pokecrystal/engine/battle/move_effects/spikes.asm

27 lines
370 B
NASM

BattleCommand_Spikes:
; spikes
ld hl, wEnemyScreens
ldh a, [hBattleTurn]
and a
jr z, .asm_3768e
ld hl, wPlayerScreens
.asm_3768e
; Fails if spikes are already down!
bit SCREENS_SPIKES, [hl]
jr nz, .failed
; Nothing else stops it from working.
set SCREENS_SPIKES, [hl]
call AnimateCurrentMove
ld hl, SpikesText
jp StdBattleTextbox
.failed
jp FailMove