pokecrystal/engine/battle/move_effects/nightmare.asm

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BattleCommand_Nightmare:
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; nightmare
; Can't hit an absent opponent.
call CheckHiddenOpponent
jr nz, .failed
; Can't hit a substitute.
call CheckSubstituteOpp
jr nz, .failed
; Only works on a sleeping opponent.
ld a, BATTLE_VARS_STATUS_OPP
call GetBattleVarAddr
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and SLP
jr z, .failed
; Bail if the opponent is already having a nightmare.
ld a, BATTLE_VARS_SUBSTATUS1_OPP
call GetBattleVarAddr
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bit SUBSTATUS_NIGHTMARE, [hl]
jr nz, .failed
; Otherwise give the opponent a nightmare.
set SUBSTATUS_NIGHTMARE, [hl]
call AnimateCurrentMove
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ld hl, StartedNightmareText
jp StdBattleTextBox
.failed
call AnimateFailedMove
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jp PrintButItFailed