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More battle code cleanup.
- Use more substatus constants. - Reformat some code to be more atomic. - Add constants for unused status prevention held item effects. - Remove pointless or redundant comments.
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parent
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447
battle/core.asm
447
battle/core.asm
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Load Diff
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Load Diff
@ -1,6 +1,8 @@
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MAX_LEVEL EQU 100
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NUM_MOVES EQU 4
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REST_TURNS EQU 2
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ATTACK EQU 0
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DEFENSE EQU 1
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SPEED EQU 2
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@ -110,6 +112,7 @@ SUBSTATUS_UNLEASH EQU 0
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SUBSTATUS_CANT_RUN EQU 7
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SUBSTATUS_DESTINY_BOND EQU 6
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SUBSTATUS_LOCK_ON EQU 5
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SUBSTATUS_TRANSFORMED EQU 3
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SUBSTATUS_TOXIC EQU 0
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; environmental
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@ -119,6 +122,7 @@ SCREENS_SAFEGUARD EQU 2
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SCREENS_SPIKES EQU 0
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; weather
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WEATHER_NONE EQU 0
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WEATHER_RAIN EQU 1
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WEATHER_SUN EQU 2
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WEATHER_SANDSTORM EQU 3
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@ -267,6 +267,7 @@ HELD_BERRY EQU $01
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HELD_LEFTOVERS EQU $03
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HELD_RESTORE_PP EQU $06
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HELD_CLEANSE_TAG EQU $08
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HELD_HEAL_POISON EQU $0a
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HELD_HEAL_FREEZE EQU $0b
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HELD_HEAL_BURN EQU $0c
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@ -274,7 +275,24 @@ HELD_HEAL_SLEEP EQU $0d
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HELD_HEAL_PARALYZE EQU $0e
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HELD_HEAL_STATUS EQU $0f
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HELD_HEAL_CONFUSION EQU $10
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HELD_PREVENT_POISON EQU $14
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HELD_PREVENT_BURN EQU $15
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HELD_PREVENT_FREEZE EQU $16
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HELD_PREVENT_SLEEP EQU $17
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HELD_PREVENT_PARALYZE EQU $18
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HELD_PREVENT_CONFUSE EQU $19
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HELD_ATTACK_UP EQU $1f
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HELD_DEFENSE_UP EQU $20
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HELD_SPEED_UP EQU $21
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HELD_SP_ATTACK_UP EQU $22
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HELD_SP_DEFENSE_UP EQU $23
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HELD_ACCURACY_UP EQU $24
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HELD_EVASION_UP EQU $25
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HELD_METAL_POWDER EQU $2a
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HELD_NORMAL_BOOST EQU $32
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HELD_FIGHTING_BOOST EQU $33
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HELD_FLYING_BOOST EQU $34
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@ -292,6 +310,7 @@ HELD_ICE_BOOST EQU $3f
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HELD_DRAGON_BOOST EQU $40
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HELD_DARK_BOOST EQU $41
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HELD_STEEL_BOOST EQU $42
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HELD_ESCAPE EQU $48
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HELD_CRITICAL_UP EQU $49
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HELD_QUICK_CLAW EQU $4a
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@ -72,9 +72,9 @@ D_DOWN EQU %10000000
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; screen
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HP_BAR_LENGTH EQU 6
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HP_BAR_LENGTH_PX EQU 48
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HP_BAR_LENGTH_PX EQU HP_BAR_LENGTH * 8
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EXP_BAR_LENGTH EQU 8
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EXP_BAR_LENGTH_PX EQU 64
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EXP_BAR_LENGTH_PX EQU EXP_BAR_LENGTH * 8
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SCREEN_WIDTH EQU 20
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SCREEN_HEIGHT EQU 18
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@ -25,7 +25,7 @@ UNUSED_TYPES EQU const_value
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const TYPE_17
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const TYPE_18
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const CURSE_T
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UNUSED_TYPES_END EQU const_value
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SPECIAL EQU const_value
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const FIRE
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@ -37,3 +37,4 @@ SPECIAL EQU const_value
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const DRAGON
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const DARK
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TYPES_END EQU const_value
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4
main.asm
4
main.asm
@ -57004,7 +57004,7 @@ StatsScreenInit: ; 4dc8a
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jr StatsScreenInit_gotaddress
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Function4dc8f: ; 4dc8f
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ld hl, Function4dcf7
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ld hl, StatsScreenBattle
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jr StatsScreenInit_gotaddress
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StatsScreenInit_gotaddress: ; 4dc94
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@ -57063,7 +57063,7 @@ StatsScreenMain: ; 0x4dcd2
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ret
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; 0x4dcf7
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Function4dcf7: ; 4dcf7
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StatsScreenBattle: ; 4dcf7
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xor a
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ld [$cf63], a
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ld [$cf64], a
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12
wram.asm
12
wram.asm
@ -552,7 +552,11 @@ LinkBattleRNCount:: ; c6e5
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CurEnemyMoveNum:: ; c6e9
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ds 1
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ds 10
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ds 2
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wPayDayMoney:: ds 3 ; c6ec
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ds 5
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AlreadyDisobeyed:: ; c6f4
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ds 1
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@ -1176,8 +1180,12 @@ OTPartyMon6:: party_struct OTPartyMon6 ; d378
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OTPartyMonOT:: ds NAME_LENGTH * PARTY_LENGTH ; d3a8
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OTPartyMonNicknames:: ds PKMN_NAME_LENGTH * PARTY_LENGTH ; d3ea
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ds 4
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wBattleAction:: ds 1 ; d430
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ds 1
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SECTION "Map Events", WRAMX[$d432], BANK[1]
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MapStatus:: ; d432
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ds 1
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MapEventStatus:: ; d433
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