP_EFFECT = true, POISON_EFFECT = true, CONFUSION_EFFECT = true,
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DISABLE_EFFECT = true,
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ATTACK_DOWN1_EFFECT = true, DEFENSE_DOWN1_EFFECT = true,
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DEFENSE_DOWN2_EFFECT = true, SPEED_DOWN1_EFFECT = true,
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ACCURACY_DOWN1_EFFECT = true,
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}
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-- AnimateSendingOutMon (core.asm:6801-6838): the mon grows out of the
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-- ball -- a 3-frame ball beat, 4 frames of the pic at 3/7 scale (a 3x3
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-- block of its 7x7 tiles), 5 frames at 5/7 (5x5), then full size.
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@@ -2910,6 +2990,8 @@ function BattleState:performMove(user, target, moveInst, isCalled)
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-- (AlreadyAsleep / NothingHappened / ButItFailed print with no anim)
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if primaryEffectFailed(msgs) then
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self:cancelMoveAnim()
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elseif SLOW_SHAKE_EFFECTS[move.effect] and self.moveAnimRow then
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self.moveAnimRow.hit = { animType = user.isPlayer and 6 or 3 }
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end
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for _, m in ipairs(msgs) do
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self:sayNext(m)
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@@ -2963,6 +3045,10 @@ function BattleState:continueBide(user, target)
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self:sayNext(Strings("But, it failed!"))
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return
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end
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-- .UnleashEnergy (core.asm:3501-3529) re-points wPlayerMoveNum at BIDE
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-- and rejoins HandleIfPlayerMoveMissed, so BIDE's own animation plays
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-- here, after UnleashedEnergyText and before the damage (#375)
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self:animNext("BIDE", user.isPlayer)
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self:applyDamage(target, dmg)
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if target.mon.hp <= 0 then self:onFaint(target) end
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end
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@@ -2987,7 +3073,7 @@ function BattleState:applyDamage(target, dmg)
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end
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local dealt = math.min(dmg, target.mon.hp)
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target.mon.hp = target.mon.hp - dealt
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if dealt > 0 then self:drainNext() end -- animate the bar down
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if dealt > 0 then self:drainNext(target, target.mon.hp) end -- animate the bar down
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if target.bideTurns then
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target.bideDamage = (target.bideDamage or 0) + dealt
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end
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