ref: 5f197c53f47e19b860df7c92bd1971f2a73f1156
parent: 8c51de1aba87743013feba24f8b0957b108be215
author: Rangi <[email protected]>
date: Thu May 7 07:09:41 EDT 2020
Clean up some percentage values
--- a/constants/pokemon_data_constants.asm
+++ b/constants/pokemon_data_constants.asm
@@ -27,11 +27,11 @@
BASE_DATA_SIZE EQUS "(wCurBaseDataEnd - wCurBaseData)"
; gender ratio constants
-GENDER_F0 EQU 0 percent
-GENDER_F12_5 EQU 12 percent + 1
-GENDER_F25 EQU 25 percent
-GENDER_F50 EQU 50 percent
-GENDER_F75 EQU 75 percent
+GENDER_F0 EQU 0 percent
+GENDER_F12_5 EQU 12 percent + 1
+GENDER_F25 EQU 25 percent
+GENDER_F50 EQU 50 percent
+GENDER_F75 EQU 75 percent
GENDER_F100 EQU 100 percent - 1
GENDER_UNKNOWN EQU -1
--- a/data/battle/critical_hit_chances.asm
+++ b/data/battle/critical_hit_chances.asm
@@ -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
--- a/data/events/happiness_probabilities.asm
+++ b/data/events/happiness_probabilities.asm
@@ -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
--- a/data/moves/magnitude_power.asm
+++ b/data/moves/magnitude_power.asm
@@ -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%
--- a/data/moves/present_power.asm
+++ b/data/moves/present_power.asm
@@ -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
--- a/data/pokemon/evos_attacks.asm
+++ b/data/pokemon/evos_attacks.asm
@@ -1198,6 +1198,7 @@
MukEvosAttacks:
db 0 ; no more evolutions
+ ; moves are not sorted by level
db 1, POISON_GAS
db 1, POUND
db 1, HARDEN
--- a/engine/battle/ai/scoring.asm
+++ b/engine/battle/ai/scoring.asm
@@ -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 @@
.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 @@
; 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_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 @@
; ...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 @@
; 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 @@
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 @@
; 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 @@
; 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_Counter:
push hl
ld hl, wPlayerUsedMoves
- ld c, 4
+ ld c, NUM_MOVES
ld b, 0
.asm_38bf9
@@ -1467,8 +1468,8 @@
; 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 @@
.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 @@
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_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 @@
; 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 @@
; 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_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 @@
.next
ld a, [hli]
- cp $ff
+ cp -1
jr z, .done
ld b, a
--- a/engine/battle/core.asm
+++ b/engine/battle/core.asm
@@ -6200,7 +6200,7 @@
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]
--- a/engine/events/happiness_egg.asm
+++ b/engine/events/happiness_egg.asm
@@ -198,7 +198,7 @@
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
--- a/engine/events/pokerus/pokerus.asm
+++ b/engine/events/pokerus/pokerus.asm
@@ -26,8 +26,8 @@
and a
ret nz
ldh a, [hRandomSub]
- cp $3
- ret nc ; 3/65536 chance (00 00, 00 01 or 00 02)
+ cp 3
+ ret nc ; 3/65536 chance (00 00, 00 01 or 00 02)
ld a, [wPartyCount]
ld b, a
.randomMonSelectLoop
@@ -36,11 +36,11 @@
cp b
jr nc, .randomMonSelectLoop
ld hl, wPartyMon1PokerusStatus
- call GetPartyLocation ; get pokerus byte of random mon
+ call GetPartyLocation ; get pokerus byte of random mon
ld a, [hl]
and $f0
- ret nz ; if it already has pokerus, do nothing
-.randomPokerusLoop ; Simultaneously sample the strain and duration
+ ret nz ; if it already has pokerus, do nothing
+.randomPokerusLoop ; Simultaneously sample the strain and duration
call Random
and a
jr z, .randomPokerusLoop
@@ -62,20 +62,20 @@
.TrySpreadPokerus:
call Random
cp 33 percent + 1
- ret nc ; 1/3 chance
+ ret nc ; 1/3 chance
ld a, [wPartyCount]
cp 1
- ret z ; only one mon, nothing to do
+ ret z ; only one mon, nothing to do
ld c, [hl]
ld a, b
cp 2
- jr c, .checkPreviousMonsLoop ; no more mons after this one, go backwards
+ jr c, .checkPreviousMonsLoop ; no more mons after this one, go backwards
call Random
cp 50 percent + 1
- jr c, .checkPreviousMonsLoop ; 1/2 chance, go backwards
+ jr c, .checkPreviousMonsLoop ; 1/2 chance, go backwards
.checkFollowingMonsLoop
add hl, de
ld a, [hl]
@@ -83,8 +83,8 @@
jr z, .infectMon
ld c, a
and $3
- ret z ; if mon has cured pokerus, stop searching
- dec b ; go on to next mon
+ ret z ; if mon has cured pokerus, stop searching
+ dec b ; go on to next mon
ld a, b
cp 1
jr nz, .checkFollowingMonsLoop ; no more mons left
@@ -93,7 +93,7 @@
.checkPreviousMonsLoop
ld a, [wPartyCount]
cp b
- ret z ; no more mons
+ ret z ; no more mons
ld a, l
sub e
ld l, a
@@ -105,8 +105,8 @@
jr z, .infectMon
ld c, a
and $3
- ret z ; if mon has cured pokerus, stop searching
- inc b ; go on to next mon
+ ret z ; if mon has cured pokerus, stop searching
+ inc b ; go on to next mon
jr .checkPreviousMonsLoop
.infectMon
@@ -128,7 +128,7 @@
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]
--- a/engine/games/slot_machine.asm
+++ b/engine/games/slot_machine.asm
@@ -586,7 +586,7 @@
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
@@ -632,11 +632,11 @@
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
@@ -643,9 +643,9 @@
.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 @@
.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 @@
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
--- a/engine/link/mystery_gift_2.asm
+++ b/engine/link/mystery_gift_2.asm
@@ -80,7 +80,7 @@
.tenpercent
call Random
- cp 20 percent - 1
+ cp 20 percent - 1 ; 50
jr c, .twopercent
call Random
and %011
--- a/macros/data.asm
+++ b/macros/data.asm
@@ -1,6 +1,29 @@
; 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