-
Notifications
You must be signed in to change notification settings - Fork 1k
Fix No Mon Scenarios Softlock
sabra55 edited this page Nov 12, 2023
·
2 revisions
- Don't start wild Pokémon battles, if the player doesn't have any Pokémon:
TryDoWildEncounter in engine\battle\wild_encounter.asm
; try to initiate a wild pokemon encounter
; returns success in Z
TryDoWildEncounter:
+ ld a, [wPartyCount]
+ and a
+ jp z, .CantEncounter
ld a, [wNPCMovementScriptPointerTableNum]
and a
ret nz
...
- Don't heal Pokémon in Pokémon Centres if the player doesn't have any Pokémon:
DisplayPokemonCenterDialogue_ in engine\events\pokecenter.asm
DisplayPokemonCenterDialogue_::
call SaveScreenTilesToBuffer1 ; save screen
ld hl, PokemonCenterWelcomeText
call PrintText
+ ld a, [wPartyCount]
+ and a
+ jp z, .naotenho
ld hl, wd72e
bit 2, [hl]
set 1, [hl]
...
...
ld hl, PokemonCenterFarewellText
call PrintText
jp UpdateSprites
+.naotenho
+ ld hl, TemPokemonOuNao
+ jp PrintText
+TemPokemonOuNao:
+ text_far _TemPokemonOuNao
+ text_end
PokemonCenterWelcomeText:
text_far _PokemonCenterWelcomeText
...
...
_NeedYourPokemonText::
text "OK. We'll need"
line "your #MON."
done
+_TemPokemonOuNao::
+ text "You don't have"
+ line "any #MON!"
+ done
_PokemonFightingFitText::
text "Thank you!"
line "Your #MON are"
...
3.1. Don't start trainer battles if the player doesn't have any Pokémon:
CheckFightingMapTrainers in home\trainers.asm
...
; checks if any trainers are seeing the player and wanting to fight
CheckFightingMapTrainers::
IF DEF(_DEBUG)
call DebugPressedOrHeldB
jr nz, .trainerNotEngaging
ENDC
+ ld a, [wPartyCount]
+ and a
+ jp z, .trainerNotEngaging
call CheckForEngagingTrainers
ld a, [wSpriteIndex]
cp $ff
...
3.2 When you talk to a trainer, they'll display their AfterBattleText
instead of starting a battle if you don't have Pokémon:
TalkToTrainer::
call StoreTrainerHeaderPointer
xor a
call ReadTrainerHeaderInfo ; read flag's bit
ld a, $2
call ReadTrainerHeaderInfo ; read flag's byte ptr
+ ld a, [wPartyCount]
+ and a
+ jr z, .SeNaoTemMonAfterBattleText
ld a, [wTrainerHeaderFlagBit]
ld c, a
ld b, FLAG_TEST
call TrainerFlagAction ; read trainer's flag
ld a, c
and a
jr z, .trainerNotYetFought ; test trainer's flag
+.SeNaoTemMonAfterBattleText
ld a, $6
call ReadTrainerHeaderInfo ; print after battle text
jp PrintText
...