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diff --git a/Add-Hail-as-a-new-weather-condition.md b/Add-Hail-as-a-new-weather-condition.md new file mode 100644 index 0000000..720c43f --- /dev/null +++ b/Add-Hail-as-a-new-weather-condition.md @@ -0,0 +1,684 @@ +This tutorial is for how to add Hail as a new weather condition. Though it focuses on a specific weather condition, this can be used as a guideline to add any other crazy and wacky weather you wish. +Since Hail has a lot of similarities to Sandstorm, we can use it as a template in which we base our modifications on. + + +## Contents + +1. [Define some new weather constants](#1-define-some-new-weather-constants) +2. [Add new text related to the weather condition](#2-add-new-text-related-to-the-weather-condition) +3. [Add damage-inflicting effect](#3-add-damage-inflicting-effect) +4. [Add Blizzard accuracy bypass effect](#4-add-blizzard-accuracy-bypass-effect) +5. [Add move that triggers the weather condition](#5-add-move-that-triggers-the-weather-condition) +6. [Teach the AI how to use this weather effectively](#6-teach-the-ai-how-to-use-this-weather-effectively) +7. [Make it look flashy!](#7-make-it-look-flashy) + + +## 1. Define some new weather constants + +Edit [constants/battle_constants.asm](../blob/master/constants/battle_constants.asm): + +```diff + const WEATHER_RAIN + const WEATHER_SUN + const WEATHER_SANDSTORM ++ const WEATHER_HAIL + const WEATHER_RAIN_END + const WEATHER_SUN_END + const WEATHER_SANDSTORM_END ++ const WEATHER_HAIL_END +``` + + +## 2. Add new text related to the weather condition + +We need to create some new battle text to go along with the most relevant effects that our weather condition shall have (such as when it is started/ended, etc). + +Edit [data/text/battle.asm](../blob/master/data/text/battle.asm): + +```diff + line "rages." + prompt + ++BattleText_HailContinuesToFall: ++ text "Hail continues to" ++ line "fall." ++ prompt ++ +BattleText_TheRainStopped: + text "The rain stopped." + prompt + + ... + + line "subsided." + prompt + ++BattleText_TheHailStopped: ++ text "The hail stopped." ++ prompt ++ +BattleText_EnemyMonFainted: + text "Enemy @" + text_ram wEnemyMonNick + + ... + + text "There is no time" + line "left today!" + done + ++ItStartedToHailText: ++ text "It started" ++ line "to hail!" ++ prompt ++ ++PeltedByHailText: ++ text "<USER>" ++ line "is pelted by HAIL!" ++ prompt ++ +``` + + +## 3. Add damage-inflicting effect + +Using Sandstorm as a guideline, we can create the actual effects of this new weather condition. This means inflicting some damage to all Pokémon, possibly excluding Ice-types. For Sandstorm, this is done core.asm. + +Edit `HandleWeather` in [engine/battle/core.asm](../blob/master/engine/battle/core.asm): + +```diff +HandleWeather: + ... + ld hl, wWeatherCount + dec [hl] +- jr z, .ended ++ jr nz, .continues + ++; ended ++ ld hl, .WeatherEndedMessages ++ call .PrintWeatherMessage ++ xor a ++ ld [wBattleWeather], a ++ ret ++ ++.continues + ld hl, .WeatherMessages + call .PrintWeatherMessage + + ld a, [wBattleWeather] + cp WEATHER_SANDSTORM +- ret nz ++ jr nz, .check_hail + + ldh a, [hSerialConnectionStatus] + cp USING_EXTERNAL_CLOCK + jr z, .enemy_first + + ... + + ld hl, SandstormHitsText + jp StdBattleTextbox + +-.ended +- ld hl, .WeatherEndedMessages +- call .PrintWeatherMessage +- xor a +- ld [wBattleWeather], a +- ret ++.check_hail ++ ld a, [wBattleWeather] ++ cp WEATHER_HAIL ++ ret nz ++ ++ ldh a, [hSerialConnectionStatus] ++ cp USING_EXTERNAL_CLOCK ++ jr z, .enemy_first_hail ++ ++; player first ++ call SetPlayerTurn ++ call .HailDamage ++ call SetEnemyTurn ++ jr .HailDamage ++ ++.enemy_first_hail ++ call SetEnemyTurn ++ call .HailDamage ++ call SetPlayerTurn ++ ++.HailDamage: ++ ld a, BATTLE_VARS_SUBSTATUS3 ++ call GetBattleVar ++ bit SUBSTATUS_UNDERGROUND, a ++ ret nz ++ ++ ld hl, wBattleMonType1 ++ ldh a, [hBattleTurn] ++ and a ++ jr z, .ok1 ++ ld hl, wEnemyMonType1 ++.ok1 ++ ld a, [hli] ++ cp ICE ++ ret z ++ ++ ld a, [hl] ++ cp ICE ++ ret z ++ ++ call GetEighthMaxHP ++ call SubtractHPFromUser ++ ++ ld hl, PeltedByHailText ++ jp StdBattleTextbox + + .PrintWeatherMessage: + ld a, [wBattleWeather] + + ... + +.WeatherMessages: +; entries correspond to WEATHER_* constants + dw BattleText_RainContinuesToFall + dw BattleText_TheSunlightIsStrong + dw BattleText_TheSandstormRages ++ dw BattleText_HailContinuesToFall + + .WeatherEndedMessages: + ; entries correspond to WEATHER_* constants + dw BattleText_TheRainStopped + dw BattleText_TheSunlightFaded + dw BattleText_TheSandstormSubsided ++ dw BattleText_TheHailStopped + + SubtractHPFromTarget: + call SubtractHP +``` + +Some things to note. The `.ended` branch was moved up so as to avoid an unnecessary `jp` instruction after adding the Hail handling, and moves it closer to where the actual weather count check is made. If the weather effect is otherwise still continuing, then the code jumps to the `.continues` branch to execute the right weather effect. + +Most of the code for Hail is copied from the Sandstorm handling, with exception of the text to print and the types that are unaffected. Additionally, the animation is removed because we have yet to add any fancy visuals to the new effects (this will optionally be added later). Lastly, the actual battle text data we added in the previous step are referenced for use here. + + +## 4. Add Blizzard accuracy bypass effect + +Another effect of Hail is making it so that Blizzard does not miss when it is active. We can handle this the same way that the game handles Thunder accuracy under the effects of rain. + +First we should associate Blizzard with a new specific move effect, which will be subject to the Hail accuracy handling we will implement. (More detail on this process in [this tutorial](https://github.com/pret/pokecrystal/wiki/Add-a-new-move-effect)). + +Edit [constants/move_effect_constants.asm](../blob/master/constants/move_effect_constants.asm): + +```diff + const EFFECT_BEAT_UP + const EFFECT_FLY + const EFFECT_DEFENSE_CURL ++ const EFFECT_BLIZZARD +NUM_MOVE_EFECTS EQU const_value +``` + +Edit [data/moves/moves.asm](../blob/master/data/moves/moves.asm): + +```diff + move ICE_BEAM, EFFECT_FREEZE_HIT, 95, ICE, SPECIAL, 100, 10, 10 +- move BLIZZARD, EFFECT_FREEZE_HIT, 120, ICE, SPECIAL, 70, 5, 10 ++ move BLIZZARD, EFFECT_BLIZZARD, 120, ICE, SPECIAL, 70, 5, 10 + move PSYBEAM, EFFECT_CONFUSE_HIT, 65, PSYCHIC_TYPE, SPECIAL, 100, 20, 10 +``` + +For the effect pointer, we will reuse FreezeHit, since for the purposes of what commands the move will call, it is functionally identical to that effect. We don't need to copy it for a new redundant effect. + +Edit [data/moves/effects_pointers.asm](../blob/master/data/moves/effects_pointers.asm): + +```diff + dw BeatUp + dw Fly + dw DefenseCurl ++ dw FreezeHit ; for Blizzard, purposefully with different EFFECT_* constant + assert_table_length NUM_MOVE_EFECTS +``` + +Now we can check for this move effect when performing the accuracy checks, similar to how Thunder in rain works. + +Edit `BattleCommand_CheckHit` in [engine/battle/effect_commands.asm](../blob/master/engine/battle/effect_commands.asm): + +```diff +BattleCommand_CheckHit: + ... + call .ThunderRain + ret z + ++ call .BlizzardHail ++ ret z ++ + call .XAccuracy + ret nz + + ... + + cp WEATHER_RAIN + ret + ++.BlizzardHail: ++; Return z if the current move always hits in hail, and it is hailing. ++ ld a, BATTLE_VARS_MOVE_EFFECT ++ call GetBattleVar ++ cp EFFECT_BLIZZARD ++ ret nz ++ ++ ld a, [wBattleWeather] ++ cp WEATHER_HAIL ++ ret ++ + .XAccuracy: + ld a, BATTLE_VARS_SUBSTATUS4 + call GetBattleVar +``` + +`BattleCommand_CheckHit` is the routine which checks/decides whether any move (with some exceptions) will connect or not. There are special cases, such as Thunder in rain or having the "Locked-On" substatus. Here we add a subroutine which checks whether it's Blizzard (or more specifically, a move that has the effect EFFECT_BLIZZARD) and it's hailing, in which case it completely bypasses the accuracy check. + + +## 5. Add move that triggers the weather condition + +We have successfully added a weather condition that we can never trigger. Let's fix that by introducing a new move, Hail. You can follow [this tutorial](https://github.com/pret/pokecrystal/wiki/Add-a-new-move) to learn how to add a new move, with the caveat that it should have a new move effect which we will implement, EFFECT_HAIL. Its battle properties are `HAIL, EFFECT_HAIL, 0, ICE, 100, 10, 0`. Let's define what this effect does. + +Modify [constants/move_effect_constants.asm](../blob/master/constants/move_effect_constants.asm) again: + +```diff + const EFFECT_BEAT_UP + const EFFECT_FLY + const EFFECT_DEFENSE_CURL + const EFFECT_BLIZZARD ++ const EFFECT_HAIL +NUM_MOVE_EFECTS EQU const_value +``` + +Edit [data/moves/effects_pointers.asm](../blob/master/data/moves/effects_pointers.asm): + +```diff + dw BeatUp + dw Fly + dw DefenseCurl + dw FreezeHit ; for Blizzard, purposefully with different EFFECT_* constant ++ dw Hail + assert_table_length NUM_MOVE_EFECTS +``` + +Edit [data/moves/effects.asm](../blob/master/data/moves/effects.asm): + +```diff + statupmessage + statupfailtext + endmove + ++Hail: ++ checkobedience ++ usedmovetext ++ doturn ++ starthail ++ endmove ++ +``` + +Edit [macros/scripts/battle_commands.asm](../blob/master/macros/scripts/battle_commands.asm): + +```diff + command supereffectivelooptext ; ad + command startloop ; ae + command curl ; af ++ command starthail ; b0 +NUM_EFFECT_COMMANDS EQU const_value - 1 + + const_def -1, -1 + command endmove ; ff + command endturn ; fe +``` + +Edit [data/battle/effect_command_pointers.asm](../blob/master/data/battle/effect_command_pointers.asm): + +```diff + dw BattleCommand_SuperEffectiveLoopText + dw BattleCommand_StartLoop + dw BattleCommand_Curl ++ dw BattleCommand_StartHail + assert_table_length NUM_EFFECT_COMMANDS +``` + +Here we introduced a new effect for starting the hail weather condition, and associated it to a battle command routine which will be called when the move is used successfully. Again we can draw inspiration from the Sandstorm related routine, `BattleCommand_StartSandstorm`. + +Create [engine/battle/move_effects/hail.asm](../blob/master/engine/battle/move_effects/hail.asm): + +```diff +BattleCommand_StartHail: +; starthail + ld a, WEATHER_HAIL + ld [wBattleWeather], a + ld a, 5 + ld [wWeatherCount], a + ld hl, ItStartedToHailText + jp StdBattleTextbox + +``` + +Edit [engine/battle/effect_commands.asm](../blob/master/engine/battle/effect_commands.asm) again: + +```diff +INCLUDE "engine/battle/move_effects/future_sight.asm" + +INCLUDE "engine/battle/move_effects/thunder.asm" + ++INCLUDE "engine/battle/move_effects/hail.asm" + +CheckHiddenOpponent: +``` + +This routine simply loads the weather with the hail constant we defined, and sets its remaining turns to 5. It then prints some text to this effect. For all practical purposes, our new weather is now implemented. +If you run this at this stage, the new move is functional and the effects work as intended, but we can still do some extra steps in order to polish it. The rest of the sections should be considered optional. + + +## 6. Teach the AI how to use this weather effectively + +There is already some rudimentary logic on how the AI uses the other weather effects. Let's implement some basic checking to have the AI also use Hail in a (minimally) effective manner. + +Modify [engine/battle/ai/redundant.asm](../blob/master/engine/battle/ai/redundant.asm): + +```diff + dbw EFFECT_MOONLIGHT, .Moonlight + dbw EFFECT_SWAGGER, .Swagger + dbw EFFECT_FUTURE_SIGHT, .FutureSight ++ dbw EFFECT_HAIL, .Hail + db -1 + + ... + ++.Hail: ++ ld a, [wBattleWeather] ++ cp WEATHER_HAIL ++ jr z, .Redundant ++ jr .NotRedundant ++ +.Heal: +.MorningSun: +.Synthesis: +.Moonlight: +``` + +This file lists some moves that the AI can quickly check for redundancy. Hail has a quick redundancy check in which, if it's hailing, then the move should be dismissed. + +Edit [engine/battle/ai/scoring.asm](../blob/master/engine/battle/ai/scoring.asm): + +```diff +AI_Smart_EffectHandlers: + ... + dbw EFFECT_SOLARBEAM, AI_Smart_Solarbeam + dbw EFFECT_THUNDER, AI_Smart_Thunder + dbw EFFECT_FLY, AI_Smart_Fly ++ dbw EFFECT_HAIL, AI_Smart_Hail + db -1 ; end + + ... + + .SandstormImmuneTypes: + db ROCK + db GROUND + db STEEL + db -1 ; end + ++AI_Smart_Hail: ++; Greatly discourage this move if the player is immune to Hail damage. ++ ld a, [wBattleMonType1] ++ cp ICE ++ jr z, .greatly_discourage ++ ++ ld a, [wBattleMonType2] ++ cp ICE ++ jr z, .greatly_discourage ++ ++; Discourage this move if player's HP is below 50%. ++ call AICheckPlayerHalfHP ++ jr nc, .discourage ++ ++; Encourage move if AI has good Hail moves ++ push hl ++ ld hl, .GoodHailMoves ++ call AIHasMoveInArray ++ pop hl ++ jr c, .encourage ++ ++; 50% chance to encourage this move otherwise. ++ call AI_50_50 ++ ret c ++ ++.encourage ++ dec [hl] ++ ret ++ ++.greatly_discourage ++ inc [hl] ++ ++.discourage ++ inc [hl] ++ ret ++ ++.GoodHailMoves ++ db BLIZZARD ++ db -1 ; end ++ +AI_Smart_Endure: + ld a, [wEnemyProtectCount] + and a +``` + +We base this behavior on the Sunny Day/Rain Dance and Sandstorm AI-related routines. The AI will avoid using the move if the player is immune to Hail or has low HP, and will encourage the move if it has any "Good Hail moves", which right now is only composed of the move Blizzard. This list is fully extensible with other moves. + + +## 7. Make it look flashy! + +The move and weather have no special animations. It's completely possible to reuse some other move animation (such as Powder Snow), but we can quickly whip something up with the resources we already have at our disposal. The Sandstorm animation already works well as a "weather hazard," and there are some sprites representing ice, so let's make use of them. + +Edit [constants/battle_anim_constants.asm](../blob/master/constants/battle_anim_constants.asm): + +```diff + const ANIM_OBJ_PLAYERHEAD_1ROW + const ANIM_OBJ_ENEMYFEET_2ROW + const ANIM_OBJ_PLAYERHEAD_2ROW ++ const ANIM_OBJ_HAIL +NUM_ANIM_OBJS EQU const_value + +; DoBattleAnimFrame arguments (see engine/battle_anims/functions.asm) + const_def + + ... + + const BATTLEANIMFRAMESET_B6 + const BATTLEANIMFRAMESET_B7 + const BATTLEANIMFRAMESET_B8 ++ const BATTLEANIMFRAMESET_HAIL +NUM_BATTLEANIMFRAMESETS EQU const_value + + ... + + const BATTLEANIMOAMSET_D5 + const BATTLEANIMOAMSET_D6 + const BATTLEANIMOAMSET_D7 ++ const BATTLEANIMOAMSET_HAIL +NUM_BATTLEANIMOAMSETS EQU const_value +``` + +Edit [data/battle_anims/framesets.asm](../blob/master/data/battle_anims/framesets.asm): + +```diff + dw .Frameset_b6 ; BATTLEANIMFRAMESET_B6 + dw .Frameset_b7 ; BATTLEANIMFRAMESET_B7 + dw .Frameset_b8 ; BATTLEANIMFRAMESET_B8 ++ dw .Frameset_Hail ; BATTLEANIMFRAMESET_HAIL + assert_table_length NUM_BATTLEANIMFRAMESETS + + ... + +.Frameset_b8: + frame BATTLEANIMOAMSET_D7, 8 + endanim ++ ++.Frameset_Hail: ++ frame BATTLEANIMOAMSET_HAIL, 32 ++ endanim +``` + +Edit [data/battle_anims/oam.asm](../blob/master/data/battle_anims/oam.asm): + +```diff + dbbw $00, 6, .OAMData_d5 ; BATTLEANIMOAMSET_D5 + dbbw $00, 14, .OAMData_d6 ; BATTLEANIMOAMSET_D6 + dbbw $00, 12, .OAMData_d7 ; BATTLEANIMOAMSET_D7 ++ dbbw $00, 13, .OAMData_Hail ; BATTLEANIMOAMSET_HAIL + assert_table_length NUM_BATTLEANIMOAMSETS + + ... + + dbsprite 6, -2, 4, 0, $00, $0 + dbsprite 8, -4, 4, 0, $00, $0 + dbsprite 10, -2, 4, 0, $00, $0 + ++.OAMData_Hail: ++ dbsprite -13, -2, 4, 0, $04, $0 ++ dbsprite -11, -4, 4, 0, $04, $0 ++ dbsprite -9, -1, 4, 0, $04, $0 ++ dbsprite -7, -5, 4, 0, $04, $0 ++ dbsprite -5, -3, 4, 0, $04, $0 ++ dbsprite -3, -5, 4, 0, $04, $0 ++ dbsprite -1, -3, 4, 0, $04, $0 ++ dbsprite 0, -3, 4, 0, $04, $0 ++ dbsprite 2, -5, 4, 0, $04, $0 ++ dbsprite 4, 0, 4, 0, $04, $0 ++ dbsprite 6, -2, 4, 0, $04, $0 ++ dbsprite 8, -4, 4, 0, $04, $0 ++ dbsprite 10, -2, 4, 0, $04, $0 ++ +``` + +These are simply some frame and OAM data that we'll use to get the proper tile from the tileset we'll load along with the new animation. The structure of the OAMData_Hail in particular is the same as Sandstorm's, but with a different tile stored in VRAM. Now we should create an object that will take the form of this little "hail crystal". + +Modify [data/battle_anims/objects.asm](../blob/master/data/battle_anims/objects.asm): + +```diff +; ANIM_OBJ_ENEMYFEET_2ROW + battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_B7, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_ENEMY, ANIM_GFX_PLAYERHEAD +; ANIM_OBJ_PLAYERHEAD_2ROW + battleanimobj ABSOLUTE_X, $00, BATTLEANIMFRAMESET_B8, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_PLAYER, ANIM_GFX_ENEMYFEET ++; ANIM_OBJ_HAIL ++ battleanimobj RELATIVE_X | X_FLIP, $00, BATTLEANIMFRAMESET_HAIL, BATTLEANIMFUNC_RAIN_SANDSTORM, PAL_BATTLE_OB_BLUE, ANIM_GFX_ICE + assert_table_length NUM_ANIM_OBJS +``` + +Objects are the data structures that serve as the "particles" in the game's animation engine. So having the object created, we need to use them in some form of animation sequence. We're going to create two different animations, which will use the same sequence. Since the animation constant for a move corresponds to it the move's constant already, we only need to define one extra animation constant for the situation where the hail should play between turns (such as the case with Sandstorm). + +Edit [constants/move_constants.asm](../blob/master/constants/move_constants.asm): + +```diff + const ANIM_WOBBLE ; 113 + const ANIM_SHAKE ; 114 + const ANIM_HIT_CONFUSION ; 115 ++ const ANIM_IN_HAIL ; 116 +NUM_BATTLE_ANIMS EQU const_value - 1 +``` + +Modify [data/moves/animations.asm](../blob/master/data/moves/animations.asm): + +```diff + dw BattleAnim_Whirlpool + dw BattleAnim_BeatUp ++ dw BattleAnim_Hail + assert_table_length NUM_ATTACKS + 1 +- dw BattleAnim_252 + dw BattleAnim_253 + dw BattleAnim_254 + dw BattleAnim_SweetScent2 + + ... + + dw BattleAnim_Wobble + dw BattleAnim_Shake + dw BattleAnim_HitConfusion ++ dw BattleAnim_InHail + assert_table_length NUM_BATTLE_ANIMS + 1 + +BattleAnim_0: +-BattleAnim_252: +BattleAnim_253: +BattleAnim_254: +BattleAnim_MirrorMove: + anim_ret + + ... + + anim_obj ANIM_OBJ_HIT_BIG_YFIX, 136, 48, $0 + anim_wait 8 + anim_call BattleAnim_ShowMon_0 + anim_ret + ++BattleAnim_Hail: ++BattleAnim_InHail: ++ anim_1gfx ANIM_GFX_ICE ++ anim_bgeffect ANIM_BG_WHITE_HUES, $0, $8, $0 ++ anim_obj ANIM_OBJ_HAIL, 88, 0, $0 ++ anim_wait 8 ++ anim_obj ANIM_OBJ_HAIL, 72, 0, $1 ++ anim_wait 8 ++ anim_obj ANIM_OBJ_HAIL, 56, 0, $2 ++.loop ++ anim_sound 0, 1, SFX_SHINE ++ anim_wait 8 ++ anim_loop 8, .loop ++ anim_wait 8 ++ anim_ret ++ + +BattleAnimSub_Drain: + anim_obj ANIM_OBJ_DRAIN, 132, 44, $0 + anim_obj ANIM_OBJ_DRAIN, 132, 44, $8 + anim_obj ANIM_OBJ_DRAIN, 132, 44, $10 +``` + +The animation is now complete, so now we can call it whenever we need to show some hailing in the battle screen. + +Edit `HandleWeather.HailDamage` in [engine/battle/core.asm](../blob/master/engine/battle/core.asm): + +```diff +.HailDamage: + ... + + ld a, [hl] + cp ICE + ret z + ++ call SwitchTurnCore ++ xor a ++ ld [wNumHits], a ++ ld de, ANIM_IN_HAIL ++ call Call_PlayBattleAnim ++ call SwitchTurnCore ++ + call GetEighthMaxHP + call SubtractHPFromUser + + ld hl, PeltedByHailText + jp StdBattleTextbox +``` + +Modify the earlier file we created, `BattleCommand_StartHail` in [engine/battle/move_effects/hail.asm](../blob/master/engine/battle/move_effects/hail.asm): + +```diff +BattleCommand_StartHail: +; starthail + ld a, WEATHER_HAIL + ld [wBattleWeather], a + ld a, 5 + ld [wWeatherCount], a ++ call AnimateCurrentMove + ld hl, ItStartedToHailText + jp StdBattleTextbox + +``` + +And with that, everything is in place, and now we have a brand new weather type to use in the game! The main point of this tutorial was to show how one can simply use the resources already available to create something new. In a lot of cases, it helps to check similar systems already implemented in the codebase. + +
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