A recharging, charged, rampaging or rolling Pokémon plays on without the
battle menu on either side, and a biding one uses FIGHT without the move
list. Razor Wind, Solarbeam, Skull Bash, Sky Attack, Fly and Dig charge
first; flying and digging Pokémon can only be hit by the original's
exceptions. Hyper Beam recharges, Thrash and its kind end in confusion,
Rollout and Fury Cutter double up, and Bide returns twice the damage it
took.
The trapping moves hurt their target between turns until it is released,
Mind Reader and Lock-On make the next move hit, and Pursuit strikes a
Pokémon being withdrawn first, on either side.
The new commands are compared with the original in the reference
emulator. Its fixture no longer zeroes wPlayerScreens with its sentinel.
Part of #28
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Multi-hit moves loop back to the script's critical command as EndLoop
does, with its hit-count draws, Triple Kick's growing kicks and Beat Up's
party members, and say "Hit n times!" from the borrowed high byte of the
user's damage taken. ConstantDamage covers Seismic Toss, Night Shade,
Sonicboom, Dragon Rage, Psywave, Super Fang and Flail/Reversal.
One-hit KO moves, Counter, Mirror Coat, False Swipe, Magnitude, Present,
Hidden Power, Return, Frustration, Selfdestruct, Dream Eater, Thief, Pay
Day, freezing, Tri Attack, added confusion, Swagger, thawing by fire
moves, Jump Kick's crash and Minimize with Stomp now run. Pay Day's coins
are paid after a win, and the Amulet Coin is checked at every send-out.
A Focus Band now also holds on at 1 HP.
The original's arithmetic commands are compared with the native ones in
the reference emulator on shared states and random streams.
Part of #28
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>