Edit wording and diff format

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Rangi 2020-12-18 09:25:49 -05:00 committed by GitHub
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@ -767,54 +767,45 @@ This bug existed for all battles in Gold and Silver, and was only fixed for sing
### Moves that do damage and increase your stats do not increase stats after a KO
The `checkfaint` routine skips the stats increasing effects if the opponent is KO'd, unlike in modern pokemon games. Note that this can lead to stats being increased at the end of battle, but will not have any negative effects.
`BattleCommand_CheckFaint` "ends the move effect if the opponent faints", and these moves attempt to raise the user's stats *after* `checkfaint`. Note that fixing this can lead to stats being increased at the end of battle, but will not have any negative effects.
**Fix:** Make the following changes in [data/moves/effects.asm](https://github.com/pret/pokecrystal/blob/master/data/moves/effects.asm)
**Fix:** Edit [data/moves/effects.asm](https://github.com/pret/pokecrystal/blob/master/data/moves/effects.asm):
```diff
DefenseUpHit:
checkobedience
usedmovetext
doturn
...
criticaltext
supereffectivetext
+ defenseup
checkfaint
buildopponentrage
- defenseup
statupmessage
endmove
...
criticaltext
supereffectivetext
+ defenseup
checkfaint
buildopponentrage
- defenseup
statupmessage
endmove
AttackUpHit:
checkobedience
usedmovetext
doturn
...
criticaltext
supereffectivetext
+ attackup
checkfaint
buildopponentrage
- attackup
statupmessage
endmove
...
criticaltext
supereffectivetext
+ attackup
checkfaint
buildopponentrage
- attackup
statupmessage
endmove
AllUpHit:
checkobedience
usedmovetext
doturn
...
criticaltext
supereffectivetext
+ allstatsup
checkfaint
buildopponentrage
- allstatsup
endmove
...
criticaltext
supereffectivetext
+ allstatsup
checkfaint
buildopponentrage
- allstatsup
endmove
```
## Single-player battle engine