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authorInfernoGear <32606575+InfernoGear@users.noreply.github.com>2021-03-31 20:18:38 -0500
committerInfernoGear <32606575+InfernoGear@users.noreply.github.com>2021-03-31 20:18:38 -0500
commit2ee5c0f4716972d6363bda0318f06dd453358253 (patch)
tree42e3619298c8017fb07b9de0c40c756326e7ec57
parent88aadd8ca17d9036f70ae74394a8307ba3e92511 (diff)
Updated Fix the 1 255 miss bug (markdown)
-rw-r--r--Fix-the-1-255-miss-bug.md4
1 files changed, 2 insertions, 2 deletions
diff --git a/Fix-the-1-255-miss-bug.md b/Fix-the-1-255-miss-bug.md
index 89e4836..af77774 100644
--- a/Fix-the-1-255-miss-bug.md
+++ b/Fix-the-1-255-miss-bug.md
@@ -10,7 +10,7 @@ This tutorial shows how Generation II fixes this issue.
## 1. Skip if move accuracy is 100%
In [engine/battle/core.asm](https://github.com/pret/pokered/blob/master/engine/battle/core.asm), we can go to the label `.doAccuracyCheck` to see the following:
-`
+```
.doAccuracyCheck
; if the random number generated is greater than or equal to the scaled accuracy, the move misses
; note that this means that even the highest accuracy is still just a 255/256 chance, not 100%
@@ -18,7 +18,7 @@ In [engine/battle/core.asm](https://github.com/pret/pokered/blob/master/engine/b
cp b
jr nc, .moveMissed
ret
-`
+```
Here's where we insert the proper code.