pokecrystal/engine/battle/move_effects/present.asm

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BattleCommand_Present:
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; present
ld a, [wLinkMode]
cp LINK_COLOSSEUM
jr z, .colosseum_skippush
push bc
push de
.colosseum_skippush
call BattleCommand_Stab
ld a, [wLinkMode]
cp LINK_COLOSSEUM
jr z, .colosseum_skippop
pop de
pop bc
.colosseum_skippop
ld a, [wTypeMatchup]
and a
jp z, AnimateFailedMove
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ld a, [wAttackMissed]
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and a
jp nz, AnimateFailedMove
push bc
call BattleRandom
ld b, a
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ld hl, PresentPower
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ld c, 0
.next
ld a, [hli]
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cp -1
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jr z, .heal_effect
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cp b
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jr nc, .got_power
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inc c
inc hl
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jr .next
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.got_power
ld a, c
ld [wBattleAnimParam], a
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call AnimateCurrentMoveEitherSide
ld d, [hl]
pop bc
ret
.heal_effect
pop bc
ld a, $3 ; heal animation
ld [wBattleAnimParam], a
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call AnimateCurrentMove
call BattleCommand_SwitchTurn
ld hl, AICheckPlayerMaxHP
ldh a, [hBattleTurn]
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and a
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jr z, .got_hp_fn_pointer
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ld hl, AICheckEnemyMaxHP
.got_hp_fn_pointer
ld a, BANK(AICheckPlayerMaxHP) ; aka BANK(AICheckEnemyMaxHP)
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rst FarCall
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jr c, .already_fully_healed
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ld hl, GetQuarterMaxHP
call CallBattleCore
call BattleCommand_SwitchTurn
ld hl, RestoreHP
call CallBattleCore
call BattleCommand_SwitchTurn
ld hl, RegainedHealthText
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call StdBattleTextbox
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call BattleCommand_SwitchTurn
call UpdateOpponentInParty
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jr .do_animation
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.already_fully_healed
call BattleCommand_SwitchTurn
call _CheckBattleScene
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jr nc, .do_animation
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call AnimateFailedMove
ld hl, PresentFailedText
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call StdBattleTextbox
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.do_animation
jp EndMoveEffect
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INCLUDE "data/moves/present_power.asm"