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authorIdain <luiscarlosholguinperez@outlook.com>2021-04-18 06:41:14 -0400
committerIdain <luiscarlosholguinperez@outlook.com>2021-04-18 06:41:14 -0400
commit1396b14afe04814ab9b6fc79c86dc703dd8ab3f8 (patch)
tree3ec126420ca283cf630e8d874287539b54547d69
parent51a0fb0594ff978a047f4c56e75bd9de2ad2b31b (diff)
Small improvement to the grammar
-rw-r--r--Make-time-and-weather-sensitive-moves-only-weather-dependent.md (renamed from Make-time--and-weather-sensitive-moves-only-weather-dependent.md)8
1 files changed, 4 insertions, 4 deletions
diff --git a/Make-time--and-weather-sensitive-moves-only-weather-dependent.md b/Make-time-and-weather-sensitive-moves-only-weather-dependent.md
index 52170e3..cd93598 100644
--- a/Make-time--and-weather-sensitive-moves-only-weather-dependent.md
+++ b/Make-time-and-weather-sensitive-moves-only-weather-dependent.md
@@ -1,6 +1,6 @@
-In Generation 2 the Day/Night feature was introduced and, along with it, three moves that depend on it: Morning Sun (Morning), Synthesis (Day) and Moonlight (Night). The healing amount is affected by both the weather and the time of day, varying from ¼ Max HP (no weather and no matching time of day), ½ Max HP (either sunny or matching time of day), 100% Max HP (both sunny and matching time of day), and ⅛ Max HP (either rain/sandstorm and no matching time of day).
+In Generation 2 the Day/Night feature was introduced and, along with it, three moves that depend on it: Morning Sun (Morning), Synthesis (Day) and Moonlight (Night). The healing amount is affected by both the active weather and the time of day, which can be ¼ Max HP (no weather and no matching time of day), ½ Max HP (either sunny or matching time of day), 100% Max HP (both sunny and matching time of day), and ⅛ Max HP (rain/sandstorm active and no matching time of day).
-In Generation 3 onwards it only depends on weather, normally healing ½ max HP with no weather, ⅔ max HP is there's harsh sunlight, and ¼ max HP in any other weather. The objective of this tutorial will be to make the moves mentioned above behave like in modern generations.
+In Generation 3 onwards it only depends on weather, normally healing ½ max HP with no weather, ⅔ max HP is there's harsh sunlight, and ¼ max HP with any other active weather. The objective of this tutorial will be to make the moves mentioned above behave like in modern generations.
## Contents
@@ -9,7 +9,7 @@ In Generation 3 onwards it only depends on weather, normally healing ½ max HP w
## 1. Calculate ⅔ Max HP
-In [engine/battle/core.asm](../blob/master/engine/battle/core.asm) there are functions that calculate different HP amounts, like `GetHalfMaxHP` or `GetQuarterMaxHP`, but we need one that calculates ⅔ Max HP, so we're going to create it. Go to the mentioned file:
+In [engine/battle/core.asm](../blob/master/engine/battle/core.asm) there are functions that calculate different HP amounts, like `GetHalfMaxHP` or `GetQuarterMaxHP`, but we need one that calculates ⅔ Max HP, so we're going to create it. Go to the mentioned file and edit it:
```diff
GetQuarterMaxHP:
@@ -46,7 +46,7 @@ In [engine/battle/core.asm](../blob/master/engine/battle/core.asm) there are fun
...
```
-Here we're creating two functions, one that calculates ⅓ of max HP, and another one that takes the result and doubles it. `GetThirdMaxHP`gets the Max HP of a Pokémon (which is stored in `bc`), and performs an iterative substraction where `a` is increased once while `bc` is decreased three times, until it goes below 0 (underflow), then `a` is decreased once to discount the underflow, loads the value into `c`, check if it's 0 (in which case is increased once) and finally returns. `GetTwoThirdsMaxHP` calls this function and doubles the result, since 2 * ⅓ = ⅔.
+Here we're creating two functions, one that calculates ⅓ of max HP, and another one that takes the result and doubles it. `GetThirdMaxHP` gets the Max HP of a Pokémon (which is stored in `bc`), and performs an iterative substraction where `a` is increased once while `bc` is decreased three times, until it goes below 0 (underflow), then `a` is decreased once to discount the underflow, loads the value into `c`, checks if it's 0 (in which case is increased once) and finally returns. `GetTwoThirdsMaxHP` calls this function and doubles the result, since 2 * ⅓ = ⅔.
Now that we can calculate ⅔ of Max HP, let's go to the next step.