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https://github.com/bryanthaboi/gen1recomp.git
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Merge branch 'dev' of https://github.com/bryanthaboi/gen1recomp into dev
This commit is contained in:
+61
-21
@@ -2764,10 +2764,24 @@ function BattleState:updateFx()
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-- so a sounding siren rides out the next hit's HP drain instead of
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-- dropping out mid-announcement (#293)
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self.lowHealthAlarmOn = self:lowHealthAlarmActive()
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if self.lowHealthAlarmOn then
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Sound.startLoop(self.data, "Low_Health_Alarm")
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-- battle.low_health_alarm: on/off toggle for the siren loop, ctx.on
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-- mirrors self.lowHealthAlarmOn. Vanilla just starts/stops the loop
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-- each frame; a mod can wrap this to reshape the toggle (e.g. force
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-- ctx.on false after some budget) before letting vanilla act on it.
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if Runtime.wantsHook("battle.low_health_alarm") then
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Runtime.call("battle.low_health_alarm", function(ctx)
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if ctx.on then
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Sound.startLoop(ctx.battle.data, "Low_Health_Alarm")
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else
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Sound.stopLoop("Low_Health_Alarm")
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end
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end, { on = self.lowHealthAlarmOn, battle = self })
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else
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Sound.stopLoop("Low_Health_Alarm")
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if self.lowHealthAlarmOn then
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Sound.startLoop(self.data, "Low_Health_Alarm")
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else
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Sound.stopLoop("Low_Health_Alarm")
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end
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end
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end
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@@ -3303,7 +3317,10 @@ function BattleState:onFaint(battler)
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end
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end
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function BattleState:enemyMonFainted()
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-- Exp for the defeated enemy, shared by the faint path (enemyMonFainted)
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-- and, when a mod's battle.catch_exp hook says so, the catch path
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-- (storeCaughtMon).
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function BattleState:awardExp()
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-- exp is split among the mons that fought this enemy
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-- (engine/battle/experience.asm); traded mons earn x1.5; each
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-- participant gets the full stat exp
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@@ -3381,27 +3398,44 @@ function BattleState:enemyMonFainted()
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end
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end
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end
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-- with EXP.ALL, participants split half the exp and the other half
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-- is divided among the whole party (engine/battle/experience.asm)
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local expAll = (self.game.save.inventory.EXP_ALL or 0) > 0
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for _, mon in ipairs(alive) do
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applyShare(mon, participants * (expAll and 2 or 1), true)
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end
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if expAll then
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-- the second GainExperience pass sets the gain flags for the WHOLE
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-- party, so DivideExpDataByNumMonsGainingExp divides the already
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-- halved-and-participant-divided exp again by the party count, and
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-- .partyMonLoop still skips fainted mons (core.asm:818-858 +
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-- experience.asm:9-13); each mon gets its own GainedText with the
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-- "with EXP.ALL," tail (wBoostExpByExpAll) -- pokered prints no
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-- summary line
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for _, mon in ipairs(self.game.save.party) do
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if mon.hp > 0 then
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applyShare(mon, math.max(1, participants) * #self.game.save.party * 2, "expAll")
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-- battle.exp_award: the participant/EXP.ALL split, factored out so a
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-- mod can replace it wholesale (e.g. a flat undivided share to every
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-- non-fainted party mon) without re-deriving participants/alive.
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-- ctx.applyShare(mon, split, announce) is the same helper vanilla uses.
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local function vanillaExpAward(ctx)
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-- with EXP.ALL, participants split half the exp and the other half
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-- is divided among the whole party (engine/battle/experience.asm)
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local expAll = (self.game.save.inventory.EXP_ALL or 0) > 0
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for _, mon in ipairs(ctx.alive) do
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ctx.applyShare(mon, ctx.participants * (expAll and 2 or 1), true)
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end
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if expAll then
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-- the second GainExperience pass sets the gain flags for the WHOLE
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-- party, so DivideExpDataByNumMonsGainingExp divides the already
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-- halved-and-participant-divided exp again by the party count, and
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-- .partyMonLoop still skips fainted mons (core.asm:818-858 +
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-- experience.asm:9-13); each mon gets its own GainedText with the
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-- "with EXP.ALL," tail (wBoostExpByExpAll) -- pokered prints no
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-- summary line
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for _, mon in ipairs(self.game.save.party) do
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if mon.hp > 0 then
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ctx.applyShare(mon, math.max(1, ctx.participants) * #self.game.save.party * 2, "expAll")
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end
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end
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end
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end
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local awardCtx = { battle = self, participants = participants, alive = alive,
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applyShare = applyShare }
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if Runtime.wantsHook("battle.exp_award") then
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Runtime.call("battle.exp_award", vanillaExpAward, awardCtx)
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else
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vanillaExpAward(awardCtx)
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end
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self.participants = {}
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end
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function BattleState:enemyMonFainted()
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self:awardExp()
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if self.kind == "trainer" then
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-- EnemySendOutFirstMon / AnyEnemyPokemonAliveCheck (core.asm): scan
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@@ -3974,6 +4008,12 @@ function BattleState:storeCaughtMon()
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-- (item_effects.asm:472-501), regenerating its move list from the
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-- base data -- a Mimic'd slot never leaves the battle with it
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self:restoreMimicked(self.enemy)
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-- battle.catch_exp: vanilla catches never grant exp; a mod can flip
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-- this to true to pay out the same award a faint would have.
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if Runtime.wantsHook("battle.catch_exp")
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and Runtime.call("battle.catch_exp", function() return false end, { battle = self }) then
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self:awardExp()
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end
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local game = self.game
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local dex = game.save.pokedex
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local species = self.enemy.mon.species
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