Clean up some percentage values

This commit is contained in:
Rangi 2020-05-07 11:09:41 -04:00 committed by Rangi
parent 8c51de1aba
commit 5f197c53f4
13 changed files with 123 additions and 98 deletions

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@ -1,8 +1,8 @@
CriticalHitChances:
db 7 percent ; 0
db 12 percent + 2 ; +1
db 25 percent + 1 ; +2
db 33 percent + 1 ; +3
db 50 percent + 1 ; +4
db 50 percent + 1 ; +5
db 50 percent + 1 ; +6
db 1 out_of 15 ; 0
db 1 out_of 8 ; +1
db 1 out_of 4 ; +2
db 1 out_of 3 ; +3
db 1 out_of 2 ; +4
db 1 out_of 2 ; +5
db 1 out_of 2 ; +6

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@ -1,12 +1,12 @@
HappinessData_OlderHaircutBrother:
db $4c, 2, HAPPINESS_OLDERCUT1 ; 30% chance
db $80, 3, HAPPINESS_OLDERCUT2 ; 50% chance
db $ff, 4, HAPPINESS_OLDERCUT3 ; 20% chance
db 30 percent, 2, HAPPINESS_OLDERCUT1 ; 30% chance
db 50 percent + 1, 3, HAPPINESS_OLDERCUT2 ; 50% chance
db 100 percent, 4, HAPPINESS_OLDERCUT3 ; 20% chance
HappinessData_YoungerHaircutBrother:
db $9a, 2, HAPPINESS_YOUNGCUT1 ; 60% chance
db $4c, 3, HAPPINESS_YOUNGCUT2 ; 30% chance
db $ff, 4, HAPPINESS_YOUNGCUT3 ; 10% chance
db 60 percent + 1, 2, HAPPINESS_YOUNGCUT1 ; 60% chance
db 30 percent, 3, HAPPINESS_YOUNGCUT2 ; 30% chance
db 100 percent, 4, HAPPINESS_YOUNGCUT3 ; 10% chance
HappinessData_DaisysGrooming:
db $ff, 2, HAPPINESS_GROOMING ; 99.6% chance
db 100 percent, 2, HAPPINESS_GROOMING ; 99.6% chance

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@ -1,9 +1,9 @@
MagnitudePower:
; chance, power, magnitude #
db 13, 10, 4
db 38, 30, 5
db 89, 50, 6
db 166, 70, 7
db 217, 90, 8
db 242, 110, 9
db 255, 150, 10
db 5 percent + 1, 10, 4 ; 5%
db 15 percent, 30, 5 ; 10%
db 35 percent, 50, 6 ; 20%
db 65 percent + 1, 70, 7 ; 30%
db 85 percent + 1, 90, 8 ; 20%
db 95 percent, 110, 9 ; 10%
db 100 percent, 150, 10 ; 5%

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@ -1,6 +1,6 @@
PresentPower:
; chance, power
db 40 percent, 40 ; 40%
db 70 percent + 1, 80 ; 30%
db 80 percent, 120 ; 10%
db 40 percent, 40 ; 40% chance
db 70 percent + 1, 80 ; 30% chance
db 80 percent, 120 ; 10% chance
db -1 ; 20% chance to heal instead

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@ -1198,6 +1198,7 @@ GrimerEvosAttacks:
MukEvosAttacks:
db 0 ; no more evolutions
; moves are not sorted by level
db 1, POISON_GAS
db 1, POUND
db 1, HARDEN

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@ -1,5 +1,6 @@
AIScoring: ; used only for BANK(AIScoring)
AI_Basic:
; Don't do anything redundant:
; -Using status-only moves if the player can't be statused
@ -458,15 +459,15 @@ AI_Smart_LockOn:
.asm_38834
ld a, [wPlayerEvaLevel]
cp $a
cp BASE_STAT_LEVEL + 3
jr nc, .asm_3887a
cp $8
cp BASE_STAT_LEVEL + 1
jr nc, .asm_38875
ld a, [wEnemyAccLevel]
cp $5
cp BASE_STAT_LEVEL - 2
jr c, .asm_3887a
cp $7
cp BASE_STAT_LEVEL
jr c, .asm_38875
ld hl, wEnemyMonMoves
@ -572,7 +573,7 @@ AI_Smart_Selfdestruct:
; If enemy's HP is between 25% and 50%,
; over 90% chance to greatly discourage this move.
call Random
cp 9 percent - 2
cp 8 percent
ret c
.asm_388c6
@ -596,7 +597,7 @@ AI_Smart_DreamEater:
AI_Smart_EvasionUp:
; Dismiss this move if enemy's evasion can't raise anymore.
ld a, [wEnemyEvaLevel]
cp $d
cp MAX_STAT_LEVEL
jp nc, AIDiscourageMove
; If enemy's HP is full...
@ -707,12 +708,12 @@ AI_Smart_AlwaysHit:
; ...enemy's accuracy level has been lowered three or more stages
ld a, [wEnemyAccLevel]
cp $5
cp BASE_STAT_LEVEL - 2
jr c, .asm_38954
; ...or player's evasion level has been raised three or more stages.
ld a, [wPlayerEvaLevel]
cp $a
cp BASE_STAT_LEVEL + 3
ret c
.asm_38954
@ -872,12 +873,12 @@ AI_Smart_ResetStats:
; 85% chance to encourage this move if any of enemy's stat levels is lower than -2.
push hl
ld hl, wEnemyAtkLevel
ld c, $8
ld c, NUM_LEVEL_STATS
.asm_389fb
dec c
jr z, .asm_38a05
ld a, [hli]
cp $5
cp BASE_STAT_LEVEL - 2
jr c, .asm_38a12
jr .asm_389fb
@ -889,7 +890,7 @@ AI_Smart_ResetStats:
dec c
jr z, .asm_38a1b
ld a, [hli]
cp $a
cp BASE_STAT_LEVEL + 3
jr c, .asm_38a0a
.asm_38a12
@ -1108,12 +1109,12 @@ AI_Smart_SpDefenseUp2:
; Discourage this move if enemy's special defense level is higher than +3.
ld a, [wEnemySDefLevel]
cp $b
cp BASE_STAT_LEVEL + 4
jr nc, .asm_38b10
; 80% chance to greatly encourage this move if
; enemy's Special Defense level is lower than +2, and the player is of a special type.
cp $9
cp BASE_STAT_LEVEL + 2
ret nc
ld a, [wBattleMonType1]
@ -1252,11 +1253,11 @@ AI_Smart_Rage:
; Encourage this move based on Rage's counter.
.asm_38b8c
ld a, [wEnemyRageCounter]
cp $2
cp 2
ret c
dec [hl]
ld a, [wEnemyRageCounter]
cp $3
cp 3
ret c
dec [hl]
ret
@ -1328,7 +1329,7 @@ AI_Smart_Mimic:
AI_Smart_Counter:
push hl
ld hl, wPlayerUsedMoves
ld c, 4
ld c, NUM_MOVES
ld b, 0
.asm_38bf9
@ -1467,8 +1468,8 @@ AI_Smart_SleepTalk:
; Greatly discourage this move otherwise.
ld a, [wEnemyMonStatus]
and $7
cp $1
and SLP
cp 1
jr z, .asm_38cc7
dec [hl]
@ -1529,9 +1530,9 @@ AI_Smart_Spite:
.asm_38cfb
pop hl
ld a, [de]
cp $6
cp 6
jr c, .asm_38d0d
cp $f
cp 15
jr nc, .asm_38d0b
call Random
@ -1828,9 +1829,9 @@ AI_Smart_Curse:
jr nc, .asm_38e93
ld a, [wEnemyAtkLevel]
cp $b
cp BASE_STAT_LEVEL + 4
jr nc, .asm_38e93
cp $9
cp BASE_STAT_LEVEL + 2
ret nc
ld a, [wBattleMonType1]
@ -1954,10 +1955,10 @@ AI_Smart_Protect:
AI_Smart_Foresight:
ld a, [wEnemyAccLevel]
cp $5
cp BASE_STAT_LEVEL - 2
jr c, .asm_38f41
ld a, [wPlayerEvaLevel]
cp $a
cp BASE_STAT_LEVEL + 3
jr nc, .asm_38f41
ld a, [wBattleMonType1]
@ -2417,7 +2418,7 @@ AI_Smart_BellyDrum:
; Else, discourage this move if enemy's HP is not full.
ld a, [wEnemyAtkLevel]
cp $a
cp BASE_STAT_LEVEL + 3
jr nc, .asm_3914d
call AICheckEnemyMaxHP
@ -2472,12 +2473,12 @@ AI_Smart_PsychUp:
; Else, 80% chance to encourage this move unless player's accuracy level is lower than -1...
ld a, [wPlayerAccLevel]
cp $6
cp BASE_STAT_LEVEL - 1
ret c
; ...or enemy's evasion level is higher than +0.
ld a, [wEnemyEvaLevel]
cp $8
cp BASE_STAT_LEVEL + 1
ret nc
call AI_80_20
@ -2494,8 +2495,8 @@ AI_Smart_PsychUp:
AI_Smart_MirrorCoat:
push hl
ld hl, wPlayerUsedMoves
ld c, $4
ld b, $0
ld c, NUM_MOVES
ld b, 0
.asm_39193
ld a, [hli]
@ -2828,7 +2829,7 @@ AIHasMoveInArray:
.next
ld a, [hli]
cp $ff
cp -1
jr z, .done
ld b, a

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@ -6200,7 +6200,7 @@ LoadEnemyMon:
jr z, .Happiness
; 40% chance of not flooring
call Random
cp 40 percent - 2
cp 39 percent + 1
jr c, .Happiness
; Try again if length < 1024 mm (i.e. if HIGH(length) < 3 feet)
ld a, [wMagikarpLength]

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@ -198,7 +198,7 @@ DayCareStep::
callfar CheckBreedmonCompatibility
ld a, [wBreedingCompatibility]
cp 230
ld b, 32 percent - 1
ld b, 31 percent + 1
jr nc, .okay
ld a, [wBreedingCompatibility]
cp 170

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@ -26,7 +26,7 @@ GivePokerusAndConvertBerries:
and a
ret nz
ldh a, [hRandomSub]
cp $3
cp 3
ret nc ; 3/65536 chance (00 00, 00 01 or 00 02)
ld a, [wPartyCount]
ld b, a
@ -128,7 +128,7 @@ ConvertBerriesToBerryJuice:
bit STATUSFLAGS2_REACHED_GOLDENROD_F, [hl]
ret z
call Random
cp 6 percent + 1 ; 1/16 chance
cp 1 out_of 16 ; 6.25% chance
ret nc
ld hl, wPartyMons
ld a, [wPartyCount]

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@ -586,7 +586,7 @@ Slots_StopReel2:
call .CheckReel1ForASeven
jr nz, .dont_jump
call Random
cp $50 ; 32%
cp 31 percent + 1
jr nc, .dont_jump
ld a, REEL_ACTION_SET_UP_REEL2_SKIP_TO_7
ret
@ -632,20 +632,20 @@ Slots_StopReel3:
and a
jr nz, .biased
call Random
cp 180
cp 71 percent - 1
jr nc, .stop
cp 120
cp 47 percent + 1
jr nc, .slow_advance
cp 60
cp 24 percent - 1
jr nc, .golem
ld a, REEL_ACTION_INIT_CHANSEY
ret
.biased
call Random
cp 160
cp 63 percent
jr nc, .stop
cp 80
cp 31 percent + 1
jr nc, .slow_advance
.golem
ld a, REEL_ACTION_INIT_GOLEM
@ -1608,7 +1608,7 @@ Slots_GetNumberOfGolems:
.not_biased_to_seven
call Random
and $7
cp $4 ; ((50 percent) & 7) + 1
cp $8 / 2 ; 50%
jr c, .not_biased_to_seven
ld e, a
.loop2
@ -1649,22 +1649,22 @@ Slots_InitBias:
ret
.Normal:
db $01, SLOTS_SEVEN ; 1/256
db $03, SLOTS_POKEBALL ; 1/128
db $0a, SLOTS_STARYU ; 7/256
db $14, SLOTS_SQUIRTLE ; 5/128
db $28, SLOTS_PIKACHU ; 5/64
db $30, SLOTS_CHERRY ; 1/32
db $ff, SLOTS_NO_BIAS ; everything else
db 1 percent - 1, SLOTS_SEVEN
db 1 percent + 1, SLOTS_POKEBALL
db 4 percent, SLOTS_STARYU
db 8 percent, SLOTS_SQUIRTLE
db 16 percent, SLOTS_PIKACHU
db 19 percent, SLOTS_CHERRY
db 100 percent, SLOTS_NO_BIAS
.Lucky:
db $02, SLOTS_SEVEN ; 1/128
db $03, SLOTS_POKEBALL ; 1/256
db $08, SLOTS_STARYU ; 5/256
db $10, SLOTS_SQUIRTLE ; 1/32
db $1e, SLOTS_PIKACHU ; 7/128
db $50, SLOTS_CHERRY ; 25/128
db $ff, SLOTS_NO_BIAS ; everything else
db 1 percent, SLOTS_SEVEN
db 1 percent + 1, SLOTS_POKEBALL
db 3 percent + 1, SLOTS_STARYU
db 6 percent + 1, SLOTS_SQUIRTLE
db 12 percent, SLOTS_PIKACHU
db 31 percent + 1, SLOTS_CHERRY
db 100 percent, SLOTS_NO_BIAS
Slots_IlluminateBetLights:
ld b, $14 ; turned on

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@ -80,7 +80,7 @@ PrepMysteryGiftDataToSend:
.tenpercent
call Random
cp 20 percent - 1
cp 20 percent - 1 ; 50
jr c, .twopercent
call Random
and %011

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@ -1,7 +1,30 @@
; Value macros
; Many arbitrary percentages are simple base-10 or base-16 values:
; - 10 = 4 percent
; - 15 = 6 percent
; - $10 = 6 percent + 1 = 7 percent - 1
; - 20 = 8 percent
; - 25 = 10 percent
; - 30 = 12 percent
; - 40 = 16 percent
; - 50 = 20 percent - 1
; - 60 = 24 percent - 1
; - 70 = 28 percent - 1
; - 80 = 31 percent + 1 = 32 percent - 1
; - 85 = 33 percent + 1 = 34 percent - 1
; - 100 = 39 percent + 1 = 40 percent - 2
; - 120 = 47 percent + 1
; - 123 = 49 percent - 1
; - 160 = 63 percent
; - 180 = 71 percent - 1 = 70 percent + 2
; - 200 = 79 percent - 1
; - 230 = 90 percent + 1
percent EQUS "* $ff / 100"
; e.g. 1 out_of 2 == 50 percent + 1 == $80
out_of EQUS "* $100 /"
; Constant data (db, dw, dl) macros
dwb: MACRO