mirror of
https://github.com/bryanthaboi/gen1recomp.git
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CLOSES #339, CLOSES #354, CLOSES #360, CLOSES #372, CLOSES #373, CLOSES #374, CLOSES #375, CLOSES #378, CLOSES #379, CLOSES #383, CLOSES #384, CLOSES #385, CLOSES #391, CLOSES #392, CLOSES #393, CLOSES #394, CLOSES #395, CLOSES #396, CLOSES #397, CLOSES #398, CLOSES #413, CLOSES #420, CLOSES #423, CLOSES #424, CLOSES #425, CLOSES #426, CLOSES #427, CLOSES #429, CLOSES #430, CLOSES #431, CLOSES #433, CLOSES #435, CLOSES #436, CLOSES #438, CLOSES #439, CLOSES #441, CLOSES #442, CLOSES #444
This commit is contained in:
@@ -4,7 +4,7 @@
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-- Flow: intro -> menu (FIGHT/PKMN/ITEM/RUN) -> move select -> turn
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-- resolution (a queue of messages/actions/UI pushes) -> back to menu,
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-- until one side is out, then finish. Pops itself and calls
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-- onFinish("win"|"lose"|"run"|"caught"|"skipped").
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-- onFinish("win"|"lose"|"run"|"caught").
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--
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-- The Gen 1 move-effect pipeline (multi-hit, charge, trapping, thrash,
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-- bide, recharge, confusion, screens, substitute, transform, ...) is
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@@ -547,6 +547,19 @@ local function applySpecialMoves(data, oppClass, partyIndex, party)
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end
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end
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-- Yellow only: ROCKET with wTrainerNo >= $2a is Jessie & James, who share
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-- the class and the name "ROCKET" but battle behind their own pic
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-- (home/trainers2.asm IsFightingJessieJames). picJessieJames exists only
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-- in a Yellow cache extracted after #439, so an older cache keeps the
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-- grunt pic until it is re-imported.
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function BattleState.trainerPicPath(trainer, oppClass, partyIndex)
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if oppClass == "OPP_ROCKET" and (partyIndex or 1) >= 42
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and trainer.picJessieJames then
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return trainer.picJessieJames
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end
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return trainer.pic
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end
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function BattleState.newTrainer(game, oppClass, partyIndex)
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local self = newBattle(game)
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self.kind = "trainer"
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@@ -608,7 +621,9 @@ function BattleState.newTrainer(game, oppClass, partyIndex)
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-- MonsterPalettes[0] = PAL_MEWMON -- InitBattleCommon zeroes
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-- wEnemyMonSpecies2 before the intro's SET_PAL_BATTLE
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-- (engine/battle/core.asm:6682, engine/gfx/palettes.asm SetPal_Battle)
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self.trainerPic = getImage(self.trainer.pic, namedPalette(game.data, "MEWMON"))
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self.trainerPic = getImage(
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BattleState.trainerPicPath(self.trainer, oppClass, partyIndex),
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namedPalette(game.data, "MEWMON"))
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self.introText = Strings("%s wants\nto fight!", self.trainer.name)
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return self
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end
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@@ -1115,10 +1130,34 @@ function BattleState:battleKind()
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end
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function BattleState:enter()
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if self.dead then
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-- Out of useable POKéMON before the battle even starts. pokered does not
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-- skip the battle: .checkAnyPartyAlive (engine/battle/core.asm:158-162)
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-- runs right after the intro and jumps to HandlePlayerBlackOut, so the
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-- player blacks out and afterBattle's "lose" path revives the party at the
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-- last heal point. Handing the map back with a 0 HP party instead bricked
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-- the save: every later encounter aborted here too and sighted trainers
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-- re-engaged forever (#425). self.dead alone is not the test --
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-- makeOldManDemo and LinkBattle install a player battler after the
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-- constructor flagged the battle dead.
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if self.dead and not self.player then
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local name = self.game.save.player.name
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self.result = "lose"
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self.game.stack:pop()
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Runtime.emit("battle.ended", { battle = self, result = "skipped" })
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if self.onFinish then self.onFinish("skipped") end
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require("src.core.Music").restoreMap(self.data)
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Runtime.emit("battle.ended", { battle = self, result = "lose", skipped = true })
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local onFinish = self.onFinish
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local function blackedOut()
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if onFinish then onFinish("lose") end
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end
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-- the Oak's Lab starter rival returns above PlayerBlackedOutText2 and
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-- afterBattle keeps the player in the lab, so print nothing there
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if BattleState.isOaksLabStarterRival(self) then return blackedOut() end
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-- _PlayerBlackedOutText2 (data/text/text_2.asm:896): the two paragraphs
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-- playerMonFainted queues on the battle screen; there is no battle
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-- screen to queue them on here, so they print over the map.
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self.game.stack:push(require("src.render.TextBox").new(self.game,
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Strings("%s is out of\nuseable POKéMON!", name) .. "\f"
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.. Strings("%s blacked\nout!", name), blackedOut))
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return
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end
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local Music = require("src.core.Music")
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@@ -1956,6 +1995,15 @@ function BattleState:resolveSwitch(newMon)
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end
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function BattleState:endOfTurn()
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-- the same ret: a decided battle never reaches HandlePoisonBurnLeechSeed
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-- or CheckNumAttacksLeft (core.asm:417-421, 456-460), so the residual
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-- sweep and the trapping-counter release are skipped on the turn a
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-- Teleport escape (or a win/loss/capture) settles it (#441). The
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-- turn_ended hook still fires: mods count turns, not residuals.
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if self.result then
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Runtime.emit("battle.turn_ended", { battle = self, turn = self.turnCount or 0 })
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return
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end
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-- sideToxic mirrors w*ToxicCounter: it advances only while the
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-- battler's badly-poisoned flag (toxicCounter) is set, an item/AI
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-- cure clears the flag but NOT the side counter, and a fresh Toxic
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@@ -2626,6 +2674,12 @@ function BattleState:syncShownStatus()
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end
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function BattleState:executeAction(user, target, action)
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-- MainInBattleLoop reads wEscapedFromBattle right after Execute*Move and
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-- rets (core.asm:417-421, 456-460): a Teleport/Roar/Whirlwind escape ends
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-- the turn where it lands and the second mover never moves. self.result
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-- is only ever set once the battle is over (run/win/lose/caught), and the
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-- faint cases are already covered by the HP guard below (#441)
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if self.result then return end
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if user.mon.hp <= 0 or target.mon.hp <= 0 then return end
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if not action then return end
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@@ -3920,12 +3974,15 @@ function BattleState:throwBall(ball)
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self:act(function() self:endOfTurn() end)
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return
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end
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if self.ghost then
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if self.ghost or self.noCatch then
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-- ItemUseBall's can't-be-caught path (item_effects.asm:149-153):
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-- the ball is thrown (TossBallAnimation still picks the arc from
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-- wCurItem, so a Master/Ultra toss keeps its flicker), dodged
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-- ($10 anim data, no wobbles), and the turn is spent like any
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-- failed throw
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-- failed throw. battle.noCatch is the .notOldManBattle half of the
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-- same check (item_effects.asm:166-175): the POKEMON_TOWER_6F
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-- RESTLESS SOUL dodges balls even once the scope has revealed it,
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-- so it is not a ghost battle any more (#444)
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self:animNext(self:tossAnimFor(ball), true, nil, ball)
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self:sayNext(Strings("It dodged the\nthrown BALL!"))
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self:sayNext(Strings("This POKéMON\ncan't be caught!"))
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