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https://github.com/bryanthaboi/gen1recomp.git
synced 2026-08-17 11:11:10 +02:00
Bug squashing and translation mods (#311)
* audio timing stuff * bug fixes and translation additions * translation stuff * Update modkit.py * better asset resolution
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@@ -8,6 +8,7 @@
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local MoveEffects = require("src.battle.MoveEffects")
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local Runtime = require("src.mods.Runtime")
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local StatusRegistry = require("src.battle.StatusRegistry")
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local Strings = require("src.core.Strings")
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local EffectRegistry = {}
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@@ -91,7 +92,7 @@ function EffectRegistry.runDamaging(battle, ctx, record)
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if target.invulnerable and not neverMiss then
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-- Explosion/Selfdestruct still animate on a miss (HandleIfPlayerMoveMissed)
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if not (record and record.explode) then battle:cancelMoveAnim() end
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battle:sayNext(("%s's\nattack missed!"):format(displayName(user)))
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battle:sayNext(Strings("%s's\nattack missed!", displayName(user)))
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return
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end
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@@ -113,7 +114,7 @@ function EffectRegistry.runDamaging(battle, ctx, record)
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if not battle:accuracyRoll(move, user, target) then
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-- Explosion/Selfdestruct still animate on a miss (HandleIfPlayerMoveMissed)
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if not (record and record.explode) then battle:cancelMoveAnim() end
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battle:sayNext(("%s's\nattack missed!"):format(displayName(user)))
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battle:sayNext(Strings("%s's\nattack missed!", displayName(user)))
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-- Jump Kick crash, Explode self-destruct
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if record and record.onMiss then record.onMiss(ctx, "accuracy") end
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user.trappingTurns = nil
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@@ -140,7 +141,7 @@ function EffectRegistry.runDamaging(battle, ctx, record)
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end
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if not counterable or (battle.lastDamage or 0) == 0 then
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battle:cancelMoveAnim()
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battle:sayNext(("%s's\nattack missed!"):format(displayName(user)))
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battle:sayNext(Strings("%s's\nattack missed!", displayName(user)))
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return
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end
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dmg = math.min(65535, battle.lastDamage * 2)
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@@ -163,14 +164,14 @@ function EffectRegistry.runDamaging(battle, ctx, record)
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if info.typeMult == 0 then
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-- type immunity zeros damage and sets wMoveMissed in Gen 1, so no anim
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if not (record and record.explode) then battle:cancelMoveAnim() end
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battle:sayNext(("It doesn't affect\n%s!"):format(displayName(target)))
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battle:sayNext(Strings("It doesn't affect\n%s!", displayName(target)))
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if record and record.onMiss then record.onMiss(ctx, "immune") end
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return
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end
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if info.missed then
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-- 0.25x floored the damage to zero: the original registers a miss
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if not (record and record.explode) then battle:cancelMoveAnim() end
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battle:sayNext(("%s's\nattack missed!"):format(displayName(user)))
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battle:sayNext(Strings("%s's\nattack missed!", displayName(user)))
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if record and record.onMiss then record.onMiss(ctx, "floored") end
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return
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end
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@@ -214,12 +215,12 @@ function EffectRegistry.runDamaging(battle, ctx, record)
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-- multi-hit loop (core.asm .moveDidNotMiss before the jump back
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-- to GetPlayerAnimationType), so crit/effectiveness reprint on
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-- every strike -- damage was only rolled once
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if info.crit then battle:sayNext("Critical hit!") end
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if info.ohko then battle:sayNext("One-hit KO!") end
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if info.crit then battle:sayNext(Strings("Critical hit!")) end
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if info.ohko then battle:sayNext(Strings("One-hit KO!")) end
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if info.typeMult > 10 then
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battle:sayNext("It's super\neffective!")
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battle:sayNext(Strings("It's super\neffective!"))
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elseif info.typeMult < 10 then
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battle:sayNext("It's not very\neffective...")
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battle:sayNext(Strings("It's not very\neffective..."))
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end
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if Runtime.wants("battle.damage_dealt") then
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Runtime.emit("battle.damage_dealt", {
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@@ -237,9 +238,9 @@ function EffectRegistry.runDamaging(battle, ctx, record)
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if hits > 1 then
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-- player: _MultiHitText; enemy: _HitXTimesText (always plural)
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if user.isPlayer then
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battle:sayNext(("Hit the enemy\n%d times!"):format(hits))
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battle:sayNext(Strings("Hit the enemy\n%d times!", hits))
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else
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battle:sayNext(("Hit %d times!"):format(hits))
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battle:sayNext(Strings("Hit %d times!", hits))
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end
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end
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@@ -251,7 +252,7 @@ function EffectRegistry.runDamaging(battle, ctx, record)
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elseif moveInst.struggle then
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-- struggle recoils even when its effect id resolves to no record
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local recoil = math.max(1, math.floor(dmg / 2))
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battle:sayNext(("%s's\nhit with recoil!"):format(displayName(user)))
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battle:sayNext(Strings("%s's\nhit with recoil!", displayName(user)))
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battle:applyDamage(user, recoil)
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end
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