Catch rate glitches (Generation II): Difference between revisions
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>Bbbbbbbbba (Explanation and easier fix) |
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In {{GSC}}, |
In {{GSC}}, a wild Pokémon's catch rate is not affected if it is burned, poisoned, or paralyzed, despite those conditions increasing catch rate in other generations and the code seeming to attempt to factor them in. Sleep and freeze still affect the catch rate as intended. |
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==Explanation== |
==Explanation== |
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ld c, 10 |
ld c, 10 |
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jr nz, .done |
jr nz, .done |
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; ld a, [wEnemyMonStatus] ; bugfix |
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and a |
and a |
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ld c, 5 |
ld c, 5 |
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.done |
.done |
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What the code does is set a value increasing catch rate (referred to as "a" in Bulbapedia's explanation, linked below) to 10 if the opponent is asleep or frozen, and do nothing otherwise. The next few lines are presumably intended to set the value to 5 if there is a different status condition present; however, the |
What the code does is set a value increasing catch rate (referred to as "a" in Bulbapedia's explanation, linked below) to 10 if the opponent is asleep or frozen, and do nothing otherwise. The next few lines are presumably intended to set the value to 5 if there is a different status condition present; however, since the value of register <code>a</code> is already <code>WildPokemonStatus & (SLP|FRZ)</code>, the second <code>jr nz, .done</code> is never taken, and the value is set to 0 anyway. |
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Inserting the commented line would fix this glitch. |
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One possible fix would be modifying the code to the following: |
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ld b, a |
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ld a, [WildPokemonStatus] |
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and a |
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ld c, 0 |
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jr z, .done |
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and SLP|FRZ |
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ld c, 10 |
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jr nz, .done |
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ld c, 5 |
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.done |
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This would instead set c to 5 if the opponent was inflicted by a status condition but not asleep of frozen before jumping to ".done", rather than doing so prematurely. |
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==See also== |
==See also== |
Revision as of 03:15, 28 February 2019
In Pokémon Gold, Silver and Crystal, a wild Pokémon's catch rate is not affected if it is burned, poisoned, or paralyzed, despite those conditions increasing catch rate in other generations and the code seeming to attempt to factor them in. Sleep and freeze still affect the catch rate as intended.
Explanation
The code for factoring status conditions into catch rate reads as follows:
ld b, a ld a, [WildPokemonStatus] and SLP|FRZ ld c, 10 jr nz, .done ; ld a, [wEnemyMonStatus] ; bugfix and a ld c, 5 jr nz, .done ld c, 0 .done
What the code does is set a value increasing catch rate (referred to as "a" in Bulbapedia's explanation, linked below) to 10 if the opponent is asleep or frozen, and do nothing otherwise. The next few lines are presumably intended to set the value to 5 if there is a different status condition present; however, since the value of register a
is already WildPokemonStatus & (SLP|FRZ)
, the second jr nz, .done
is never taken, and the value is set to 0 anyway.
Inserting the commented line would fix this glitch.
See also
Attriution
- IIMarckus for discovery and the corrected code, in addition to everyone who helped with pokegold and pokecrystal.