ref: 80a3f7e1baea5a17ba039bdfe62d848f73288119
parent: 72f3234e036a6fbff598858f2b8713268cf9fca0
author: Nescientist <[email protected]>
date: Sun Jun 20 12:56:11 EDT 2021
Fixing comments in BattleCommand_Teleport
--- a/docs/bugs_and_glitches.md
+++ b/docs/bugs_and_glitches.md
@@ -1250,11 +1250,13 @@
call BattleRandom
cp c
jr nc, .loop_enemy
+ ; b = player level / 4
srl b
srl b
- cp b
-- ; This should be jr c, .failed
+- ; This should be "jr c, .failed"
- ; As written, it makes enemy use of Teleport always succeed if able
++ ; If the random number >= player level / 4, Teleport will succeed
+ cp b
- jr nc, .run_away
+ jr c, .failed
```
--- a/engine/battle/move_effects/teleport.asm
+++ b/engine/battle/move_effects/teleport.asm
@@ -15,31 +15,34 @@
call GetBattleVar
bit SUBSTATUS_CANT_RUN, a
jr nz, .failed
-; Only need to check these next things if it's your turn
ldh a, [hBattleTurn]
and a
jr nz, .enemy_turn
-; Can't teleport from a trainer battle
+
+ ; Can't teleport from a trainer battle
ld a, [wBattleMode]
dec a
jr nz, .failed
-; If your level is greater than the opponent's, you run without fail.
+ ; b = player level
ld a, [wCurPartyLevel]
ld b, a
+ ; If player level >= enemy level, Teleport will succeed
ld a, [wBattleMonLevel]
cp b
jr nc, .run_away
-; Generate a number between 0 and (YourLevel + TheirLevel).
+ ; c = player level + enemy level + 1
add b
ld c, a
inc c
+ ; Generate a number less than c
.loop_player
call BattleRandom
cp c
jr nc, .loop_player
-; If that number is greater than 4 times your level, run away.
+ ; b = enemy level / 4
srl b
srl b
+ ; If the random number >= enemy level / 4, Teleport will succeed
cp b
jr nc, .run_away
@@ -48,27 +51,34 @@
jp PrintButItFailed
.enemy_turn
+ ; Can't teleport from a trainer battle
ld a, [wBattleMode]
dec a
jr nz, .failed
+ ; b = enemy level
ld a, [wBattleMonLevel]
ld b, a
+ ; If enemy level >= player level, Teleport will succeed
ld a, [wCurPartyLevel]
cp b
jr nc, .run_away
+ ; c = enemy level + player level + 1
add b
ld c, a
inc c
+ ; Generate a number less than c
.loop_enemy
call BattleRandom
cp c
jr nc, .loop_enemy
+ ; b = player level / 4
srl b
srl b
- cp b
- ; This should be jr c, .failed
+ ; This should be "jr c, .failed"
; As written, it makes enemy use of Teleport always succeed if able
+ cp b
jr nc, .run_away
+
.run_away
call UpdateBattleMonInParty
xor a