ref: 4f43e47fc9a343b973ed3b60d6ec34c3b9f97fa8
parent: 30063216cdf85dc069c9e0162195cede7d24d4a4
author: YamaArashi <[email protected]>
date: Sat Aug 29 20:15:59 EDT 2015
rename ItemUseBall labels
--- a/engine/items/items.asm
+++ b/engine/items/items.asm
@@ -163,7 +163,6 @@
jp .captured
.notOldManBattle
-
; If the player is fighting the ghost Marowak, set the value that indicates the
; Pokémon can't be caught and skip the capture calculations.
ld a,[W_CURMAP]
@@ -254,11 +253,10 @@
ld a,[wcf91]
cp a,GREAT_BALL
ld a,12
- jr nz,.next7
+ jr nz,.skip1
ld a,8
-.next7
-
+.skip1
; Note that the results of all division operations are floored.
; Calculate (MaxHP * 255) / BallFactor.
@@ -278,11 +276,10 @@
srl b
rr a
and a
- jr nz,.next8
+ jr nz,.skip2
inc a
-.next8
-
+.skip2
; Let W = ((MaxHP * 255) / BallFactor) / max(HP / 4, 1). Calculate W.
ld [H_DIVISOR],a
ld b,4
@@ -292,11 +289,11 @@
; Let X = min(W, 255) = [H_QUOTIENT + 3].
ld a,[H_QUOTIENT + 2]
and a
- jr z,.next9
+ jr z,.skip3
ld a,255
ld [H_QUOTIENT + 3],a
-.next9
+.skip3
pop bc ; b = Rand1 - Status
; If Rand1 - Status > CatchRate, the ball fails to capture the Pokémon.
@@ -341,16 +338,15 @@
ld a,[wcf91]
ld b,255
cp a,POKE_BALL
- jr z,.next11
+ jr z,.skip4
ld b,200
cp a,GREAT_BALL
- jr z,.next11
+ jr z,.skip4
ld b,150
cp a,ULTRA_BALL
- jr z,.next11
+ jr z,.skip4
-.next11
-
+.skip4
; Let Y = (CatchRate * 100) / BallFactor2. Calculate Y.
ld a,b
ld [H_DIVISOR],a
@@ -380,23 +376,23 @@
; no status ailment: Status2 = 0
; Burn/Paralysis/Poison: Status2 = 5
; Freeze/Sleep: Status2 = 10
-; Let Z = ((X * Y) / 255) + Status2.
ld a,[wEnemyMonStatus]
and a
- jr z,.next13
+ jr z,.skip5
and a, 1 << FRZ | SLP
ld b,5
- jr z,.next14
+ jr z,.addAilmentValue
ld b,10
-.next14
+.addAilmentValue
; If the Pokémon has a status ailment, add Status2.
ld a,[H_QUOTIENT + 3]
add b
ld [H_QUOTIENT + 3],a
-.next13
+.skip5
; Finally determine the number of shakes.
+; Let Z = ((X * Y) / 255) + Status2 = [H_QUOTIENT + 3].
; The number of shakes depend on the range Z is in.
; 0 ≤ Z < 10: 0 shakes (the ball misses)
; 10 ≤ Z < 30: 1 shake
@@ -419,7 +415,6 @@
ld [wPokeBallAnimData],a
.skipShakeCalculations
-
ld c,20
call DelayFrames
@@ -480,7 +475,7 @@
jr z,.notTransformed
ld a,DITTO
ld [wEnemyMonSpecies2],a
- jr .next16
+ jr .skip6
.notTransformed
; If the Pokémon is not transformed, set the transformed bit and copy the
@@ -493,7 +488,7 @@
ld a,[wEnemyMonDVs + 1]
ld [hl],a
-.next16
+.skip6
ld a,[wcf91]
push af
ld a,[wEnemyMonSpecies2]