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I don't know if it happens all the time since I only tried it once in my test of the latest compile of the TCNS (Beta 2), but I just came across this strange glitch where when the enemy attacks a Poison-type with Poison Sting, after damage is calculated and the "not very effective" ("super effective" for dual-type Bug/Poison) message is shown, the "doesn't affect" message is then shown. I only intend for the "doesn't affect" message to be shown when a non-damaging poisoning move is used on a Poison-type or when any Poison-type move is used on a Steel-type. How do I make sure of that?
(BTW I intend to fix that glitch as early as Beta 2.1.)
Right, well, here's the portion of the code that's going to be relevant here:
PoisonEffect: ; 3f24f (f:724f) ld hl, wEnemyMonStatus ld de, wPlayerMoveEffect ld a, [H_WHOSETURN] and a jr z, .poisonEffect ld hl, wBattleMonStatus ld de, wEnemyMoveEffect .poisonEffect call CheckTargetSubstitute jr nz, .noEffect ; can't posion a substitute target ld a, [hli] ld b, a and a jr nz, .noEffect ; miss if target is already statused ld a, [hli] cp POISON ; can't poison a poison-type target jr z, .versusPoison ld a, [hld] cp POISON ; can't poison a poison-type target jr z, .versusPoison ld a, [de] cp POISON_SIDE_EFFECT1 ld b, $34 ; ~20% chance of poisoning jr z, .sideEffectTest cp POISON_SIDE_EFFECT2 ld b, $67 ; ~40% chance of poisoning jr z, .sideEffectTest push hl push de call MoveHitTest ; apply accuracy tests pop de pop hl ld a, [wMoveMissed] and a jr nz, .didntAffect jr .inflictPoison .sideEffectTest call BattleRandom cp b ; was side effect successful? ret nc .inflictPoison dec hl set 3, [hl] ; mon is now poisoned push de dec de ld a, [H_WHOSETURN] and a ld b, ANIM_C7 ld hl, wPlayerBattleStatus3 ld a, [de] ld de, wPlayerToxicCounter jr nz, .ok ld b, ANIM_A9 ld hl, wEnemyBattleStatus3 ld de, wEnemyToxcCounter .ok cp TOXIC jr nz, .normalPoison ; done if move is not Toxic set BadlyPoisoned, [hl] ; else set Toxic battstatus xor a ld [de], a ld hl, BadlyPoisonedText jr .asm_3f2c0 .normalPoison ld hl, PoisonedText .asm_3f2c0 pop de ld a, [de] cp POISON_EFFECT jr z, .asm_3f2cd ld a, b call PlayBattleAnimation2 jp PrintText .asm_3f2cd call PlayCurrentMoveAnimation2 jp PrintText .noEffect ld a, [de] cp POISON_EFFECT ret nz .didntAffect ld c, 50 call DelayFrames jp PrintDidntAffectText .versusPoison ld c, 50 call DelayFrames jp PrintDoesntAffectText
.versusPoison, obviously, is supposed to point to the "doesn't affect" text, while .noEffect is supposed to point to the "didn't affect" text. Out of the two which currently direct to .versusPoison, does the one that should've stayed .noEffect (i.e. the one relating to damaging moves) go under [hli] or [hld]?
I've just isolated the problem. Now to get rid of that annoying "doesn't affect" message for when it's not supposed to appear...
Last edited by Fotomac (2016-03-24 17:28:05)
I was only partly successful; if a damaging-type Poison-type move hits a Pokémon with Poison as its primary type, the message appears, but not if the Pokémon has Poison as its secondary type.
Here's the piece of code we must focus on now:
.noEffect ld a, [de] cp POISON_EFFECT ret nz .didntAffect ld c, 50 call DelayFrames jp PrintDidntAffectText .versusPoison ld c, 50 call DelayFrames jp PrintDoesntAffectText