pokecrystal/engine/battle/effect_commands.asm

6928 lines
105 KiB
NASM

DoPlayerTurn:
call SetPlayerTurn
ld a, [wBattlePlayerAction]
and a ; BATTLEPLAYERACTION_USEMOVE?
ret nz
jr DoTurn
DoEnemyTurn:
call SetEnemyTurn
ld a, [wLinkMode]
and a
jr z, DoTurn
ld a, [wBattleAction]
cp BATTLEACTION_STRUGGLE
jr z, DoTurn
cp BATTLEACTION_SWITCH1
ret nc
; fallthrough
DoTurn:
; Read in and execute the user's move effects for this turn.
xor a
ld [wTurnEnded], a
; Effect command checkturn is called for every move.
call CheckTurn
ld a, [wTurnEnded]
and a
ret nz
call UpdateMoveData
DoMove:
; Get the user's move effect.
ld a, BATTLE_VARS_MOVE_EFFECT
call GetBattleVar
ld c, a
ld b, 0
ld hl, MoveEffectsPointers
add hl, bc
add hl, bc
ld a, BANK(MoveEffectsPointers)
call GetFarHalfword
ld de, wBattleScriptBuffer
.GetMoveEffect:
ld a, BANK(MoveEffects)
call GetFarByte
inc hl
ld [de], a
inc de
cp endmove_command
jr nz, .GetMoveEffect
; Start at the first command.
ld hl, wBattleScriptBuffer
ld a, l
ld [wBattleScriptBufferAddress], a
ld a, h
ld [wBattleScriptBufferAddress + 1], a
.ReadMoveEffectCommand:
; ld a, [wBattleScriptBufferAddress++]
ld a, [wBattleScriptBufferAddress]
ld l, a
ld a, [wBattleScriptBufferAddress + 1]
ld h, a
ld a, [hli]
push af
ld a, l
ld [wBattleScriptBufferAddress], a
ld a, h
ld [wBattleScriptBufferAddress + 1], a
pop af
; endturn_command (-2) is used to terminate branches without ending the read cycle.
cp endturn_command
ret nc
; The rest of the commands (01-af) are read from BattleCommandPointers.
push bc
dec a
ld c, a
ld b, 0
ld hl, BattleCommandPointers
add hl, bc
add hl, bc
pop bc
ld a, BANK(BattleCommandPointers)
call GetFarHalfword
call .DoMoveEffectCommand
jr .ReadMoveEffectCommand
.DoMoveEffectCommand:
jp hl
CheckTurn:
BattleCommand_CheckTurn:
; checkturn
; Repurposed as hardcoded turn handling. Useless as a command.
; Move $ff immediately ends the turn.
ld a, BATTLE_VARS_MOVE
call GetBattleVar
inc a
jp z, EndTurn
xor a
ld [wAttackMissed], a
ld [wEffectFailed], a
ld [wBattleAnimParam], a
ld [wAlreadyDisobeyed], a
ld [wAlreadyFailed], a
ld [wSomeoneIsRampaging], a
ld a, EFFECTIVE
ld [wTypeModifier], a
ldh a, [hBattleTurn]
and a
jp nz, CheckEnemyTurn
; check player turn
ld hl, wPlayerSubStatus4
bit SUBSTATUS_RECHARGE, [hl]
jr z, .no_recharge
res SUBSTATUS_RECHARGE, [hl]
ld hl, MustRechargeText
call StdBattleTextbox
call CantMove
jp EndTurn
.no_recharge
ld hl, wBattleMonStatus
ld a, [hl]
and SLP
jr z, .not_asleep
dec a
ld [wBattleMonStatus], a
and SLP
jr z, .woke_up
xor a
ld [wNumHits], a
ld de, ANIM_SLP
call FarPlayBattleAnimation
jr .fast_asleep
.woke_up
ld hl, WokeUpText
call StdBattleTextbox
call CantMove
call UpdateBattleMonInParty
ld hl, UpdatePlayerHUD
call CallBattleCore
ld a, $1
ldh [hBGMapMode], a
ld hl, wPlayerSubStatus1
res SUBSTATUS_NIGHTMARE, [hl]
jr .not_asleep
.fast_asleep
ld hl, FastAsleepText
call StdBattleTextbox
; Snore and Sleep Talk bypass sleep.
ld a, [wCurPlayerMove]
cp SNORE
jr z, .not_asleep
cp SLEEP_TALK
jr z, .not_asleep
call CantMove
jp EndTurn
.not_asleep
ld hl, wBattleMonStatus
bit FRZ, [hl]
jr z, .not_frozen
; Flame Wheel and Sacred Fire thaw the user.
ld a, [wCurPlayerMove]
cp FLAME_WHEEL
jr z, .not_frozen
cp SACRED_FIRE
jr z, .not_frozen
ld hl, FrozenSolidText
call StdBattleTextbox
call CantMove
jp EndTurn
.not_frozen
ld hl, wPlayerSubStatus3
bit SUBSTATUS_FLINCHED, [hl]
jr z, .not_flinched
res SUBSTATUS_FLINCHED, [hl]
ld hl, FlinchedText
call StdBattleTextbox
call CantMove
jp EndTurn
.not_flinched
ld hl, wPlayerDisableCount
ld a, [hl]
and a
jr z, .not_disabled
dec a
ld [hl], a
and $f
jr nz, .not_disabled
ld [hl], a
ld [wDisabledMove], a
ld hl, DisabledNoMoreText
call StdBattleTextbox
.not_disabled
ld a, [wPlayerSubStatus3]
add a
jr nc, .not_confused
ld hl, wPlayerConfuseCount
dec [hl]
jr nz, .confused
ld hl, wPlayerSubStatus3
res SUBSTATUS_CONFUSED, [hl]
ld hl, ConfusedNoMoreText
call StdBattleTextbox
jr .not_confused
.confused
ld hl, IsConfusedText
call StdBattleTextbox
xor a
ld [wNumHits], a
ld de, ANIM_CONFUSED
call FarPlayBattleAnimation
; 50% chance of hitting itself
call BattleRandom
cp 50 percent + 1
jr nc, .not_confused
; clear confusion-dependent substatus
ld hl, wPlayerSubStatus3
ld a, [hl]
and 1 << SUBSTATUS_CONFUSED
ld [hl], a
call HitConfusion
call CantMove
jp EndTurn
.not_confused
ld a, [wPlayerSubStatus1]
add a ; bit SUBSTATUS_ATTRACT
jr nc, .not_infatuated
ld hl, InLoveWithText
call StdBattleTextbox
xor a
ld [wNumHits], a
ld de, ANIM_IN_LOVE
call FarPlayBattleAnimation
; 50% chance of infatuation
call BattleRandom
cp 50 percent + 1
jr c, .not_infatuated
ld hl, InfatuationText
call StdBattleTextbox
call CantMove
jp EndTurn
.not_infatuated
; We can't disable a move that doesn't exist.
ld a, [wDisabledMove]
and a
jr z, .no_disabled_move
; Are we using the disabled move?
ld hl, wCurPlayerMove
cp [hl]
jr nz, .no_disabled_move
call MoveDisabled
call CantMove
jp EndTurn
.no_disabled_move
ld hl, wBattleMonStatus
bit PAR, [hl]
ret z
; 25% chance to be fully paralyzed
call BattleRandom
cp 25 percent
ret nc
ld hl, FullyParalyzedText
call StdBattleTextbox
call CantMove
jp EndTurn
CantMove:
ld a, BATTLE_VARS_SUBSTATUS1
call GetBattleVarAddr
res SUBSTATUS_ROLLOUT, [hl]
ld a, BATTLE_VARS_SUBSTATUS3
call GetBattleVarAddr
ld a, [hl]
and $ff ^ (1 << SUBSTATUS_BIDE | 1 << SUBSTATUS_RAMPAGE | 1 << SUBSTATUS_CHARGED)
ld [hl], a
call ResetFuryCutterCount
ld a, BATTLE_VARS_MOVE_ANIM
call GetBattleVar
cp FLY
jr z, .fly_dig
cp DIG
ret nz
.fly_dig
res SUBSTATUS_UNDERGROUND, [hl]
res SUBSTATUS_FLYING, [hl]
jp AppearUserRaiseSub
OpponentCantMove:
call BattleCommand_SwitchTurn
call CantMove
jp BattleCommand_SwitchTurn
CheckEnemyTurn:
ld hl, wEnemySubStatus4
bit SUBSTATUS_RECHARGE, [hl]
jr z, .no_recharge
res SUBSTATUS_RECHARGE, [hl]
ld hl, MustRechargeText
call StdBattleTextbox
call CantMove
jp EndTurn
.no_recharge
ld hl, wEnemyMonStatus
ld a, [hl]
and SLP
jr z, .not_asleep
dec a
ld [wEnemyMonStatus], a
and a
jr z, .woke_up
ld hl, FastAsleepText
call StdBattleTextbox
xor a
ld [wNumHits], a
ld de, ANIM_SLP
call FarPlayBattleAnimation
jr .fast_asleep
.woke_up
ld hl, WokeUpText
call StdBattleTextbox
call CantMove
call UpdateEnemyMonInParty
ld hl, UpdateEnemyHUD
call CallBattleCore
ld a, $1
ldh [hBGMapMode], a
ld hl, wEnemySubStatus1
res SUBSTATUS_NIGHTMARE, [hl]
jr .not_asleep
.fast_asleep
; Snore and Sleep Talk bypass sleep.
ld a, [wCurEnemyMove]
cp SNORE
jr z, .not_asleep
cp SLEEP_TALK
jr z, .not_asleep
call CantMove
jp EndTurn
.not_asleep
ld hl, wEnemyMonStatus
bit FRZ, [hl]
jr z, .not_frozen
; Flame Wheel and Sacred Fire thaw the user.
ld a, [wCurEnemyMove]
cp FLAME_WHEEL
jr z, .not_frozen
cp SACRED_FIRE
jr z, .not_frozen
ld hl, FrozenSolidText
call StdBattleTextbox
call CantMove
jp EndTurn
.not_frozen
ld hl, wEnemySubStatus3
bit SUBSTATUS_FLINCHED, [hl]
jr z, .not_flinched
res SUBSTATUS_FLINCHED, [hl]
ld hl, FlinchedText
call StdBattleTextbox
call CantMove
jp EndTurn
.not_flinched
ld hl, wEnemyDisableCount
ld a, [hl]
and a
jr z, .not_disabled
dec a
ld [hl], a
and $f
jr nz, .not_disabled
ld [hl], a
ld [wEnemyDisabledMove], a
ld hl, DisabledNoMoreText
call StdBattleTextbox
.not_disabled
ld a, [wEnemySubStatus3]
add a ; bit SUBSTATUS_CONFUSED
jr nc, .not_confused
ld hl, wEnemyConfuseCount
dec [hl]
jr nz, .confused
ld hl, wEnemySubStatus3
res SUBSTATUS_CONFUSED, [hl]
ld hl, ConfusedNoMoreText
call StdBattleTextbox
jr .not_confused
.confused
ld hl, IsConfusedText
call StdBattleTextbox
xor a
ld [wNumHits], a
ld de, ANIM_CONFUSED
call FarPlayBattleAnimation
; 50% chance of hitting itself
call BattleRandom
cp 50 percent + 1
jr nc, .not_confused
; clear confusion-dependent substatus
ld hl, wEnemySubStatus3
ld a, [hl]
and 1 << SUBSTATUS_CONFUSED
ld [hl], a
ld hl, HurtItselfText
call StdBattleTextbox
call HitSelfInConfusion
call BattleCommand_DamageCalc
call BattleCommand_LowerSub
xor a
ld [wNumHits], a
; Flicker the monster pic unless flying or underground.
ld de, ANIM_HIT_CONFUSION
ld a, BATTLE_VARS_SUBSTATUS3_OPP
call GetBattleVar
and 1 << SUBSTATUS_FLYING | 1 << SUBSTATUS_UNDERGROUND
call z, PlayFXAnimID
ld c, TRUE
call DoEnemyDamage
call BattleCommand_RaiseSub
call CantMove
jp EndTurn
.not_confused
ld a, [wEnemySubStatus1]
add a ; bit SUBSTATUS_ATTRACT
jr nc, .not_infatuated
ld hl, InLoveWithText
call StdBattleTextbox
xor a
ld [wNumHits], a
ld de, ANIM_IN_LOVE
call FarPlayBattleAnimation
; 50% chance of infatuation
call BattleRandom
cp 50 percent + 1
jr c, .not_infatuated
ld hl, InfatuationText
call StdBattleTextbox
call CantMove
jp EndTurn
.not_infatuated
; We can't disable a move that doesn't exist.
ld a, [wEnemyDisabledMove]
and a
jr z, .no_disabled_move
; Are we using the disabled move?
ld hl, wCurEnemyMove
cp [hl]
jr nz, .no_disabled_move
call MoveDisabled
call CantMove
jp EndTurn
.no_disabled_move
ld hl, wEnemyMonStatus
bit PAR, [hl]
ret z
; 25% chance to be fully paralyzed
call BattleRandom
cp 25 percent
ret nc
ld hl, FullyParalyzedText
call StdBattleTextbox
call CantMove
; fallthrough
EndTurn:
ld a, $1
ld [wTurnEnded], a
jp ResetDamage
MoveDisabled:
; Make sure any charged moves fail
ld a, BATTLE_VARS_SUBSTATUS3
call GetBattleVarAddr
res SUBSTATUS_CHARGED, [hl]
ld a, BATTLE_VARS_MOVE
call GetBattleVar
ld [wNamedObjectIndex], a
call GetMoveName
ld hl, DisabledMoveText
jp StdBattleTextbox
HitConfusion:
ld hl, HurtItselfText
call StdBattleTextbox
xor a
ld [wCriticalHit], a
call HitSelfInConfusion
call BattleCommand_DamageCalc
call BattleCommand_LowerSub
xor a
ld [wNumHits], a
; Flicker the monster pic unless flying or underground.
ld de, ANIM_HIT_CONFUSION
ld a, BATTLE_VARS_SUBSTATUS3_OPP
call GetBattleVar
and 1 << SUBSTATUS_FLYING | 1 << SUBSTATUS_UNDERGROUND
call z, PlayFXAnimID
ld hl, UpdatePlayerHUD
call CallBattleCore
ld a, $1
ldh [hBGMapMode], a
ld c, TRUE
call DoPlayerDamage
jp BattleCommand_RaiseSub
BattleCommand_CheckObedience:
; checkobedience
; Enemy can't disobey
ldh a, [hBattleTurn]
and a
ret nz
call CheckUserIsCharging
ret nz
; If we've already checked this turn
ld a, [wAlreadyDisobeyed]
and a
ret nz
xor a
ld [wAlreadyDisobeyed], a
; No obedience in link battles
; (since no handling exists for enemy)
ld a, [wLinkMode]
and a
ret nz
ld a, [wInBattleTowerBattle]
and a
ret nz
; If the monster's id doesn't match the player's,
; some conditions need to be met.
ld a, MON_ID
call BattlePartyAttr
ld a, [wPlayerID]
cp [hl]
jr nz, .obeylevel
inc hl
ld a, [wPlayerID + 1]
cp [hl]
ret z
.obeylevel
; The maximum obedience level is constrained by owned badges:
ld hl, wJohtoBadges
; risingbadge
bit RISINGBADGE, [hl]
ld a, MAX_LEVEL + 1
jr nz, .getlevel
; stormbadge
bit STORMBADGE, [hl]
ld a, 70
jr nz, .getlevel
; fogbadge
bit FOGBADGE, [hl]
ld a, 50
jr nz, .getlevel
; hivebadge
bit HIVEBADGE, [hl]
ld a, 30
jr nz, .getlevel
; no badges
ld a, 10
.getlevel
; c = obedience level
; d = monster level
; b = c + d
ld b, a
ld c, a
ld a, [wBattleMonLevel]
ld d, a
add b
ld b, a
; No overflow (this should never happen)
jr nc, .checklevel
ld b, $ff
.checklevel
; If the monster's level is lower than the obedience level, it will obey.
ld a, c
cp d
ret nc
; Random number from 0 to obedience level + monster level
.rand1
call BattleRandom
swap a
cp b
jr nc, .rand1
; The higher above the obedience level the monster is,
; the more likely it is to disobey.
cp c
ret c
; Sleep-only moves have separate handling, and a higher chance of
; being ignored. Lazy monsters like their sleep.
call IgnoreSleepOnly
ret c
; Another random number from 0 to obedience level + monster level
.rand2
call BattleRandom
cp b
jr nc, .rand2
; A second chance.
cp c
jr c, .UseInstead
; No hope of using a move now.
; b = number of levels the monster is above the obedience level
ld a, d
sub c
ld b, a
; The chance of napping is the difference out of 256.
call BattleRandom
swap a
sub b
jr c, .Nap
; The chance of not hitting itself is the same.
cp b
jr nc, .DoNothing
ld hl, WontObeyText
call StdBattleTextbox
call HitConfusion
jp .EndDisobedience
.Nap:
call BattleRandom
add a
swap a
and SLP
jr z, .Nap
ld [wBattleMonStatus], a
ld hl, BeganToNapText
jr .Print
.DoNothing:
; 4 random choices
call BattleRandom
and %11
ld hl, LoafingAroundText
and a ; 0
jr z, .Print
ld hl, WontObeyText
dec a ; 1
jr z, .Print
ld hl, TurnedAwayText
dec a ; 2
jr z, .Print
ld hl, IgnoredOrdersText
.Print:
call StdBattleTextbox
jp .EndDisobedience
.UseInstead:
; Can't use another move if the monster only has one!
ld a, [wBattleMonMoves + 1]
and a
jr z, .DoNothing
; Don't bother trying to handle Disable.
ld a, [wDisabledMove]
and a
jr nz, .DoNothing
ld hl, wBattleMonPP
ld de, wBattleMonMoves
ld b, 0
ld c, NUM_MOVES
.GetTotalPP:
ld a, [hli]
and PP_MASK
add b
ld b, a
dec c
jr z, .CheckMovePP
; Stop at undefined moves.
inc de
ld a, [de]
and a
jr nz, .GetTotalPP
.CheckMovePP:
ld hl, wBattleMonPP
ld a, [wCurMoveNum]
ld e, a
ld d, 0
add hl, de
; Can't use another move if only one move has PP.
ld a, [hl]
and PP_MASK
cp b
jr z, .DoNothing
; Make sure we can actually use the move once we get there.
ld a, 1
ld [wAlreadyDisobeyed], a
ld a, [w2DMenuNumRows]
ld b, a
; Save the move we originally picked for afterward.
ld a, [wCurMoveNum]
ld c, a
push af
.RandomMove:
call BattleRandom
maskbits NUM_MOVES
cp b
jr nc, .RandomMove
; Not the move we were trying to use.
cp c
jr z, .RandomMove
; Make sure it has PP.
ld [wCurMoveNum], a
ld hl, wBattleMonPP
ld e, a
ld d, 0
add hl, de
ld a, [hl]
and PP_MASK
jr z, .RandomMove
; Use it.
ld a, [wCurMoveNum]
ld c, a
ld b, 0
ld hl, wBattleMonMoves
add hl, bc
ld a, [hl]
ld [wCurPlayerMove], a
call SetPlayerTurn
call UpdateMoveData
call DoMove
; Restore original move choice.
pop af
ld [wCurMoveNum], a
.EndDisobedience:
xor a
ld [wLastPlayerMove], a
ld [wLastPlayerCounterMove], a
; Break Encore too.
ld hl, wPlayerSubStatus5
res SUBSTATUS_ENCORED, [hl]
xor a
ld [wPlayerEncoreCount], a
jp EndMoveEffect
IgnoreSleepOnly:
ld a, BATTLE_VARS_MOVE_ANIM
call GetBattleVar
; Snore and Sleep Talk bypass sleep.
cp SNORE
jr z, .CheckSleep
cp SLEEP_TALK
jr z, .CheckSleep
and a
ret
.CheckSleep:
ld a, BATTLE_VARS_STATUS
call GetBattleVar
and SLP
ret z
; 'ignored orders…sleeping!'
ld hl, IgnoredSleepingText
call StdBattleTextbox
call EndMoveEffect
scf
ret
BattleCommand_UsedMoveText:
; usedmovetext
farcall DisplayUsedMoveText
ret
CheckUserIsCharging:
ldh a, [hBattleTurn]
and a
ld a, [wPlayerCharging] ; player
jr z, .end
ld a, [wEnemyCharging] ; enemy
.end
and a
ret
BattleCommand_DoTurn:
call CheckUserIsCharging
ret nz
ld hl, wBattleMonPP
ld de, wPlayerSubStatus3
ld bc, wPlayerTurnsTaken
ldh a, [hBattleTurn]
and a
jr z, .proceed
ld hl, wEnemyMonPP
ld de, wEnemySubStatus3
ld bc, wEnemyTurnsTaken
.proceed
; If we've gotten this far, this counts as a turn.
ld a, [bc]
inc a
ld [bc], a
ld a, BATTLE_VARS_MOVE
call GetBattleVar
cp STRUGGLE
ret z
ld a, [de]
and 1 << SUBSTATUS_IN_LOOP | 1 << SUBSTATUS_RAMPAGE | 1 << SUBSTATUS_BIDE
ret nz
call .consume_pp
ld a, b
and a
jp nz, EndMoveEffect
; SubStatus5
inc de
inc de
ld a, [de]
bit SUBSTATUS_TRANSFORMED, a
ret nz
ldh a, [hBattleTurn]
and a
ld hl, wPartyMon1PP
ld a, [wCurBattleMon]
jr z, .player
; mimic this part entirely if wildbattle
ld a, [wBattleMode]
dec a
jr z, .wild
ld hl, wOTPartyMon1PP
ld a, [wCurOTMon]
.player
call GetPartyLocation
push hl
call CheckMimicUsed
pop hl
ret c
.consume_pp
ldh a, [hBattleTurn]
and a
ld a, [wCurMoveNum]
jr z, .okay
ld a, [wCurEnemyMoveNum]
.okay
ld c, a
ld b, 0
add hl, bc
ld a, [hl]
and PP_MASK
jr z, .out_of_pp
dec [hl]
ld b, 0
ret
.wild
ld hl, wEnemyMonMoves
ld a, [wCurEnemyMoveNum]
ld c, a
ld b, 0
add hl, bc
ld a, [hl]
cp MIMIC
jr z, .mimic
ld hl, wWildMonMoves
add hl, bc
ld a, [hl]
cp MIMIC
ret z
.mimic
ld hl, wWildMonPP
call .consume_pp
ret
.out_of_pp
call BattleCommand_MoveDelay
; get move effect
ld a, BATTLE_VARS_MOVE_EFFECT
call GetBattleVar
; continuous?
ld hl, .continuousmoves
ld de, 1
call IsInArray
; 'has no pp left for [move]'
ld hl, HasNoPPLeftText
jr c, .print
; 'but no pp is left for the move'
ld hl, NoPPLeftText
.print
call StdBattleTextbox
ld b, 1
ret
.continuousmoves
db EFFECT_RAZOR_WIND
db EFFECT_SKY_ATTACK
db EFFECT_SKULL_BASH
db EFFECT_SOLARBEAM
db EFFECT_FLY
db EFFECT_ROLLOUT
db EFFECT_BIDE
db EFFECT_RAMPAGE
db -1
CheckMimicUsed:
ldh a, [hBattleTurn]
and a
ld a, [wCurMoveNum]
jr z, .player
ld a, [wCurEnemyMoveNum]
.player
ld c, a
ld a, MON_MOVES
call UserPartyAttr
ld a, BATTLE_VARS_MOVE
call GetBattleVar
cp MIMIC
jr z, .mimic
ld b, 0
add hl, bc
ld a, [hl]
cp MIMIC
jr nz, .mimic
scf
ret
.mimic
and a
ret
BattleCommand_Critical:
; critical
; Determine whether this attack's hit will be critical.
xor a
ld [wCriticalHit], a
ld a, BATTLE_VARS_MOVE_POWER
call GetBattleVar
and a
ret z
ldh a, [hBattleTurn]
and a
ld hl, wEnemyMonItem
ld a, [wEnemyMonSpecies]
jr nz, .Item
ld hl, wBattleMonItem
ld a, [wBattleMonSpecies]
.Item:
ld c, 0
cp CHANSEY
jr nz, .Farfetchd
ld a, [hl]
cp LUCKY_PUNCH
jr nz, .FocusEnergy
; +2 critical level
ld c, 2
jr .Tally
.Farfetchd:
cp FARFETCH_D
jr nz, .FocusEnergy
ld a, [hl]
cp STICK
jr nz, .FocusEnergy
; +2 critical level
ld c, 2
jr .Tally
.FocusEnergy:
ld a, BATTLE_VARS_SUBSTATUS4
call GetBattleVar
bit SUBSTATUS_FOCUS_ENERGY, a
jr z, .CheckCritical
; +1 critical level
inc c
.CheckCritical:
ld a, BATTLE_VARS_MOVE_ANIM
call GetBattleVar
ld de, 1
ld hl, CriticalHitMoves
push bc
call IsInArray
pop bc
jr nc, .ScopeLens
; +2 critical level
inc c
inc c
.ScopeLens:
push bc
call GetUserItem
ld a, b
cp HELD_CRITICAL_UP ; Increased critical chance. Only Scope Lens has this.
pop bc
jr nz, .Tally
; +1 critical level
inc c
.Tally:
ld hl, CriticalHitChances
ld b, 0
add hl, bc
call BattleRandom
cp [hl]
ret nc
ld a, 1
ld [wCriticalHit], a
ret
INCLUDE "data/moves/critical_hit_moves.asm"
INCLUDE "data/battle/critical_hit_chances.asm"
INCLUDE "engine/battle/move_effects/triple_kick.asm"
BattleCommand_Stab:
; STAB = Same Type Attack Bonus
ld a, BATTLE_VARS_MOVE_ANIM
call GetBattleVar
cp STRUGGLE
ret z
ld hl, wBattleMonType1
ld a, [hli]
ld b, a
ld c, [hl]
ld hl, wEnemyMonType1
ld a, [hli]
ld d, a
ld e, [hl]
ldh a, [hBattleTurn]
and a
jr z, .go ; Who Attacks and who Defends
ld hl, wEnemyMonType1
ld a, [hli]
ld b, a
ld c, [hl]
ld hl, wBattleMonType1
ld a, [hli]
ld d, a
ld e, [hl]
.go
ld a, BATTLE_VARS_MOVE_TYPE
call GetBattleVarAddr
ld [wCurType], a
push hl
push de
push bc
farcall DoWeatherModifiers
pop bc
pop de
pop hl
push de
push bc
farcall DoBadgeTypeBoosts
pop bc
pop de
ld a, [wCurType]
cp b
jr z, .stab
cp c
jr z, .stab
jr .SkipStab
.stab
ld hl, wCurDamage + 1
ld a, [hld]
ld h, [hl]
ld l, a
ld b, h
ld c, l
srl b
rr c
add hl, bc
ld a, h
ld [wCurDamage], a
ld a, l
ld [wCurDamage + 1], a
ld hl, wTypeModifier
set 7, [hl]
.SkipStab:
ld a, BATTLE_VARS_MOVE_TYPE
call GetBattleVar
ld b, a
ld hl, TypeMatchups
.TypesLoop:
ld a, [hli]
cp -1
jr z, .end
; foresight
cp -2
jr nz, .SkipForesightCheck
ld a, BATTLE_VARS_SUBSTATUS1_OPP
call GetBattleVar
bit SUBSTATUS_IDENTIFIED, a
jr nz, .end
jr .TypesLoop
.SkipForesightCheck:
cp b
jr nz, .SkipType
ld a, [hl]
cp d
jr z, .GotMatchup
cp e
jr z, .GotMatchup
jr .SkipType
.GotMatchup:
push hl
push bc
inc hl
ld a, [wTypeModifier]
and %10000000
ld b, a
; If the target is immune to the move, treat it as a miss and calculate the damage as 0
ld a, [hl]
and a
jr nz, .NotImmune
inc a
ld [wAttackMissed], a
xor a
.NotImmune:
ldh [hMultiplier], a
add b
ld [wTypeModifier], a
xor a
ldh [hMultiplicand + 0], a
ld hl, wCurDamage
ld a, [hli]
ldh [hMultiplicand + 1], a
ld a, [hld]
ldh [hMultiplicand + 2], a
call Multiply
ldh a, [hProduct + 1]
ld b, a
ldh a, [hProduct + 2]
or b
ld b, a
ldh a, [hProduct + 3]
or b
jr z, .ok ; This is a very convoluted way to get back that we've essentially dealt no damage.
; Take the product and divide it by 10.
ld a, 10
ldh [hDivisor], a
ld b, 4
call Divide
ldh a, [hQuotient + 2]
ld b, a
ldh a, [hQuotient + 3]
or b
jr nz, .ok
ld a, 1
ldh [hMultiplicand + 2], a
.ok
ldh a, [hMultiplicand + 1]
ld [hli], a
ldh a, [hMultiplicand + 2]
ld [hl], a
pop bc
pop hl
.SkipType:
inc hl
inc hl
jr .TypesLoop
.end
call BattleCheckTypeMatchup
ld a, [wTypeMatchup]
ld b, a
ld a, [wTypeModifier]
and %10000000
or b
ld [wTypeModifier], a
ret
BattleCheckTypeMatchup:
ld hl, wEnemyMonType1
ldh a, [hBattleTurn]
and a
jr z, CheckTypeMatchup
ld hl, wBattleMonType1
CheckTypeMatchup:
; There is an incorrect assumption about this function made in the AI related code: when
; the AI calls CheckTypeMatchup (not BattleCheckTypeMatchup), it assumes that placing the
; offensive type in a will make this function do the right thing. Since a is overwritten,
; this assumption is incorrect. A simple fix would be to load the move type for the
; current move into a in BattleCheckTypeMatchup, before falling through, which is
; consistent with how the rest of the code assumes this code works like.
push hl
push de
push bc
ld a, BATTLE_VARS_MOVE_TYPE
call GetBattleVar
ld d, a
ld b, [hl]
inc hl
ld c, [hl]
ld a, 10 ; 1.0
ld [wTypeMatchup], a
ld hl, TypeMatchups
.TypesLoop:
ld a, [hli]
cp -1
jr z, .End
cp -2
jr nz, .Next
ld a, BATTLE_VARS_SUBSTATUS1_OPP
call GetBattleVar
bit SUBSTATUS_IDENTIFIED, a
jr nz, .End
jr .TypesLoop
.Next:
cp d
jr nz, .Nope
ld a, [hli]
cp b
jr z, .Yup
cp c
jr z, .Yup
jr .Nope2
.Nope:
inc hl
.Nope2:
inc hl
jr .TypesLoop
.Yup:
xor a
ldh [hDividend + 0], a
ldh [hMultiplicand + 0], a
ldh [hMultiplicand + 1], a
ld a, [hli]
ldh [hMultiplicand + 2], a
ld a, [wTypeMatchup]
ldh [hMultiplier], a
call Multiply
ld a, 10
ldh [hDivisor], a
push bc
ld b, 4
call Divide
pop bc
ldh a, [hQuotient + 3]
ld [wTypeMatchup], a
jr .TypesLoop
.End:
pop bc
pop de
pop hl
ret
BattleCommand_ResetTypeMatchup:
; Reset the type matchup multiplier to 1.0, if the type matchup is not 0.
; If there is immunity in play, the move automatically misses.
call BattleCheckTypeMatchup
ld a, [wTypeMatchup]
and a
ld a, 10 ; 1.0
jr nz, .reset
call ResetDamage
xor a
ld [wTypeModifier], a
inc a
ld [wAttackMissed], a
ret
.reset
ld [wTypeMatchup], a
ret
INCLUDE "engine/battle/ai/switch.asm"
INCLUDE "data/types/type_matchups.asm"
BattleCommand_DamageVariation:
; damagevariation
; Modify the damage spread between 85% and 100%.
; Because of the method of division the probability distribution
; is not consistent. This makes the highest damage multipliers
; rarer than normal.
; No point in reducing 1 or 0 damage.
ld hl, wCurDamage
ld a, [hli]
and a
jr nz, .go
ld a, [hl]
cp 2
ret c
.go
; Start with the maximum damage.
xor a
ldh [hMultiplicand + 0], a
dec hl
ld a, [hli]
ldh [hMultiplicand + 1], a
ld a, [hl]
ldh [hMultiplicand + 2], a
; Multiply by 85-100%...
.loop
call BattleRandom
rrca
cp 85 percent + 1
jr c, .loop
ldh [hMultiplier], a
call Multiply
; ...divide by 100%...
ld a, 100 percent
ldh [hDivisor], a
ld b, $4
call Divide
; ...to get .85-1.00x damage.
ldh a, [hQuotient + 2]
ld hl, wCurDamage
ld [hli], a
ldh a, [hQuotient + 3]
ld [hl], a
ret
BattleCommand_CheckHit:
; checkhit
call .DreamEater
jp z, .Miss
call .Protect
jp nz, .Miss
call .DrainSub
jp z, .Miss
call .LockOn
ret nz
call .FlyDigMoves
jp nz, .Miss
call .ThunderRain
ret z
call .XAccuracy
ret nz
; Perfect-accuracy moves
ld a, BATTLE_VARS_MOVE_EFFECT
call GetBattleVar
cp EFFECT_ALWAYS_HIT
ret z
call .StatModifiers
ld a, [wPlayerMoveStruct + MOVE_ACC]
ld b, a
ldh a, [hBattleTurn]
and a
jr z, .BrightPowder
ld a, [wEnemyMoveStruct + MOVE_ACC]
ld b, a
.BrightPowder:
push bc
call GetOpponentItem
ld a, b
cp HELD_BRIGHTPOWDER
ld a, c ; % miss
pop bc
jr nz, .skip_brightpowder
ld c, a
ld a, b
sub c
ld b, a
jr nc, .skip_brightpowder
ld b, 0
.skip_brightpowder
ld a, b
cp -1
jr z, .Hit
call BattleRandom
cp b
jr nc, .Miss
.Hit:
ret
.Miss:
; Keep the damage value intact if we're using (Hi) Jump Kick.
ld a, BATTLE_VARS_MOVE_EFFECT
call GetBattleVar
cp EFFECT_JUMP_KICK
jr z, .Missed
call ResetDamage
.Missed:
ld a, 1
ld [wAttackMissed], a
ret
.DreamEater:
; Return z if we're trying to eat the dream of
; a monster that isn't sleeping.
ld a, BATTLE_VARS_MOVE_EFFECT
call GetBattleVar
cp EFFECT_DREAM_EATER
ret nz
ld a, BATTLE_VARS_STATUS_OPP
call GetBattleVar
and SLP
ret
.Protect:
; Return nz if the opponent is protected.
ld a, BATTLE_VARS_SUBSTATUS1_OPP
call GetBattleVar
bit SUBSTATUS_PROTECT, a
ret z
ld c, 40
call DelayFrames
; 'protecting itself!'
ld hl, ProtectingItselfText
call StdBattleTextbox
ld c, 40
call DelayFrames
ld a, 1
and a
ret
.LockOn:
; Return nz if we are locked-on and aren't trying to use Earthquake,
; Fissure or Magnitude on a monster that is flying.
ld a, BATTLE_VARS_SUBSTATUS5_OPP
call GetBattleVarAddr
bit SUBSTATUS_LOCK_ON, [hl]
res SUBSTATUS_LOCK_ON, [hl]
ret z
ld a, BATTLE_VARS_SUBSTATUS3_OPP
call GetBattleVar
bit SUBSTATUS_FLYING, a
jr z, .LockedOn
ld a, BATTLE_VARS_MOVE_ANIM
call GetBattleVar
cp EARTHQUAKE
ret z
cp FISSURE
ret z
cp MAGNITUDE
ret z
.LockedOn:
ld a, 1
and a
ret
.DrainSub:
; Return z if using an HP drain move on a substitute.
call CheckSubstituteOpp
jr z, .not_draining_sub
ld a, BATTLE_VARS_MOVE_EFFECT
call GetBattleVar
cp EFFECT_LEECH_HIT
ret z
cp EFFECT_DREAM_EATER
ret z
.not_draining_sub
ld a, 1
and a
ret
.FlyDigMoves:
; Check for moves that can hit underground/flying opponents.
; Return z if the current move can hit the opponent.
ld a, BATTLE_VARS_SUBSTATUS3_OPP
call GetBattleVar
and 1 << SUBSTATUS_FLYING | 1 << SUBSTATUS_UNDERGROUND
ret z
bit SUBSTATUS_FLYING, a
jr z, .DigMoves
ld a, BATTLE_VARS_MOVE_ANIM
call GetBattleVar
cp GUST
ret z
cp WHIRLWIND
ret z
cp THUNDER
ret z
cp TWISTER
ret
.DigMoves:
ld a, BATTLE_VARS_MOVE_ANIM
call GetBattleVar
cp EARTHQUAKE
ret z
cp FISSURE
ret z
cp MAGNITUDE
ret
.ThunderRain:
; Return z if the current move always hits in rain, and it is raining.
ld a, BATTLE_VARS_MOVE_EFFECT
call GetBattleVar
cp EFFECT_THUNDER
ret nz
ld a, [wBattleWeather]
cp WEATHER_RAIN
ret
.XAccuracy:
ld a, BATTLE_VARS_SUBSTATUS4
call GetBattleVar
bit SUBSTATUS_X_ACCURACY, a
ret
.StatModifiers:
ldh a, [hBattleTurn]
and a
; load the user's accuracy into b and the opponent's evasion into c.
ld hl, wPlayerMoveStruct + MOVE_ACC
ld a, [wPlayerAccLevel]
ld b, a
ld a, [wEnemyEvaLevel]
ld c, a
jr z, .got_acc_eva
ld hl, wEnemyMoveStruct + MOVE_ACC
ld a, [wEnemyAccLevel]
ld b, a
ld a, [wPlayerEvaLevel]
ld c, a
.got_acc_eva
cp b
jr c, .skip_foresight_check
; if the target's evasion is greater than the user's accuracy,
; check the target's foresight status
ld a, BATTLE_VARS_SUBSTATUS1_OPP
call GetBattleVar
bit SUBSTATUS_IDENTIFIED, a
ret nz
.skip_foresight_check
; subtract evasion from 14
ld a, MAX_STAT_LEVEL + 1
sub c
ld c, a
; store the base move accuracy for math ops
xor a
ldh [hMultiplicand + 0], a
ldh [hMultiplicand + 1], a
ld a, [hl]
ldh [hMultiplicand + 2], a
push hl
ld d, 2 ; do this twice, once for the user's accuracy and once for the target's evasion
.accuracy_loop
; look up the multiplier from the table
push bc
ld hl, AccuracyLevelMultipliers
dec b
sla b
ld c, b
ld b, 0
add hl, bc
pop bc
; multiply by the first byte in that row...
ld a, [hli]
ldh [hMultiplier], a
call Multiply
; ... and divide by the second byte
ld a, [hl]
ldh [hDivisor], a
ld b, 4
call Divide
; minimum accuracy is $0001
ldh a, [hQuotient + 3]
ld b, a
ldh a, [hQuotient + 2]
or b
jr nz, .min_accuracy
ldh [hQuotient + 2], a
ld a, 1
ldh [hQuotient + 3], a
.min_accuracy
; do the same thing to the target's evasion
ld b, c
dec d
jr nz, .accuracy_loop
; if the result is more than 2 bytes, max out at 100%
ldh a, [hQuotient + 2]
and a
ldh a, [hQuotient + 3]
jr z, .finish_accuracy
ld a, $ff
.finish_accuracy
pop hl
ld [hl], a
ret
INCLUDE "data/battle/accuracy_multipliers.asm"
BattleCommand_EffectChance:
; effectchance
xor a
ld [wEffectFailed], a
call CheckSubstituteOpp
jr nz, .failed
push hl
ld hl, wPlayerMoveStruct + MOVE_CHANCE
ldh a, [hBattleTurn]
and a
jr z, .got_move_chance
ld hl, wEnemyMoveStruct + MOVE_CHANCE
.got_move_chance
; BUG: 1/256 chance to fail even for a 100% effect chance,
; since carry is not set if BattleRandom == [hl] == 255
call BattleRandom
cp [hl]
pop hl
ret c
.failed
ld a, 1
ld [wEffectFailed], a
and a
ret
BattleCommand_LowerSub:
; lowersub
ld a, BATTLE_VARS_SUBSTATUS4
call GetBattleVar
bit SUBSTATUS_SUBSTITUTE, a
ret z
ld a, BATTLE_VARS_SUBSTATUS3
call GetBattleVar
bit SUBSTATUS_CHARGED, a
jr nz, .already_charged
ld a, BATTLE_VARS_MOVE_EFFECT
call GetBattleVar
cp EFFECT_RAZOR_WIND
jr z, .charge_turn
cp EFFECT_SKY_ATTACK
jr z, .charge_turn
cp EFFECT_SKULL_BASH
jr z, .charge_turn
cp EFFECT_SOLARBEAM
jr z, .charge_turn
cp EFFECT_FLY
jr z, .charge_turn
.already_charged
call .Rampage
jr z, .charge_turn
call CheckUserIsCharging
ret nz
.charge_turn
call _CheckBattleScene
jr c, .mimic_anims
xor a
ld [wNumHits], a
ld [wFXAnimID + 1], a
inc a
ld [wBattleAnimParam], a
ld a, SUBSTITUTE
jp LoadAnim
.mimic_anims
call BattleCommand_LowerSubNoAnim
jp BattleCommand_MoveDelay
.Rampage:
ld a, BATTLE_VARS_MOVE_EFFECT
call GetBattleVar
cp EFFECT_ROLLOUT
jr z, .rollout_rampage
cp EFFECT_RAMPAGE
jr z, .rollout_rampage
ld a, 1
and a
ret
.rollout_rampage
ld a, [wSomeoneIsRampaging]
and a
ld a, 0
ld [wSomeoneIsRampaging], a
ret
BattleCommand_MoveAnim:
; moveanim
call BattleCommand_LowerSub
call BattleCommand_MoveAnimNoSub
jp BattleCommand_RaiseSub
BattleCommand_MoveAnimNoSub:
ld a, [wAttackMissed]
and a
jp nz, BattleCommand_MoveDelay
ldh a, [hBattleTurn]
and a
ld de, wPlayerRolloutCount
ld a, BATTLEANIM_ENEMY_DAMAGE
jr z, .got_rollout_count
ld de, wEnemyRolloutCount
ld a, BATTLEANIM_PLAYER_DAMAGE
.got_rollout_count
ld [wNumHits], a
ld a, BATTLE_VARS_MOVE_EFFECT
call GetBattleVar
cp EFFECT_MULTI_HIT
jr z, .alternate_anim
cp EFFECT_CONVERSION
jr z, .alternate_anim
cp EFFECT_DOUBLE_HIT
jr z, .alternate_anim
cp EFFECT_POISON_MULTI_HIT
jr z, .alternate_anim
cp EFFECT_TRIPLE_KICK
jr z, .triplekick
xor a
ld [wBattleAnimParam], a
.triplekick
ld a, BATTLE_VARS_MOVE_ANIM
call GetBattleVar
ld e, a
ld d, 0
call PlayFXAnimID
ld a, BATTLE_VARS_MOVE_ANIM
call GetBattleVar
cp FLY
jr z, .clear_sprite
cp DIG
ret nz
.clear_sprite
jp AppearUserLowerSub
.alternate_anim
ld a, [wBattleAnimParam]
and 1
xor 1
ld [wBattleAnimParam], a
ld a, [de]
cp 1
push af
ld a, BATTLE_VARS_MOVE_ANIM
call GetBattleVar
ld e, a
ld d, 0
pop af
jp z, PlayFXAnimID
xor a
ld [wNumHits], a
jp PlayFXAnimID
BattleCommand_StatUpAnim:
ld a, [wAttackMissed]
and a
jp nz, BattleCommand_MoveDelay
xor a
jr BattleCommand_StatUpDownAnim
BattleCommand_StatDownAnim:
ld a, [wAttackMissed]
and a
jp nz, BattleCommand_MoveDelay
ldh a, [hBattleTurn]
and a
ld a, BATTLEANIM_ENEMY_STAT_DOWN
jr z, BattleCommand_StatUpDownAnim
ld a, BATTLEANIM_WOBBLE
; fallthrough
BattleCommand_StatUpDownAnim:
ld [wNumHits], a
xor a
ld [wBattleAnimParam], a
ld a, BATTLE_VARS_MOVE_ANIM
call GetBattleVar
ld e, a
ld d, 0
jp PlayFXAnimID
BattleCommand_SwitchTurn:
; switchturn
ldh a, [hBattleTurn]
xor 1
ldh [hBattleTurn], a
ret
BattleCommand_RaiseSub:
; raisesub
ld a, BATTLE_VARS_SUBSTATUS4
call GetBattleVar
bit SUBSTATUS_SUBSTITUTE, a
ret z
call _CheckBattleScene
jp c, BattleCommand_RaiseSubNoAnim
xor a
ld [wNumHits], a
ld [wFXAnimID + 1], a
ld a, $2
ld [wBattleAnimParam], a
ld a, SUBSTITUTE
jp LoadAnim
BattleCommand_FailureText:
; failuretext
; If the move missed or failed, load the appropriate
; text, and end the effects of multi-turn or multi-
; hit moves.
ld a, [wAttackMissed]
and a
ret z
call GetFailureResultText
ld a, BATTLE_VARS_MOVE_ANIM
call GetBattleVarAddr
cp FLY
jr z, .fly_dig
cp DIG
jr z, .fly_dig
; Move effect:
inc hl
ld a, [hl]
cp EFFECT_MULTI_HIT
jr z, .multihit
cp EFFECT_DOUBLE_HIT
jr z, .multihit
cp EFFECT_POISON_MULTI_HIT
jr z, .multihit
jp EndMoveEffect
.multihit
call BattleCommand_RaiseSub
jp EndMoveEffect
.fly_dig
ld a, BATTLE_VARS_SUBSTATUS3
call GetBattleVarAddr
res SUBSTATUS_UNDERGROUND, [hl]
res SUBSTATUS_FLYING, [hl]
call AppearUserRaiseSub
jp EndMoveEffect
BattleCommand_ApplyDamage:
; applydamage
ld a, BATTLE_VARS_SUBSTATUS1_OPP
call GetBattleVar
bit SUBSTATUS_ENDURE, a
jr z, .focus_band
call BattleCommand_FalseSwipe
ld b, 0
jr nc, .damage
ld b, 1
jr .damage
.focus_band
call GetOpponentItem
ld a, b
cp HELD_FOCUS_BAND
ld b, 0
jr nz, .damage
call BattleRandom
cp c
jr nc, .damage
call BattleCommand_FalseSwipe
ld b, 0
jr nc, .damage
ld b, 2
.damage
push bc
call .update_damage_taken
ld c, FALSE
ldh a, [hBattleTurn]
and a
jr nz, .damage_player
call DoEnemyDamage
jr .done_damage
.damage_player
call DoPlayerDamage
.done_damage
pop bc
ld a, b
and a
ret z
dec a
jr nz, .focus_band_text
ld hl, EnduredText
jp StdBattleTextbox
.focus_band_text
call GetOpponentItem
ld a, [hl]
ld [wNamedObjectIndex], a
call GetItemName
ld hl, HungOnText
jp StdBattleTextbox
.update_damage_taken
ld a, BATTLE_VARS_SUBSTATUS4_OPP
call GetBattleVar
bit SUBSTATUS_SUBSTITUTE, a
ret nz
ld de, wPlayerDamageTaken + 1
ldh a, [hBattleTurn]
and a
jr nz, .got_damage_taken
ld de, wEnemyDamageTaken + 1
.got_damage_taken
ld a, [wCurDamage + 1]
ld b, a
ld a, [de]
add b
ld [de], a
dec de
ld a, [wCurDamage]
ld b, a
ld a, [de]
adc b
ld [de], a
ret nc
ld a, $ff
ld [de], a
inc de
ld [de], a
ret
GetFailureResultText:
ld hl, DoesntAffectText
ld de, DoesntAffectText
ld a, [wTypeModifier]
and $7f
jr z, .got_text
ld a, BATTLE_VARS_MOVE_EFFECT
call GetBattleVar
cp EFFECT_FUTURE_SIGHT
ld hl, ButItFailedText
ld de, ItFailedText
jr z, .got_text
ld hl, AttackMissedText
ld de, AttackMissed2Text
ld a, [wCriticalHit]
cp -1
jr nz, .got_text
ld hl, UnaffectedText
.got_text
call FailText_CheckOpponentProtect
xor a
ld [wCriticalHit], a
ld a, BATTLE_VARS_MOVE_EFFECT
call GetBattleVar
cp EFFECT_JUMP_KICK
ret nz
ld a, [wTypeModifier]
and $7f
ret z
ld hl, wCurDamage
ld a, [hli]
ld b, [hl]
rept 3
srl a
rr b
endr
ld [hl], b
dec hl
ld [hli], a
or b
jr nz, .do_at_least_1_damage
inc a
ld [hl], a
.do_at_least_1_damage
ld hl, CrashedText
call StdBattleTextbox
ld a, $1
ld [wBattleAnimParam], a
call LoadMoveAnim
ld c, TRUE
ldh a, [hBattleTurn]
and a
jp nz, DoEnemyDamage
jp DoPlayerDamage
FailText_CheckOpponentProtect:
ld a, BATTLE_VARS_SUBSTATUS1_OPP
call GetBattleVar
bit SUBSTATUS_PROTECT, a
jr z, .not_protected
ld h, d
ld l, e
.not_protected
jp StdBattleTextbox
BattleCommand_BideFailText:
ld a, [wAttackMissed]
and a
ret z
ld a, [wTypeModifier]
and $7f
jp z, PrintDoesntAffect
jp PrintButItFailed
BattleCommand_CriticalText:
; criticaltext
; Prints the message for critical hits or one-hit KOs.
; If there is no message to be printed, wait 20 frames.
ld a, [wCriticalHit]
and a
jr z, .wait
dec a
add a
ld hl, .texts
ld b, 0
ld c, a
add hl, bc
ld a, [hli]
ld h, [hl]
ld l, a
call StdBattleTextbox
xor a
ld [wCriticalHit], a
.wait
ld c, 20
jp DelayFrames
.texts
dw CriticalHitText
dw OneHitKOText
BattleCommand_StartLoop:
; startloop
ld hl, wPlayerRolloutCount
ldh a, [hBattleTurn]
and a
jr z, .ok
ld hl, wEnemyRolloutCount
.ok
xor a
ld [hl], a
ret
BattleCommand_SuperEffectiveLoopText:
; supereffectivelooptext
ld a, BATTLE_VARS_SUBSTATUS3
call GetBattleVarAddr
bit SUBSTATUS_IN_LOOP, a
ret nz
; fallthrough
BattleCommand_SuperEffectiveText:
; supereffectivetext
ld a, [wTypeModifier]
and $7f
cp 10 ; 1.0
ret z
ld hl, SuperEffectiveText
jr nc, .print
ld hl, NotVeryEffectiveText
.print
jp StdBattleTextbox
BattleCommand_CheckFaint:
; checkfaint
; Faint the opponent if its HP reached zero
; and faint the user along with it if it used Destiny Bond.
; Ends the move effect if the opponent faints.
ld hl, wEnemyMonHP
ldh a, [hBattleTurn]
and a
jr z, .got_hp
ld hl, wBattleMonHP
.got_hp
ld a, [hli]
or [hl]
ret nz
ld a, BATTLE_VARS_SUBSTATUS5_OPP
call GetBattleVar
bit SUBSTATUS_DESTINY_BOND, a
jr z, .no_dbond
ld hl, TookDownWithItText
call StdBattleTextbox
ldh a, [hBattleTurn]
and a
ld hl, wEnemyMonMaxHP + 1
bccoord 2, 2 ; hp bar
ld a, 0
jr nz, .got_max_hp
ld hl, wBattleMonMaxHP + 1
bccoord 10, 9 ; hp bar
ld a, 1
.got_max_hp
ld [wWhichHPBar], a
ld a, [hld]
ld [wHPBuffer1], a
ld a, [hld]
ld [wHPBuffer1 + 1], a
ld a, [hl]
ld [wHPBuffer2], a
xor a
ld [hld], a
ld a, [hl]
ld [wHPBuffer2 + 1], a
xor a
ld [hl], a
ld [wHPBuffer3], a
ld [wHPBuffer3 + 1], a
ld h, b
ld l, c
predef AnimateHPBar
call RefreshBattleHuds
call BattleCommand_SwitchTurn
xor a
ld [wNumHits], a
ld [wFXAnimID + 1], a
inc a
ld [wBattleAnimParam], a
ld a, DESTINY_BOND
call LoadAnim
call BattleCommand_SwitchTurn
jr .finish
.no_dbond
ld a, BATTLE_VARS_MOVE_EFFECT
call GetBattleVar
cp EFFECT_MULTI_HIT
jr z, .multiple_hit_raise_sub
cp EFFECT_DOUBLE_HIT
jr z, .multiple_hit_raise_sub
cp EFFECT_POISON_MULTI_HIT
jr z, .multiple_hit_raise_sub
cp EFFECT_TRIPLE_KICK
jr z, .multiple_hit_raise_sub
cp EFFECT_BEAT_UP
jr nz, .finish
.multiple_hit_raise_sub
call BattleCommand_RaiseSub
.finish
jp EndMoveEffect
BattleCommand_BuildOpponentRage:
; buildopponentrage
jp .start
.start
ld a, [wAttackMissed]
and a
ret nz
ld a, BATTLE_VARS_SUBSTATUS4_OPP
call GetBattleVar
bit SUBSTATUS_RAGE, a
ret z
ld de, wEnemyRageCounter
ldh a, [hBattleTurn]
and a
jr z, .player
ld de, wPlayerRageCounter
.player
ld a, [de]
inc a
ret z
ld [de], a
call BattleCommand_SwitchTurn
ld hl, RageBuildingText
call StdBattleTextbox
jp BattleCommand_SwitchTurn
BattleCommand_RageDamage:
; ragedamage
ld a, [wCurDamage]
ld h, a
ld b, a
ld a, [wCurDamage + 1]
ld l, a
ld c, a
ldh a, [hBattleTurn]
and a
ld a, [wPlayerRageCounter]
jr z, .rage_loop
ld a, [wEnemyRageCounter]
.rage_loop
and a
jr z, .done
dec a
add hl, bc
jr nc, .rage_loop
ld hl, $ffff
.done
ld a, h
ld [wCurDamage], a
ld a, l
ld [wCurDamage + 1], a
ret
EndMoveEffect:
ld a, [wBattleScriptBufferAddress]
ld l, a
ld a, [wBattleScriptBufferAddress + 1]
ld h, a
ld a, endmove_command
ld [hli], a
ld [hli], a
ld [hl], a
ret
DittoMetalPowder:
ld a, MON_SPECIES
call BattlePartyAttr
ldh a, [hBattleTurn]
and a
ld a, [hl]
jr nz, .got_species
ld a, [wTempEnemyMonSpecies]
.got_species
cp DITTO
ret nz
push bc
call GetOpponentItem
ld a, [hl]
cp METAL_POWDER
pop bc
ret nz
ld a, c
srl a
add c
ld c, a
ret nc
srl b
ld a, b
and a
jr nz, .done
inc b
.done
scf
rr c
ret
BattleCommand_DamageStats:
; damagestats
ldh a, [hBattleTurn]
and a
jp nz, EnemyAttackDamage
; fallthrough
PlayerAttackDamage:
; Return move power d, player level e, enemy defense c and player attack b.
call ResetDamage
ld hl, wPlayerMoveStructPower
ld a, [hli]
and a
ld d, a
ret z
ld a, [hl]
cp SPECIAL
jr nc, .special
; physical
ld hl, wEnemyMonDefense
ld a, [hli]
ld b, a
ld c, [hl]
ld a, [wEnemyScreens]
bit SCREENS_REFLECT, a
jr z, .physicalcrit
sla c
rl b
.physicalcrit
ld hl, wBattleMonAttack
call CheckDamageStatsCritical
jr c, .thickclub
ld hl, wEnemyDefense
ld a, [hli]
ld b, a
ld c, [hl]
ld hl, wPlayerAttack
jr .thickclub
.special
ld hl, wEnemyMonSpclDef
ld a, [hli]
ld b, a
ld c, [hl]
ld a, [wEnemyScreens]
bit SCREENS_LIGHT_SCREEN, a
jr z, .specialcrit
sla c
rl b
.specialcrit
ld hl, wBattleMonSpclAtk
call CheckDamageStatsCritical
jr c, .lightball
ld hl, wEnemySpDef
ld a, [hli]
ld b, a
ld c, [hl]
ld hl, wPlayerSpAtk
.lightball
; Note: Returns player special attack at hl in hl.
call LightBallBoost
jr .done
.thickclub
; Note: Returns player attack at hl in hl.
call ThickClubBoost
.done
call TruncateHL_BC
ld a, [wBattleMonLevel]
ld e, a
call DittoMetalPowder
ld a, 1
and a
ret
TruncateHL_BC:
.loop
; Truncate 16-bit values hl and bc to 8-bit values b and c respectively.
; b = hl, c = bc
ld a, h
or b
jr z, .finish
srl b
rr c
srl b
rr c
ld a, c
or b
jr nz, .done_bc
inc c
.done_bc
srl h
rr l
srl h
rr l
ld a, l
or h
jr nz, .finish
inc l
.finish
ld a, [wLinkMode]
cp LINK_COLOSSEUM
jr z, .done
; If we go back to the loop point,
; it's the same as doing this exact
; same check twice.
ld a, h
or b
jr nz, .loop
.done
ld b, l
ret
CheckDamageStatsCritical:
; Return carry if boosted stats should be used in damage calculations.
; Unboosted stats should be used if the attack is a critical hit,
; and the stage of the opponent's defense is higher than the user's attack.
ld a, [wCriticalHit]
and a
scf
ret z
push hl
push bc
ldh a, [hBattleTurn]
and a
jr nz, .enemy
ld a, [wPlayerMoveStructType]
cp SPECIAL
; special
ld a, [wPlayerSAtkLevel]
ld b, a
ld a, [wEnemySDefLevel]
jr nc, .end
; physical
ld a, [wPlayerAtkLevel]
ld b, a
ld a, [wEnemyDefLevel]
jr .end
.enemy
ld a, [wEnemyMoveStructType]
cp SPECIAL
; special
ld a, [wEnemySAtkLevel]
ld b, a
ld a, [wPlayerSDefLevel]
jr nc, .end
; physical
ld a, [wEnemyAtkLevel]
ld b, a
ld a, [wPlayerDefLevel]
.end
cp b
pop bc
pop hl
ret
ThickClubBoost:
; Return in hl the stat value at hl.
; If the attacking monster is Cubone or Marowak and
; it's holding a Thick Club, double it.
push bc
push de
ld b, CUBONE
ld c, MAROWAK
ld d, THICK_CLUB
call SpeciesItemBoost
pop de
pop bc
ret
LightBallBoost:
; Return in hl the stat value at hl.
; If the attacking monster is Pikachu and it's
; holding a Light Ball, double it.
push bc
push de
ld b, PIKACHU
ld c, PIKACHU
ld d, LIGHT_BALL
call SpeciesItemBoost
pop de
pop bc
ret
SpeciesItemBoost:
; Return in hl the stat value at hl.
; If the attacking monster is species b or c and
; it's holding item d, double it.
ld a, [hli]
ld l, [hl]
ld h, a
push hl
ld a, MON_SPECIES
call BattlePartyAttr
ldh a, [hBattleTurn]
and a
ld a, [hl]
jr z, .CompareSpecies
ld a, [wTempEnemyMonSpecies]
.CompareSpecies:
pop hl
cp b
jr z, .GetItemHeldEffect
cp c
ret nz
.GetItemHeldEffect:
push hl
call GetUserItem
ld a, [hl]
pop hl
cp d
ret nz
; Double the stat
sla l
rl h
ret
EnemyAttackDamage:
call ResetDamage
; No damage dealt with 0 power.
ld hl, wEnemyMoveStructPower
ld a, [hli] ; hl = wEnemyMoveStructType
ld d, a
and a
ret z
ld a, [hl]
cp SPECIAL
jr nc, .special
; physical
ld hl, wBattleMonDefense
ld a, [hli]
ld b, a
ld c, [hl]
ld a, [wPlayerScreens]
bit SCREENS_REFLECT, a
jr z, .physicalcrit
sla c
rl b
.physicalcrit
ld hl, wEnemyMonAttack
call CheckDamageStatsCritical
jr c, .thickclub
ld hl, wPlayerDefense
ld a, [hli]
ld b, a
ld c, [hl]
ld hl, wEnemyAttack
jr .thickclub
.special
ld hl, wBattleMonSpclDef
ld a, [hli]
ld b, a
ld c, [hl]
ld a, [wPlayerScreens]
bit SCREENS_LIGHT_SCREEN, a
jr z, .specialcrit
sla c
rl b
.specialcrit
ld hl, wEnemyMonSpclAtk
call CheckDamageStatsCritical
jr c, .lightball
ld hl, wPlayerSpDef
ld a, [hli]
ld b, a
ld c, [hl]
ld hl, wEnemySpAtk
.lightball
call LightBallBoost
jr .done
.thickclub
call ThickClubBoost
.done
call TruncateHL_BC
ld a, [wEnemyMonLevel]
ld e, a
call DittoMetalPowder
ld a, 1
and a
ret
INCLUDE "engine/battle/move_effects/beat_up.asm"
BattleCommand_ClearMissDamage:
; clearmissdamage
ld a, [wAttackMissed]
and a
ret z
jp ResetDamage
HitSelfInConfusion:
call ResetDamage
ldh a, [hBattleTurn]
and a
ld hl, wBattleMonDefense
ld de, wPlayerScreens
ld a, [wBattleMonLevel]
jr z, .got_it
ld hl, wEnemyMonDefense
ld de, wEnemyScreens
ld a, [wEnemyMonLevel]
.got_it
push af
ld a, [hli]
ld b, a
ld c, [hl]
ld a, [de]
bit SCREENS_REFLECT, a
jr z, .mimic_screen
sla c
rl b
.mimic_screen
dec hl
dec hl
dec hl
ld a, [hli]
ld l, [hl]
ld h, a
call TruncateHL_BC
ld d, 40
pop af
ld e, a
ret
BattleCommand_DamageCalc:
; damagecalc
; Return a damage value for move power d, player level e, enemy defense c and player attack b.
; Return 1 if successful, else 0.
ld a, BATTLE_VARS_MOVE_EFFECT
call GetBattleVar
; Selfdestruct and Explosion halve defense.
cp EFFECT_SELFDESTRUCT
jr nz, .dont_selfdestruct
srl c
jr nz, .dont_selfdestruct
inc c
.dont_selfdestruct
; Variable-hit moves and Conversion can have a power of 0.
cp EFFECT_MULTI_HIT
jr z, .skip_zero_damage_check
cp EFFECT_CONVERSION
jr z, .skip_zero_damage_check
; No damage if move power is 0.
ld a, d
and a
ret z
.skip_zero_damage_check
; Minimum defense value is 1.
ld a, c
and a
jr nz, .not_dividing_by_zero
ld c, 1
.not_dividing_by_zero
xor a
ld hl, hDividend
ld [hli], a
ld [hli], a
ld [hl], a
; Level * 2
ld a, e
add a
jr nc, .level_not_overflowing
ld [hl], 1
.level_not_overflowing
inc hl
ld [hli], a
; / 5
ld a, 5
ld [hld], a
push bc
ld b, 4
call Divide
pop bc
; + 2
inc [hl]
inc [hl]
; * bp
inc hl
ld [hl], d
call Multiply
; * Attack
ld [hl], b
call Multiply
; / Defense
ld [hl], c
ld b, 4
call Divide
; / 50
ld [hl], 50
ld b, $4
call Divide
; Item boosts
call GetUserItem
ld a, b
and a
jr z, .DoneItem
ld hl, TypeBoostItems
.NextItem:
ld a, [hli]
cp -1
jr z, .DoneItem
; Item effect
cp b
ld a, [hli]
jr nz, .NextItem
; Type
ld b, a
ld a, BATTLE_VARS_MOVE_TYPE
call GetBattleVar
cp b
jr nz, .DoneItem
; * 100 + item effect amount
ld a, c
add 100
ldh [hMultiplier], a
call Multiply
; / 100
ld a, 100
ldh [hDivisor], a
ld b, 4
call Divide
.DoneItem:
; Critical hits
call .CriticalMultiplier
; Update wCurDamage. Max 999 (capped at 997, then add 2).
MAX_DAMAGE EQU 999
MIN_DAMAGE EQU 2
DAMAGE_CAP EQU MAX_DAMAGE - MIN_DAMAGE
ld hl, wCurDamage
ld b, [hl]
ldh a, [hQuotient + 3]
add b
ldh [hQuotient + 3], a
jr nc, .dont_cap_1
ldh a, [hQuotient + 2]
inc a
ldh [hQuotient + 2], a
and a
jr z, .Cap
.dont_cap_1
ldh a, [hQuotient]
ld b, a
ldh a, [hQuotient + 1]
or a
jr nz, .Cap
ldh a, [hQuotient + 2]
cp HIGH(DAMAGE_CAP + 1)
jr c, .dont_cap_2
cp HIGH(DAMAGE_CAP + 1) + 1
jr nc, .Cap
ldh a, [hQuotient + 3]
cp LOW(DAMAGE_CAP + 1)
jr nc, .Cap
.dont_cap_2
inc hl
ldh a, [hQuotient + 3]
ld b, [hl]
add b
ld [hld], a
ldh a, [hQuotient + 2]
ld b, [hl]
adc b
ld [hl], a
jr c, .Cap
ld a, [hl]
cp HIGH(DAMAGE_CAP + 1)
jr c, .dont_cap_3
cp HIGH(DAMAGE_CAP + 1) + 1
jr nc, .Cap
inc hl
ld a, [hld]
cp LOW(DAMAGE_CAP + 1)
jr c, .dont_cap_3
.Cap:
ld a, HIGH(DAMAGE_CAP)
ld [hli], a
ld a, LOW(DAMAGE_CAP)
ld [hld], a
.dont_cap_3
; Add back MIN_DAMAGE (capping at 999).
inc hl
ld a, [hl]
add MIN_DAMAGE
ld [hld], a
jr nc, .dont_floor
inc [hl]
.dont_floor
; Returns nz and nc.
ld a, 1
and a
ret
.CriticalMultiplier:
ld a, [wCriticalHit]
and a
ret z
; x2
ldh a, [hQuotient + 3]
add a
ldh [hQuotient + 3], a
ldh a, [hQuotient + 2]
rl a
ldh [hQuotient + 2], a
; Cap at $ffff.
ret nc
ld a, $ff
ldh [hQuotient + 2], a
ldh [hQuotient + 3], a
ret
INCLUDE "data/types/type_boost_items.asm"
BattleCommand_ConstantDamage:
; constantdamage
ld hl, wBattleMonLevel
ldh a, [hBattleTurn]
and a
jr z, .got_turn
ld hl, wEnemyMonLevel
.got_turn
ld a, BATTLE_VARS_MOVE_EFFECT
call GetBattleVar
cp EFFECT_LEVEL_DAMAGE
ld b, [hl]
ld a, 0
jr z, .got_power
ld a, BATTLE_VARS_MOVE_EFFECT
call GetBattleVar
cp EFFECT_PSYWAVE
jr z, .psywave
cp EFFECT_SUPER_FANG
jr z, .super_fang
cp EFFECT_REVERSAL
jr z, .reversal
ld a, BATTLE_VARS_MOVE_POWER
call GetBattleVar
ld b, a
ld a, $0
jr .got_power
.psywave
ld a, b
srl a
add b
ld b, a
.psywave_loop
call BattleRandom
and a
jr z, .psywave_loop
cp b
jr nc, .psywave_loop
ld b, a
ld a, 0
jr .got_power
.super_fang
ld hl, wEnemyMonHP
ldh a, [hBattleTurn]
and a
jr z, .got_hp
ld hl, wBattleMonHP
.got_hp
ld a, [hli]
srl a
ld b, a
ld a, [hl]
rr a
push af
ld a, b
pop bc
and a
jr nz, .got_power
or b
ld a, 0
jr nz, .got_power
ld b, 1
jr .got_power
.got_power
ld hl, wCurDamage
ld [hli], a
ld [hl], b
ret
.reversal
ld hl, wBattleMonHP
ldh a, [hBattleTurn]
and a
jr z, .reversal_got_hp
ld hl, wEnemyMonHP
.reversal_got_hp
xor a
ldh [hDividend], a
ldh [hMultiplicand + 0], a
ld a, [hli]
ldh [hMultiplicand + 1], a
ld a, [hli]
ldh [hMultiplicand + 2], a
ld a, 48
ldh [hMultiplier], a
call Multiply
ld a, [hli]
ld b, a
ld a, [hl]
ldh [hDivisor], a
ld a, b
and a
jr z, .skip_to_divide
ldh a, [hProduct + 4]
srl b
rr a
srl b
rr a
ldh [hDivisor], a
ldh a, [hProduct + 2]
ld b, a
srl b
ldh a, [hProduct + 3]
rr a
srl b
rr a
ldh [hDividend + 3], a
ld a, b
ldh [hDividend + 2], a
.skip_to_divide
ld b, 4
call Divide
ldh a, [hQuotient + 3]
ld b, a
ld hl, FlailReversalPower
.reversal_loop
ld a, [hli]
cp b
jr nc, .break_loop
inc hl
jr .reversal_loop
.break_loop
ldh a, [hBattleTurn]
and a
ld a, [hl]
jr nz, .notPlayersTurn
ld hl, wPlayerMoveStructPower
ld [hl], a
push hl
call PlayerAttackDamage
jr .notEnemysTurn
.notPlayersTurn
ld hl, wEnemyMoveStructPower
ld [hl], a
push hl
call EnemyAttackDamage
.notEnemysTurn
call BattleCommand_DamageCalc
pop hl
ld [hl], 1
ret
INCLUDE "data/moves/flail_reversal_power.asm"
INCLUDE "engine/battle/move_effects/counter.asm"
INCLUDE "engine/battle/move_effects/encore.asm"
INCLUDE "engine/battle/move_effects/pain_split.asm"
INCLUDE "engine/battle/move_effects/snore.asm"
INCLUDE "engine/battle/move_effects/conversion2.asm"
INCLUDE "engine/battle/move_effects/lock_on.asm"
INCLUDE "engine/battle/move_effects/sketch.asm"
BattleCommand_DefrostOpponent:
; defrostopponent
; Thaw the opponent if frozen, and
; raise the user's Attack one stage.
call AnimateCurrentMove
ld a, BATTLE_VARS_STATUS_OPP
call GetBattleVarAddr
call Defrost
ld a, BATTLE_VARS_MOVE_EFFECT
call GetBattleVarAddr
ld a, [hl]
push hl
push af
ld a, EFFECT_ATTACK_UP
ld [hl], a
call BattleCommand_StatUp
pop af
pop hl
ld [hl], a
ret
INCLUDE "engine/battle/move_effects/sleep_talk.asm"
INCLUDE "engine/battle/move_effects/destiny_bond.asm"
INCLUDE "engine/battle/move_effects/spite.asm"
INCLUDE "engine/battle/move_effects/false_swipe.asm"
INCLUDE "engine/battle/move_effects/heal_bell.asm"
FarPlayBattleAnimation:
; play animation de
ld a, BATTLE_VARS_SUBSTATUS3
call GetBattleVar
and 1 << SUBSTATUS_FLYING | 1 << SUBSTATUS_UNDERGROUND
ret nz
; fallthrough
PlayFXAnimID:
ld a, e
ld [wFXAnimID], a
ld a, d
ld [wFXAnimID + 1], a
ld c, 3
call DelayFrames
callfar PlayBattleAnim
ret
DoEnemyDamage:
ld hl, wCurDamage
ld a, [hli]
ld b, a
ld a, [hl]
or b
jr z, .did_no_damage
ld a, c
and a
jr nz, .ignore_substitute
ld a, [wEnemySubStatus4]
bit SUBSTATUS_SUBSTITUTE, a
jp nz, DoSubstituteDamage
.ignore_substitute
; Subtract wCurDamage from wEnemyMonHP.
; store original HP in little endian wHPBuffer2
ld a, [hld]
ld b, a
ld a, [wEnemyMonHP + 1]
ld [wHPBuffer2], a
sub b
ld [wEnemyMonHP + 1], a
ld a, [hl]
ld b, a
ld a, [wEnemyMonHP]
ld [wHPBuffer2 + 1], a
sbc b
ld [wEnemyMonHP], a
if DEF(_DEBUG)
push af
ld a, BANK(sSkipBattle)
call OpenSRAM
ld a, [sSkipBattle]
call CloseSRAM
or a
; If [sSkipBattle] is nonzero, skip the "jr nc, .no_underflow" check,
; so any attack deals maximum damage to the enemy.
jr nz, .debug_skip
pop af
jr nc, .no_underflow
push af
.debug_skip
pop af
else
jr nc, .no_underflow
endc
ld a, [wHPBuffer2 + 1]
ld [hli], a
ld a, [wHPBuffer2]
ld [hl], a
xor a
ld hl, wEnemyMonHP
ld [hli], a
ld [hl], a
.no_underflow
ld hl, wEnemyMonMaxHP
ld a, [hli]
ld [wHPBuffer1 + 1], a
ld a, [hl]
ld [wHPBuffer1], a
ld hl, wEnemyMonHP
ld a, [hli]
ld [wHPBuffer3 + 1], a
ld a, [hl]
ld [wHPBuffer3], a
hlcoord 2, 2
xor a
ld [wWhichHPBar], a
predef AnimateHPBar
.did_no_damage
jp RefreshBattleHuds
DoPlayerDamage:
ld hl, wCurDamage
ld a, [hli]
ld b, a
ld a, [hl]
or b
jr z, .did_no_damage
ld a, c
and a
jr nz, .ignore_substitute
ld a, [wPlayerSubStatus4]
bit SUBSTATUS_SUBSTITUTE, a
jp nz, DoSubstituteDamage
.ignore_substitute
; Subtract wCurDamage from wBattleMonHP.
; store original HP in little endian wHPBuffer2
; store new HP in little endian wHPBuffer3
ld a, [hld]
ld b, a
ld a, [wBattleMonHP + 1]
ld [wHPBuffer2], a
sub b
ld [wBattleMonHP + 1], a
ld [wHPBuffer3], a
ld b, [hl]
ld a, [wBattleMonHP]
ld [wHPBuffer2 + 1], a
sbc b
ld [wBattleMonHP], a
ld [wHPBuffer3 + 1], a
jr nc, .no_underflow
ld a, [wHPBuffer2 + 1]
ld [hli], a
ld a, [wHPBuffer2]
ld [hl], a
xor a
ld hl, wBattleMonHP
ld [hli], a
ld [hl], a
ld hl, wHPBuffer3
ld [hli], a
ld [hl], a
.no_underflow
ld hl, wBattleMonMaxHP
ld a, [hli]
ld [wHPBuffer1 + 1], a
ld a, [hl]
ld [wHPBuffer1], a
hlcoord 10, 9
ld a, 1
ld [wWhichHPBar], a
predef AnimateHPBar
.did_no_damage
jp RefreshBattleHuds
DoSubstituteDamage:
ld hl, SubTookDamageText
call StdBattleTextbox
ld de, wEnemySubstituteHP
ldh a, [hBattleTurn]
and a
jr z, .got_hp
ld de, wPlayerSubstituteHP
.got_hp
ld hl, wCurDamage
ld a, [hli]
and a
jr nz, .broke
ld a, [de]
sub [hl]
ld [de], a
jr z, .broke
jr nc, .done
.broke
ld a, BATTLE_VARS_SUBSTATUS4_OPP
call GetBattleVarAddr
res SUBSTATUS_SUBSTITUTE, [hl]
ld hl, SubFadedText
call StdBattleTextbox
call BattleCommand_SwitchTurn
call BattleCommand_LowerSubNoAnim
ld a, BATTLE_VARS_SUBSTATUS3
call GetBattleVar
and 1 << SUBSTATUS_FLYING | 1 << SUBSTATUS_UNDERGROUND
call z, AppearUserLowerSub
call BattleCommand_SwitchTurn
ld a, BATTLE_VARS_MOVE_EFFECT
call GetBattleVarAddr
cp EFFECT_MULTI_HIT
jr z, .ok
cp EFFECT_DOUBLE_HIT
jr z, .ok
cp EFFECT_POISON_MULTI_HIT
jr z, .ok
cp EFFECT_TRIPLE_KICK
jr z, .ok
cp EFFECT_BEAT_UP
jr z, .ok
xor a
ld [hl], a
.ok
call RefreshBattleHuds
.done
jp ResetDamage
UpdateMoveData:
ld a, BATTLE_VARS_MOVE_ANIM
call GetBattleVarAddr
ld d, h
ld e, l
ld a, BATTLE_VARS_MOVE
call GetBattleVar
ld [wCurSpecies], a
ld [wNamedObjectIndex], a
dec a
call GetMoveData
call GetMoveName
jp CopyName1
BattleCommand_SleepTarget:
; sleeptarget
call GetOpponentItem
ld a, b
cp HELD_PREVENT_SLEEP
jr nz, .not_protected_by_item
ld a, [hl]
ld [wNamedObjectIndex], a
call GetItemName
ld hl, ProtectedByText
jr .fail
.not_protected_by_item
ld a, BATTLE_VARS_STATUS_OPP
call GetBattleVarAddr
ld d, h
ld e, l
ld a, [de]
and SLP
ld hl, AlreadyAsleepText
jr nz, .fail
ld a, [wAttackMissed]
and a
jp nz, PrintDidntAffect2
ld hl, DidntAffect1Text
call .CheckAIRandomFail
jr c, .fail
ld a, [de]
and a
jr nz, .fail
call CheckSubstituteOpp
jr nz, .fail
call AnimateCurrentMove
ld b, SLP
ld a, [wInBattleTowerBattle]
and a
jr z, .random_loop
ld b, %011
.random_loop
call BattleRandom
and b
jr z, .random_loop
cp SLP
jr z, .random_loop
inc a
ld [de], a
call UpdateOpponentInParty
call RefreshBattleHuds
ld hl, FellAsleepText
call StdBattleTextbox
farcall UseHeldStatusHealingItem
jp z, OpponentCantMove
ret
.fail
push hl
call AnimateFailedMove
pop hl
jp StdBattleTextbox
.CheckAIRandomFail:
; Enemy turn
ldh a, [hBattleTurn]
and a
jr z, .dont_fail
; Not in link battle
ld a, [wLinkMode]
and a
jr nz, .dont_fail
ld a, [wInBattleTowerBattle]
and a
jr nz, .dont_fail
; Not locked-on by the enemy
ld a, [wPlayerSubStatus5]
bit SUBSTATUS_LOCK_ON, a
jr nz, .dont_fail
call BattleRandom
cp 25 percent + 1 ; 25% chance AI fails
ret c
.dont_fail
xor a
ret
BattleCommand_PoisonTarget:
; poisontarget
call CheckSubstituteOpp
ret nz
ld a, BATTLE_VARS_STATUS_OPP
call GetBattleVarAddr
and a
ret nz
ld a, [wTypeModifier]
and $7f
ret z
call CheckIfTargetIsPoisonType
ret z
call GetOpponentItem
ld a, b
cp HELD_PREVENT_POISON
ret z
ld a, [wEffectFailed]
and a
ret nz
call SafeCheckSafeguard
ret nz
call PoisonOpponent
ld de, ANIM_PSN
call PlayOpponentBattleAnim
call RefreshBattleHuds
ld hl, WasPoisonedText
call StdBattleTextbox
farcall UseHeldStatusHealingItem
ret
BattleCommand_Poison:
; poison
ld hl, DoesntAffectText
ld a, [wTypeModifier]
and $7f
jp z, .failed
call CheckIfTargetIsPoisonType
jp z, .failed
ld a, BATTLE_VARS_STATUS_OPP
call GetBattleVar
ld b, a
ld hl, AlreadyPoisonedText
and 1 << PSN
jp nz, .failed
call GetOpponentItem
ld a, b
cp HELD_PREVENT_POISON
jr nz, .do_poison
ld a, [hl]
ld [wNamedObjectIndex], a
call GetItemName
ld hl, ProtectedByText
jr .failed
.do_poison
ld hl, DidntAffect1Text
ld a, BATTLE_VARS_STATUS_OPP
call GetBattleVar
and a
jr nz, .failed
ldh a, [hBattleTurn]
and a
jr z, .dont_sample_failure
ld a, [wLinkMode]
and a
jr nz, .dont_sample_failure
ld a, [wInBattleTowerBattle]
and a
jr nz, .dont_sample_failure
ld a, [wPlayerSubStatus5]
bit SUBSTATUS_LOCK_ON, a
jr nz, .dont_sample_failure
call BattleRandom
cp 25 percent + 1 ; 25% chance AI fails
jr c, .failed
.dont_sample_failure
call CheckSubstituteOpp
jr nz, .failed
ld a, [wAttackMissed]
and a
jr nz, .failed
call .check_toxic
jr z, .toxic
call .apply_poison
ld hl, WasPoisonedText
call StdBattleTextbox
jr .finished
.toxic
set SUBSTATUS_TOXIC, [hl]
xor a
ld [de], a
call .apply_poison
ld hl, BadlyPoisonedText
call StdBattleTextbox
.finished
farcall UseHeldStatusHealingItem
ret
.failed
push hl
call AnimateFailedMove
pop hl
jp StdBattleTextbox
.apply_poison
call AnimateCurrentMove
call PoisonOpponent
jp RefreshBattleHuds
.check_toxic
ld a, BATTLE_VARS_SUBSTATUS5_OPP
call GetBattleVarAddr
ldh a, [hBattleTurn]
and a
ld de, wEnemyToxicCount
jr z, .ok
ld de, wPlayerToxicCount
.ok
ld a, BATTLE_VARS_MOVE_EFFECT
call GetBattleVar
cp EFFECT_TOXIC
ret
CheckIfTargetIsPoisonType:
ld de, wEnemyMonType1
ldh a, [hBattleTurn]
and a
jr z, .ok
ld de, wBattleMonType1
.ok
ld a, [de]
inc de
cp POISON
ret z
ld a, [de]
cp POISON
ret
PoisonOpponent:
ld a, BATTLE_VARS_STATUS_OPP
call GetBattleVarAddr
set PSN, [hl]
jp UpdateOpponentInParty
BattleCommand_DrainTarget:
; draintarget
call SapHealth
ld hl, SuckedHealthText
jp StdBattleTextbox
BattleCommand_EatDream:
; eatdream
call SapHealth
ld hl, DreamEatenText
jp StdBattleTextbox
SapHealth:
; Divide damage by 2, store it in hDividend
ld hl, wCurDamage
ld a, [hli]
srl a
ldh [hDividend], a
ld b, a
ld a, [hl]
rr a
ldh [hDividend + 1], a
or b
jr nz, .at_least_one
ld a, 1
ldh [hDividend + 1], a
.at_least_one
ld hl, wBattleMonHP
ld de, wBattleMonMaxHP
ldh a, [hBattleTurn]
and a
jr z, .battlemonhp
ld hl, wEnemyMonHP
ld de, wEnemyMonMaxHP
.battlemonhp
; Store current HP in little endian wHPBuffer2
ld bc, wHPBuffer2 + 1
ld a, [hli]
ld [bc], a
ld a, [hl]
dec bc
ld [bc], a
; Store max HP in little endian wHPBuffer1
ld a, [de]
dec bc
ld [bc], a
inc de
ld a, [de]
dec bc
ld [bc], a
; Add hDividend to current HP and copy it to little endian wHPBuffer3
ldh a, [hDividend + 1]
ld b, [hl]
add b
ld [hld], a
ld [wHPBuffer3], a
ldh a, [hDividend]
ld b, [hl]
adc b
ld [hli], a
ld [wHPBuffer3 + 1], a
jr c, .max_hp
; Subtract current HP from max HP (to see if we have more than max HP)
ld a, [hld]
ld b, a
ld a, [de]
dec de
sub b
ld a, [hli]
ld b, a
ld a, [de]
inc de
sbc b
jr nc, .finish
.max_hp
; Load max HP into current HP and copy it to little endian wHPBuffer3
ld a, [de]
ld [hld], a
ld [wHPBuffer3], a
dec de
ld a, [de]
ld [hli], a
ld [wHPBuffer3 + 1], a
inc de
.finish
ldh a, [hBattleTurn]
and a
hlcoord 10, 9
ld a, $1
jr z, .hp_bar
hlcoord 2, 2
xor a
.hp_bar
ld [wWhichHPBar], a
predef AnimateHPBar
call RefreshBattleHuds
jp UpdateBattleMonInParty
BattleCommand_BurnTarget:
; burntarget
xor a
ld [wNumHits], a
call CheckSubstituteOpp
ret nz
ld a, BATTLE_VARS_STATUS_OPP
call GetBattleVarAddr
and a
jp nz, Defrost
ld a, [wTypeModifier]
and $7f
ret z
call CheckMoveTypeMatchesTarget ; Don't burn a Fire-type
ret z
call GetOpponentItem
ld a, b
cp HELD_PREVENT_BURN
ret z
ld a, [wEffectFailed]
and a
ret nz
call SafeCheckSafeguard
ret nz
ld a, BATTLE_VARS_STATUS_OPP
call GetBattleVarAddr
set BRN, [hl]
call UpdateOpponentInParty
ld hl, ApplyBrnEffectOnAttack
call CallBattleCore
ld de, ANIM_BRN
call PlayOpponentBattleAnim
call RefreshBattleHuds
ld hl, WasBurnedText
call StdBattleTextbox
farcall UseHeldStatusHealingItem
ret
Defrost:
ld a, [hl]
and 1 << FRZ
ret z
xor a
ld [hl], a
ldh a, [hBattleTurn]
and a
ld a, [wCurOTMon]
ld hl, wOTPartyMon1Status
jr z, .ok
ld hl, wPartyMon1Status
ld a, [wCurBattleMon]
.ok
call GetPartyLocation
xor a
ld [hl], a
call UpdateOpponentInParty
ld hl, DefrostedOpponentText
jp StdBattleTextbox
BattleCommand_FreezeTarget:
; freezetarget
xor a
ld [wNumHits], a
call CheckSubstituteOpp
ret nz
ld a, BATTLE_VARS_STATUS_OPP
call GetBattleVarAddr
and a
ret nz
ld a, [wTypeModifier]
and $7f
ret z
ld a, [wBattleWeather]
cp WEATHER_SUN
ret z
call CheckMoveTypeMatchesTarget ; Don't freeze an Ice-type
ret z
call GetOpponentItem
ld a, b
cp HELD_PREVENT_FREEZE
ret z
ld a, [wEffectFailed]
and a
ret nz
call SafeCheckSafeguard
ret nz
ld a, BATTLE_VARS_STATUS_OPP
call GetBattleVarAddr
set FRZ, [hl]
call UpdateOpponentInParty
ld de, ANIM_FRZ
call PlayOpponentBattleAnim
call RefreshBattleHuds
ld hl, WasFrozenText
call StdBattleTextbox
farcall UseHeldStatusHealingItem
ret nz
call OpponentCantMove
call EndRechargeOpp
ld hl, wEnemyJustGotFrozen
ldh a, [hBattleTurn]
and a
jr z, .finish
ld hl, wPlayerJustGotFrozen
.finish
ld [hl], $1
ret
BattleCommand_ParalyzeTarget:
; paralyzetarget
xor a
ld [wNumHits], a
call CheckSubstituteOpp
ret nz
ld a, BATTLE_VARS_STATUS_OPP
call GetBattleVarAddr
and a
ret nz
ld a, [wTypeModifier]
and $7f
ret z
call GetOpponentItem
ld a, b
cp HELD_PREVENT_PARALYZE
ret z
ld a, [wEffectFailed]
and a
ret nz
call SafeCheckSafeguard
ret nz
ld a, BATTLE_VARS_STATUS_OPP
call GetBattleVarAddr
set PAR, [hl]
call UpdateOpponentInParty
ld hl, ApplyPrzEffectOnSpeed
call CallBattleCore
ld de, ANIM_PAR
call PlayOpponentBattleAnim
call RefreshBattleHuds
call PrintParalyze
ld hl, UseHeldStatusHealingItem
jp CallBattleCore
BattleCommand_AttackUp:
; attackup
ld b, ATTACK
jr BattleCommand_StatUp
BattleCommand_DefenseUp:
; defenseup
ld b, DEFENSE
jr BattleCommand_StatUp
BattleCommand_SpeedUp:
; speedup
ld b, SPEED
jr BattleCommand_StatUp
BattleCommand_SpecialAttackUp:
; specialattackup
ld b, SP_ATTACK
jr BattleCommand_StatUp
BattleCommand_SpecialDefenseUp:
; specialdefenseup
ld b, SP_DEFENSE
jr BattleCommand_StatUp
BattleCommand_AccuracyUp:
; accuracyup
ld b, ACCURACY
jr BattleCommand_StatUp
BattleCommand_EvasionUp:
; evasionup
ld b, EVASION
jr BattleCommand_StatUp
BattleCommand_AttackUp2:
; attackup2
ld b, $10 | ATTACK
jr BattleCommand_StatUp
BattleCommand_DefenseUp2:
; defenseup2
ld b, $10 | DEFENSE
jr BattleCommand_StatUp
BattleCommand_SpeedUp2:
; speedup2
ld b, $10 | SPEED
jr BattleCommand_StatUp
BattleCommand_SpecialAttackUp2:
; specialattackup2
ld b, $10 | SP_ATTACK
jr BattleCommand_StatUp
BattleCommand_SpecialDefenseUp2:
; specialdefenseup2
ld b, $10 | SP_DEFENSE
jr BattleCommand_StatUp
BattleCommand_AccuracyUp2:
; accuracyup2
ld b, $10 | ACCURACY
jr BattleCommand_StatUp
BattleCommand_EvasionUp2:
; evasionup2
ld b, $10 | EVASION
jr BattleCommand_StatUp
BattleCommand_StatUp:
; statup
call RaiseStat
ld a, [wFailedMessage]
and a
ret nz
jp MinimizeDropSub
RaiseStat:
ld a, b
ld [wLoweredStat], a
ld hl, wPlayerStatLevels
ldh a, [hBattleTurn]
and a
jr z, .got_stat_levels
ld hl, wEnemyStatLevels
.got_stat_levels
ld a, [wAttackMissed]
and a
jp nz, .stat_raise_failed
ld a, [wEffectFailed]
and a
jp nz, .stat_raise_failed
ld a, [wLoweredStat]
and $f
ld c, a
ld b, 0
add hl, bc
ld b, [hl]
inc b
ld a, $d
cp b
jp c, .cant_raise_stat
ld a, [wLoweredStat]
and $f0
jr z, .got_num_stages
inc b
ld a, $d
cp b
jr nc, .got_num_stages
ld b, a
.got_num_stages
ld [hl], b
push hl
ld a, c
cp $5
jr nc, .done_calcing_stats
ld hl, wBattleMonStats + 1
ld de, wPlayerStats
ldh a, [hBattleTurn]
and a
jr z, .got_stats_pointer
ld hl, wEnemyMonStats + 1
ld de, wEnemyStats
.got_stats_pointer
push bc
sla c
ld b, 0
add hl, bc
ld a, c
add e
ld e, a
jr nc, .no_carry
inc d
.no_carry
pop bc
ld a, [hld]
sub LOW(MAX_STAT_VALUE)
jr nz, .not_already_max
ld a, [hl]
sbc HIGH(MAX_STAT_VALUE)
jp z, .stats_already_max
.not_already_max
ldh a, [hBattleTurn]
and a
jr z, .calc_player_stats
call CalcEnemyStats
jr .done_calcing_stats
.calc_player_stats
call CalcPlayerStats
.done_calcing_stats
pop hl
xor a
ld [wFailedMessage], a
ret
.stats_already_max
pop hl
dec [hl]
; fallthrough
.cant_raise_stat
ld a, $2
ld [wFailedMessage], a
ld a, $1
ld [wAttackMissed], a
ret
.stat_raise_failed
ld a, $1
ld [wFailedMessage], a
ret
MinimizeDropSub:
; Lower the substitute if we're minimizing
ld bc, wPlayerMinimized
ld hl, DropPlayerSub
ldh a, [hBattleTurn]
and a
jr z, .do_player
ld bc, wEnemyMinimized
ld hl, DropEnemySub
.do_player
ld a, BATTLE_VARS_MOVE_ANIM
call GetBattleVar
cp MINIMIZE
ret nz
ld a, $1
ld [bc], a
call _CheckBattleScene
ret nc
xor a
ldh [hBGMapMode], a
call CallBattleCore
call WaitBGMap
jp BattleCommand_MoveDelay
BattleCommand_AttackDown:
; attackdown
ld a, ATTACK
jr BattleCommand_StatDown
BattleCommand_DefenseDown:
; defensedown
ld a, DEFENSE
jr BattleCommand_StatDown
BattleCommand_SpeedDown:
; speeddown
ld a, SPEED
jr BattleCommand_StatDown
BattleCommand_SpecialAttackDown:
; specialattackdown
ld a, SP_ATTACK
jr BattleCommand_StatDown
BattleCommand_SpecialDefenseDown:
; specialdefensedown
ld a, SP_DEFENSE
jr BattleCommand_StatDown
BattleCommand_AccuracyDown:
; accuracydown
ld a, ACCURACY
jr BattleCommand_StatDown
BattleCommand_EvasionDown:
; evasiondown
ld a, EVASION
jr BattleCommand_StatDown
BattleCommand_AttackDown2:
; attackdown2
ld a, $10 | ATTACK
jr BattleCommand_StatDown
BattleCommand_DefenseDown2:
; defensedown2
ld a, $10 | DEFENSE
jr BattleCommand_StatDown
BattleCommand_SpeedDown2:
; speeddown2
ld a, $10 | SPEED
jr BattleCommand_StatDown
BattleCommand_SpecialAttackDown2:
; specialattackdown2
ld a, $10 | SP_ATTACK
jr BattleCommand_StatDown
BattleCommand_SpecialDefenseDown2:
; specialdefensedown2
ld a, $10 | SP_DEFENSE
jr BattleCommand_StatDown
BattleCommand_AccuracyDown2:
; accuracydown2
ld a, $10 | ACCURACY
jr BattleCommand_StatDown
BattleCommand_EvasionDown2:
; evasiondown2
ld a, $10 | EVASION
BattleCommand_StatDown:
; statdown
ld [wLoweredStat], a
call CheckMist
jp nz, .Mist
ld hl, wEnemyStatLevels
ldh a, [hBattleTurn]
and a
jr z, .GetStatLevel
ld hl, wPlayerStatLevels
.GetStatLevel:
; Attempt to lower the stat.
ld a, [wLoweredStat]
and $f
ld c, a
ld b, 0
add hl, bc
ld b, [hl]
dec b
jp z, .CantLower
; Sharply lower the stat if applicable.
ld a, [wLoweredStat]
and $f0
jr z, .ComputerMiss
dec b
jr nz, .ComputerMiss
inc b
.ComputerMiss:
; Computer opponents have a 25% chance of failing.
ldh a, [hBattleTurn]
and a
jr z, .DidntMiss
ld a, [wLinkMode]
and a
jr nz, .DidntMiss
ld a, [wInBattleTowerBattle]
and a
jr nz, .DidntMiss
; Lock-On still always works.
ld a, [wPlayerSubStatus5]
bit SUBSTATUS_LOCK_ON, a
jr nz, .DidntMiss
; Attacking moves that also lower accuracy are unaffected.
ld a, BATTLE_VARS_MOVE_EFFECT
call GetBattleVar
cp EFFECT_ACCURACY_DOWN_HIT
jr z, .DidntMiss
call BattleRandom
cp 25 percent + 1 ; 25% chance AI fails
jr c, .Failed
.DidntMiss:
call CheckSubstituteOpp
jr nz, .Failed
ld a, [wAttackMissed]
and a
jr nz, .Failed
ld a, [wEffectFailed]
and a
jr nz, .Failed
call CheckHiddenOpponent
jr nz, .Failed
; Accuracy/Evasion reduction don't involve stats.
ld [hl], b
ld a, c
cp ACCURACY
jr nc, .Hit
push hl
ld hl, wEnemyMonAttack + 1
ld de, wEnemyStats
ldh a, [hBattleTurn]
and a
jr z, .do_enemy
ld hl, wBattleMonAttack + 1
ld de, wPlayerStats
.do_enemy
call TryLowerStat
pop hl
jr z, .CouldntLower
.Hit:
xor a
ld [wFailedMessage], a
ret
.CouldntLower:
inc [hl]
.CantLower:
ld a, 3
ld [wFailedMessage], a
ld a, 1
ld [wAttackMissed], a
ret
.Failed:
ld a, 1
ld [wFailedMessage], a
ld [wAttackMissed], a
ret
.Mist:
ld a, 2
ld [wFailedMessage], a
ld a, 1
ld [wAttackMissed], a
ret
CheckMist:
ld a, BATTLE_VARS_MOVE_EFFECT
call GetBattleVar
cp EFFECT_ATTACK_DOWN
jr c, .dont_check_mist
cp EFFECT_EVASION_DOWN + 1
jr c, .check_mist
cp EFFECT_ATTACK_DOWN_2
jr c, .dont_check_mist
cp EFFECT_EVASION_DOWN_2 + 1
jr c, .check_mist
cp EFFECT_ATTACK_DOWN_HIT
jr c, .dont_check_mist
cp EFFECT_EVASION_DOWN_HIT + 1
jr c, .check_mist
.dont_check_mist
xor a
ret
.check_mist
ld a, BATTLE_VARS_SUBSTATUS4_OPP
call GetBattleVar
bit SUBSTATUS_MIST, a
ret
BattleCommand_StatUpMessage:
ld a, [wFailedMessage]
and a
ret nz
ld a, [wLoweredStat]
and $f
ld b, a
inc b
call GetStatName
ld hl, .stat
jp BattleTextbox
.stat
text_far Text_BattleEffectActivate
text_asm
ld hl, .BattleStatWentUpText
ld a, [wLoweredStat]
and $f0
ret z
ld hl, .BattleStatWentWayUpText
ret
.BattleStatWentWayUpText:
text_far _BattleStatWentWayUpText
text_end
.BattleStatWentUpText:
text_far _BattleStatWentUpText
text_end
BattleCommand_StatDownMessage:
ld a, [wFailedMessage]
and a
ret nz
ld a, [wLoweredStat]
and $f
ld b, a
inc b
call GetStatName
ld hl, .stat
jp BattleTextbox
.stat
text_far Text_BattleFoeEffectActivate
text_asm
ld hl, .BattleStatFellText
ld a, [wLoweredStat]
and $f0
ret z
ld hl, .BattleStatSharplyFellText
ret
.BattleStatSharplyFellText:
text_far _BattleStatSharplyFellText
text_end
.BattleStatFellText:
text_far _BattleStatFellText
text_end
TryLowerStat:
; Lower stat c from stat struct hl (buffer de).
push bc
sla c
ld b, 0
add hl, bc
; add de, c
ld a, c
add e
ld e, a
jr nc, .no_carry
inc d
.no_carry
pop bc
; The lowest possible stat is 1.
ld a, [hld]
sub 1
jr nz, .not_min
ld a, [hl]
and a
ret z
.not_min
ldh a, [hBattleTurn]
and a
jr z, .Player
call BattleCommand_SwitchTurn
call CalcPlayerStats
call BattleCommand_SwitchTurn
jr .end
.Player:
call BattleCommand_SwitchTurn
call CalcEnemyStats
call BattleCommand_SwitchTurn
.end
ld a, 1
and a
ret
BattleCommand_StatUpFailText:
; statupfailtext
ld a, [wFailedMessage]
and a
ret z
push af
call BattleCommand_MoveDelay
pop af
dec a
jp z, TryPrintButItFailed
ld a, [wLoweredStat]
and $f
ld b, a
inc b
call GetStatName
ld hl, WontRiseAnymoreText
jp StdBattleTextbox
BattleCommand_StatDownFailText:
; statdownfailtext
ld a, [wFailedMessage]
and a
ret z
push af
call BattleCommand_MoveDelay
pop af
dec a
jp z, TryPrintButItFailed
dec a
ld hl, ProtectedByMistText
jp z, StdBattleTextbox
ld a, [wLoweredStat]
and $f
ld b, a
inc b
call GetStatName
ld hl, WontDropAnymoreText
jp StdBattleTextbox
GetStatName:
ld hl, StatNames
ld c, "@"
.CheckName:
dec b
jr z, .Copy
.GetName:
ld a, [hli]
cp c
jr z, .CheckName
jr .GetName
.Copy:
ld de, wStringBuffer2
ld bc, STRING_BUFFER_LENGTH
jp CopyBytes
INCLUDE "data/battle/stat_names.asm"
INCLUDE "data/battle/stat_multipliers.asm"
BattleCommand_AllStatsUp:
; allstatsup
; Attack
call ResetMiss
call BattleCommand_AttackUp
call BattleCommand_StatUpMessage
; Defense
call ResetMiss
call BattleCommand_DefenseUp
call BattleCommand_StatUpMessage
; Speed
call ResetMiss
call BattleCommand_SpeedUp
call BattleCommand_StatUpMessage
; Special Attack
call ResetMiss
call BattleCommand_SpecialAttackUp
call BattleCommand_StatUpMessage
; Special Defense
call ResetMiss
call BattleCommand_SpecialDefenseUp
jp BattleCommand_StatUpMessage
ResetMiss:
xor a
ld [wAttackMissed], a
ret
LowerStat:
ld [wLoweredStat], a
ld hl, wPlayerStatLevels
ldh a, [hBattleTurn]
and a
jr z, .got_target
ld hl, wEnemyStatLevels
.got_target
ld a, [wLoweredStat]
and $f
ld c, a
ld b, 0
add hl, bc
ld b, [hl]
dec b
jr z, .cant_lower_anymore
ld a, [wLoweredStat]
and $f0
jr z, .got_num_stages
dec b
jr nz, .got_num_stages
inc b
.got_num_stages
ld [hl], b
ld a, c
cp 5
jr nc, .accuracy_evasion
push hl
ld hl, wBattleMonStats + 1
ld de, wPlayerStats
ldh a, [hBattleTurn]
and a
jr z, .got_target_2
ld hl, wEnemyMonStats + 1
ld de, wEnemyStats
.got_target_2
call TryLowerStat
pop hl
jr z, .failed
.accuracy_evasion
ldh a, [hBattleTurn]
and a
jr z, .player
call CalcEnemyStats
jr .finish
.player
call CalcPlayerStats
.finish
xor a
ld [wFailedMessage], a
ret
.failed
inc [hl]
.cant_lower_anymore
ld a, 2
ld [wFailedMessage], a
ret
BattleCommand_TriStatusChance:
; tristatuschance
call BattleCommand_EffectChance
.loop
; 1/3 chance of each status
call BattleRandom
swap a
and %11
jr z, .loop
dec a
ld hl, .StatusCommands
rst JumpTable
ret
.StatusCommands:
dw BattleCommand_ParalyzeTarget ; paralyze
dw BattleCommand_FreezeTarget ; freeze
dw BattleCommand_BurnTarget ; burn
BattleCommand_Curl:
; curl
ld a, BATTLE_VARS_SUBSTATUS2
call GetBattleVarAddr
set SUBSTATUS_CURLED, [hl]
ret
BattleCommand_RaiseSubNoAnim:
ld hl, GetBattleMonBackpic
ldh a, [hBattleTurn]
and a
jr z, .PlayerTurn
ld hl, GetEnemyMonFrontpic
.PlayerTurn:
xor a
ldh [hBGMapMode], a
call CallBattleCore
jp WaitBGMap
BattleCommand_LowerSubNoAnim:
ld hl, DropPlayerSub
ldh a, [hBattleTurn]
and a
jr z, .PlayerTurn
ld hl, DropEnemySub
.PlayerTurn:
xor a
ldh [hBGMapMode], a
call CallBattleCore
jp WaitBGMap
CalcPlayerStats:
ld hl, wPlayerAtkLevel
ld de, wPlayerStats
ld bc, wBattleMonAttack
ld a, 5
call CalcBattleStats
ld hl, BadgeStatBoosts
call CallBattleCore
call BattleCommand_SwitchTurn
ld hl, ApplyPrzEffectOnSpeed
call CallBattleCore
ld hl, ApplyBrnEffectOnAttack
call CallBattleCore
jp BattleCommand_SwitchTurn
CalcEnemyStats:
ld hl, wEnemyAtkLevel
ld de, wEnemyStats
ld bc, wEnemyMonAttack
ld a, 5
call CalcBattleStats
call BattleCommand_SwitchTurn
ld hl, ApplyPrzEffectOnSpeed
call CallBattleCore
ld hl, ApplyBrnEffectOnAttack
call CallBattleCore
jp BattleCommand_SwitchTurn
CalcBattleStats:
.loop
push af
ld a, [hli]
push hl
push bc
ld c, a
dec c
ld b, 0
ld hl, StatLevelMultipliers
add hl, bc
add hl, bc
xor a
ldh [hMultiplicand + 0], a
ld a, [de]
ldh [hMultiplicand + 1], a
inc de
ld a, [de]
ldh [hMultiplicand + 2], a
inc de
ld a, [hli]
ldh [hMultiplier], a
call Multiply
ld a, [hl]
ldh [hDivisor], a
ld b, 4
call Divide
ldh a, [hQuotient + 2]
ld b, a
ldh a, [hQuotient + 3]
or b
jr nz, .check_maxed_out
ld a, 1
ldh [hQuotient + 3], a
jr .not_maxed_out
.check_maxed_out
ldh a, [hQuotient + 3]
cp LOW(MAX_STAT_VALUE)
ld a, b
sbc HIGH(MAX_STAT_VALUE)
jr c, .not_maxed_out
ld a, LOW(MAX_STAT_VALUE)
ldh [hQuotient + 3], a
ld a, HIGH(MAX_STAT_VALUE)
ldh [hQuotient + 2], a
.not_maxed_out
pop bc
ldh a, [hQuotient + 2]
ld [bc], a
inc bc
ldh a, [hQuotient + 3]
ld [bc], a
inc bc
pop hl
pop af
dec a
jr nz, .loop
ret
INCLUDE "engine/battle/move_effects/bide.asm"
BattleCommand_CheckRampage:
; checkrampage
ld de, wPlayerRolloutCount
ldh a, [hBattleTurn]
and a
jr z, .player
ld de, wEnemyRolloutCount
.player
ld a, BATTLE_VARS_SUBSTATUS3
call GetBattleVarAddr
bit SUBSTATUS_RAMPAGE, [hl]
ret z
ld a, [de]
dec a
ld [de], a
jr nz, .continue_rampage
res SUBSTATUS_RAMPAGE, [hl]
call BattleCommand_SwitchTurn
call SafeCheckSafeguard
push af
call BattleCommand_SwitchTurn
pop af
jr nz, .continue_rampage
set SUBSTATUS_CONFUSED, [hl]
call BattleRandom
and %00000001
inc a
inc a
inc de ; ConfuseCount
ld [de], a
.continue_rampage
ld b, rampage_command
jp SkipToBattleCommand
BattleCommand_Rampage:
; rampage
; No rampage during Sleep Talk.
ld a, BATTLE_VARS_STATUS
call GetBattleVar
and SLP
ret nz
ld de, wPlayerRolloutCount
ldh a, [hBattleTurn]
and a
jr z, .ok
ld de, wEnemyRolloutCount
.ok
ld a, BATTLE_VARS_SUBSTATUS3
call GetBattleVarAddr
set SUBSTATUS_RAMPAGE, [hl]
; Rampage for 1 or 2 more turns
call BattleRandom
and %00000001
inc a
ld [de], a
ld a, 1
ld [wSomeoneIsRampaging], a
ret
INCLUDE "engine/battle/move_effects/teleport.asm"
SetBattleDraw:
ld a, [wBattleResult]
and BATTLERESULT_BITMASK
or DRAW
ld [wBattleResult], a
ret
BattleCommand_ForceSwitch:
; forceswitch
ld a, [wBattleType]
cp BATTLETYPE_SHINY
jp z, .fail
cp BATTLETYPE_TRAP
jp z, .fail
cp BATTLETYPE_CELEBI
jp z, .fail
cp BATTLETYPE_SUICUNE
jp z, .fail
ldh a, [hBattleTurn]
and a
jp nz, .force_player_switch
ld a, [wAttackMissed]
and a
jr nz, .missed
ld a, [wBattleMode]
dec a
jr nz, .trainer
ld a, [wCurPartyLevel]
ld b, a
ld a, [wBattleMonLevel]
cp b
jr nc, .wild_force_flee
add b
ld c, a
inc c
.random_loop_wild
call BattleRandom
cp c
jr nc, .random_loop_wild
srl b
srl b
cp b
jr nc, .wild_force_flee
.missed
jp .fail
.wild_force_flee
call UpdateBattleMonInParty
xor a
ld [wNumHits], a
inc a ; TRUE
ld [wForcedSwitch], a
call SetBattleDraw
ld a, [wPlayerMoveStructAnimation]
jp .succeed
.trainer
call FindAliveEnemyMons
jr c, .switch_fail
ld a, [wEnemyGoesFirst]
and a
jr z, .switch_fail
call UpdateEnemyMonInParty
ld a, $1
ld [wBattleAnimParam], a
call AnimateCurrentMove
ld c, $14
call DelayFrames
hlcoord 1, 0
lb bc, 4, 10
call ClearBox
ld c, 20
call DelayFrames
ld a, [wOTPartyCount]
ld b, a
ld a, [wCurOTMon]
ld c, a
; select a random enemy mon to switch to
.random_loop_trainer
call BattleRandom
and $7
cp b
jr nc, .random_loop_trainer
cp c
jr z, .random_loop_trainer
push af
push bc
ld hl, wOTPartyMon1HP
call GetPartyLocation
ld a, [hli]
or [hl]
pop bc
pop de
jr z, .random_loop_trainer
ld a, d
inc a
ld [wEnemySwitchMonIndex], a
callfar ForceEnemySwitch
ld hl, DraggedOutText
call StdBattleTextbox
ld hl, SpikesDamage
jp CallBattleCore
.switch_fail
jp .fail
.force_player_switch
ld a, [wAttackMissed]
and a
jr nz, .player_miss
ld a, [wBattleMode]
dec a
jr nz, .vs_trainer
ld a, [wBattleMonLevel]
ld b, a
ld a, [wCurPartyLevel]
cp b
jr nc, .wild_succeed_playeristarget
add b
ld c, a
inc c
.wild_random_loop_playeristarget
call BattleRandom
cp c
jr nc, .wild_random_loop_playeristarget
srl b
srl b
cp b
jr nc, .wild_succeed_playeristarget
.player_miss
jr .fail
.wild_succeed_playeristarget
call UpdateBattleMonInParty
xor a
ld [wNumHits], a
inc a ; TRUE
ld [wForcedSwitch], a
call SetBattleDraw
ld a, [wEnemyMoveStructAnimation]
jr .succeed
.vs_trainer
call CheckPlayerHasMonToSwitchTo
jr c, .fail
ld a, [wEnemyGoesFirst]
cp $1
jr z, .switch_fail
call UpdateBattleMonInParty
ld a, $1
ld [wBattleAnimParam], a
call AnimateCurrentMove
ld c, 20
call DelayFrames
hlcoord 9, 7
lb bc, 5, 11
call ClearBox
ld c, 20
call DelayFrames
ld a, [wPartyCount]
ld b, a
ld a, [wCurBattleMon]
ld c, a
.random_loop_trainer_playeristarget
call BattleRandom
and $7
cp b
jr nc, .random_loop_trainer_playeristarget
cp c
jr z, .random_loop_trainer_playeristarget
push af
push bc
ld hl, wPartyMon1HP
call GetPartyLocation
ld a, [hli]
or [hl]
pop bc
pop de
jr z, .random_loop_trainer_playeristarget
ld a, d
ld [wCurPartyMon], a
ld hl, SwitchPlayerMon
call CallBattleCore
ld hl, DraggedOutText
call StdBattleTextbox
ld hl, SpikesDamage
jp CallBattleCore
.fail
call BattleCommand_LowerSub
call BattleCommand_MoveDelay
call BattleCommand_RaiseSub
jp PrintButItFailed
.succeed
push af
call SetBattleDraw
ld a, $1
ld [wBattleAnimParam], a
call AnimateCurrentMove
ld c, 20
call DelayFrames
pop af
ld hl, FledInFearText
cp ROAR
jr z, .do_text
ld hl, BlownAwayText
.do_text
jp StdBattleTextbox
CheckPlayerHasMonToSwitchTo:
ld a, [wPartyCount]
ld d, a
ld e, 0
ld bc, PARTYMON_STRUCT_LENGTH
.loop
ld a, [wCurBattleMon]
cp e
jr z, .next
ld a, e
ld hl, wPartyMon1HP
call AddNTimes
ld a, [hli]
or [hl]
jr nz, .not_fainted
.next
inc e
dec d
jr nz, .loop
scf
ret
.not_fainted
and a
ret
BattleCommand_EndLoop:
; endloop
; Loop back to 'critical'.
ld de, wPlayerRolloutCount
ld bc, wPlayerDamageTaken
ldh a, [hBattleTurn]
and a
jr z, .got_addrs
ld de, wEnemyRolloutCount
ld bc, wEnemyDamageTaken
.got_addrs
ld a, BATTLE_VARS_SUBSTATUS3
call GetBattleVarAddr
bit SUBSTATUS_IN_LOOP, [hl]
jp nz, .in_loop
set SUBSTATUS_IN_LOOP, [hl]
ld a, BATTLE_VARS_MOVE_EFFECT
call GetBattleVarAddr
ld a, [hl]
cp EFFECT_POISON_MULTI_HIT
jr z, .twineedle
cp EFFECT_DOUBLE_HIT
ld a, 1
jr z, .double_hit
ld a, [hl]
cp EFFECT_BEAT_UP
jr z, .beat_up
cp EFFECT_TRIPLE_KICK
jr nz, .not_triple_kick
.reject_triple_kick_sample
call BattleRandom
and $3
jr z, .reject_triple_kick_sample
dec a
jr nz, .double_hit
ld a, 1
ld [bc], a
jr .done_loop
.beat_up
ldh a, [hBattleTurn]
and a
jr nz, .check_ot_beat_up
ld a, [wPartyCount]
cp 1
jp z, .only_one_beatup
dec a
jr .double_hit
.check_ot_beat_up
ld a, [wBattleMode]
cp WILD_BATTLE
jp z, .only_one_beatup
ld a, [wOTPartyCount]
cp 1
jp z, .only_one_beatup
dec a
jr .double_hit
.only_one_beatup
ld a, BATTLE_VARS_SUBSTATUS3
call GetBattleVarAddr
res SUBSTATUS_IN_LOOP, [hl]
call BattleCommand_BeatUpFailText
jp EndMoveEffect
.not_triple_kick
call BattleRandom
and $3
cp 2
jr c, .got_number_hits
call BattleRandom
and $3
.got_number_hits
inc a
.double_hit
ld [de], a
inc a
ld [bc], a
jr .loop_back_to_critical
.twineedle
ld a, 1
jr .double_hit
.in_loop
ld a, [de]
dec a
ld [de], a
jr nz, .loop_back_to_critical
.done_loop
ld a, BATTLE_VARS_SUBSTATUS3
call GetBattleVarAddr
res SUBSTATUS_IN_LOOP, [hl]
ld hl, PlayerHitTimesText
ldh a, [hBattleTurn]
and a
jr z, .got_hit_n_times_text
ld hl, EnemyHitTimesText
.got_hit_n_times_text
push bc
ld a, BATTLE_VARS_MOVE_EFFECT
call GetBattleVar
cp EFFECT_BEAT_UP
jr z, .beat_up_2
call StdBattleTextbox
.beat_up_2
pop bc
xor a
ld [bc], a
ret
.loop_back_to_critical
ld a, [wBattleScriptBufferAddress + 1]
ld h, a
ld a, [wBattleScriptBufferAddress]
ld l, a
.not_critical
ld a, [hld]
cp critical_command
jr nz, .not_critical
inc hl
ld a, h
ld [wBattleScriptBufferAddress + 1], a
ld a, l
ld [wBattleScriptBufferAddress], a
ret
BattleCommand_FakeOut:
ld a, [wAttackMissed]
and a
ret nz
call CheckSubstituteOpp
jr nz, .fail
ld a, BATTLE_VARS_STATUS_OPP
call GetBattleVar
and 1 << FRZ | SLP
jr nz, .fail
call CheckOpponentWentFirst
jr z, FlinchTarget
.fail
ld a, 1
ld [wAttackMissed], a
ret
BattleCommand_FlinchTarget:
call CheckSubstituteOpp
ret nz
ld a, BATTLE_VARS_STATUS_OPP
call GetBattleVar
and 1 << FRZ | SLP
ret nz
call CheckOpponentWentFirst
ret nz
ld a, [wEffectFailed]
and a
ret nz
; fallthrough
FlinchTarget:
ld a, BATTLE_VARS_SUBSTATUS3_OPP
call GetBattleVarAddr
set SUBSTATUS_FLINCHED, [hl]
jp EndRechargeOpp
CheckOpponentWentFirst:
; Returns a=0, z if user went first
; Returns a=1, nz if opponent went first
push bc
ld a, [wEnemyGoesFirst] ; 0 if player went first
ld b, a
ldh a, [hBattleTurn] ; 0 if it's the player's turn
xor b ; 1 if opponent went first
pop bc
ret
BattleCommand_HeldFlinch:
; kingsrock
ld a, [wAttackMissed]
and a
ret nz
call GetUserItem
ld a, b
cp HELD_FLINCH
ret nz
call CheckSubstituteOpp
ret nz
ld a, BATTLE_VARS_MOVE_EFFECT
call GetBattleVarAddr
ld d, h
ld e, l
call GetUserItem
call BattleRandom
cp c
ret nc
call EndRechargeOpp
ld a, BATTLE_VARS_SUBSTATUS3_OPP
call GetBattleVarAddr
set SUBSTATUS_FLINCHED, [hl]
ret
BattleCommand_OHKO:
; ohko
call ResetDamage
ld a, [wTypeModifier]
and $7f
jr z, .no_effect
ld hl, wEnemyMonLevel
ld de, wBattleMonLevel
ld bc, wPlayerMoveStruct + MOVE_ACC
ldh a, [hBattleTurn]
and a
jr z, .got_move_accuracy
push hl
ld h, d
ld l, e
pop de
ld bc, wEnemyMoveStruct + MOVE_ACC
.got_move_accuracy
ld a, [de]
sub [hl]
jr c, .no_effect
add a
ld e, a
ld a, [bc]
add e
jr nc, .finish_ohko
ld a, $ff
.finish_ohko
ld [bc], a
call BattleCommand_CheckHit
ld hl, wCurDamage
ld a, $ff
ld [hli], a
ld [hl], a
ld a, $2
ld [wCriticalHit], a
ret
.no_effect
ld a, $ff
ld [wCriticalHit], a
ld a, $1
ld [wAttackMissed], a
ret
BattleCommand_CheckCharge:
; checkcharge
ld a, BATTLE_VARS_SUBSTATUS3
call GetBattleVarAddr
bit SUBSTATUS_CHARGED, [hl]
ret z
res SUBSTATUS_CHARGED, [hl]
res SUBSTATUS_UNDERGROUND, [hl]
res SUBSTATUS_FLYING, [hl]
ld b, charge_command
jp SkipToBattleCommand
BattleCommand_Charge:
; charge
call BattleCommand_ClearText
ld a, BATTLE_VARS_STATUS
call GetBattleVar
and SLP
jr z, .awake
call BattleCommand_MoveDelay
call BattleCommand_RaiseSub
call PrintButItFailed
jp EndMoveEffect
.awake
ld a, BATTLE_VARS_SUBSTATUS3
call GetBattleVarAddr
set SUBSTATUS_CHARGED, [hl]
ld hl, IgnoredOrders2Text
ld a, [wAlreadyDisobeyed]
and a
call nz, StdBattleTextbox
call BattleCommand_LowerSub
xor a
ld [wNumHits], a
inc a
ld [wBattleAnimParam], a
call LoadMoveAnim
ld a, BATTLE_VARS_MOVE_ANIM
call GetBattleVar
cp FLY
jr z, .flying
cp DIG
jr z, .flying
call BattleCommand_RaiseSub
jr .not_flying
.flying
call DisappearUser
.not_flying
ld a, BATTLE_VARS_SUBSTATUS3
call GetBattleVarAddr
ld a, BATTLE_VARS_MOVE_ANIM
call GetBattleVar
ld b, a
cp FLY
jr z, .set_flying
cp DIG
jr nz, .dont_set_digging
set SUBSTATUS_UNDERGROUND, [hl]
jr .dont_set_digging
.set_flying
set SUBSTATUS_FLYING, [hl]
.dont_set_digging
call CheckUserIsCharging
jr nz, .mimic
ld a, BATTLE_VARS_LAST_COUNTER_MOVE
call GetBattleVarAddr
ld [hl], b
ld a, BATTLE_VARS_LAST_MOVE
call GetBattleVarAddr
ld [hl], b
.mimic
call ResetDamage
ld hl, .UsedText
call BattleTextbox
ld a, BATTLE_VARS_MOVE_EFFECT
call GetBattleVar
cp EFFECT_SKULL_BASH
ld b, endturn_command
jp z, SkipToBattleCommand
jp EndMoveEffect
.UsedText:
text_far Text_BattleUser ; "<USER>"
text_asm
ld a, BATTLE_VARS_MOVE_ANIM
call GetBattleVar
cp RAZOR_WIND
ld hl, .BattleMadeWhirlwindText
jr z, .done
cp SOLARBEAM
ld hl, .BattleTookSunlightText
jr z, .done
cp SKULL_BASH
ld hl, .BattleLoweredHeadText
jr z, .done
cp SKY_ATTACK
ld hl, .BattleGlowingText
jr z, .done
cp FLY
ld hl, .BattleFlewText
jr z, .done
cp DIG
ld hl, .BattleDugText
.done
ret
.BattleMadeWhirlwindText:
text_far _BattleMadeWhirlwindText
text_end
.BattleTookSunlightText:
text_far _BattleTookSunlightText
text_end
.BattleLoweredHeadText:
text_far _BattleLoweredHeadText
text_end
.BattleGlowingText:
text_far _BattleGlowingText
text_end
.BattleFlewText:
text_far _BattleFlewText
text_end
.BattleDugText:
text_far _BattleDugText
text_end
BattleCommand_Unused3C:
; effect0x3c
ret
BattleCommand_TrapTarget:
; traptarget
ld a, [wAttackMissed]
and a
ret nz
ld hl, wEnemyWrapCount
ld de, wEnemyTrappingMove
ldh a, [hBattleTurn]
and a
jr z, .got_trap
ld hl, wPlayerWrapCount
ld de, wPlayerTrappingMove
.got_trap
ld a, [hl]
and a
ret nz
ld a, BATTLE_VARS_SUBSTATUS4_OPP
call GetBattleVar
bit SUBSTATUS_SUBSTITUTE, a
ret nz
call BattleRandom
; trapped for 2-5 turns
and %11
inc a
inc a
inc a
ld [hl], a
ld a, BATTLE_VARS_MOVE_ANIM
call GetBattleVar
ld [de], a
ld b, a
ld hl, .Traps
.find_trap_text
ld a, [hli]
cp b
jr z, .found_trap_text
inc hl
inc hl
jr .find_trap_text
.found_trap_text
ld a, [hli]
ld h, [hl]
ld l, a
jp StdBattleTextbox
.Traps:
dbw BIND, UsedBindText ; 'used BIND on'
dbw WRAP, WrappedByText ; 'was WRAPPED by'
dbw FIRE_SPIN, FireSpinTrapText ; 'was trapped!'
dbw CLAMP, ClampedByText ; 'was CLAMPED by'
dbw WHIRLPOOL, WhirlpoolTrapText ; 'was trapped!'
INCLUDE "engine/battle/move_effects/mist.asm"
INCLUDE "engine/battle/move_effects/focus_energy.asm"
BattleCommand_Recoil:
; recoil
ld hl, wBattleMonMaxHP
ldh a, [hBattleTurn]
and a
jr z, .got_hp
ld hl, wEnemyMonMaxHP
.got_hp
ld a, BATTLE_VARS_MOVE_ANIM
call GetBattleVar
ld d, a
; get 1/4 damage or 1 HP, whichever is higher
ld a, [wCurDamage]
ld b, a
ld a, [wCurDamage + 1]
ld c, a
srl b
rr c
srl b
rr c
ld a, b
or c
jr nz, .min_damage
inc c
.min_damage
ld a, [hli]
ld [wHPBuffer1 + 1], a
ld a, [hl]
ld [wHPBuffer1], a
dec hl
dec hl
ld a, [hl]
ld [wHPBuffer2], a
sub c
ld [hld], a
ld [wHPBuffer3], a
ld a, [hl]
ld [wHPBuffer2 + 1], a
sbc b
ld [hl], a
ld [wHPBuffer3 + 1], a
jr nc, .dont_ko
xor a
ld [hli], a
ld [hl], a
ld hl, wHPBuffer3
ld [hli], a
ld [hl], a
.dont_ko
hlcoord 10, 9
ldh a, [hBattleTurn]
and a
ld a, 1
jr z, .animate_hp_bar
hlcoord 2, 2
xor a
.animate_hp_bar
ld [wWhichHPBar], a
predef AnimateHPBar
call RefreshBattleHuds
ld hl, RecoilText
jp StdBattleTextbox
BattleCommand_ConfuseTarget:
; confusetarget
call GetOpponentItem
ld a, b
cp HELD_PREVENT_CONFUSE
ret z
ld a, [wEffectFailed]
and a
ret nz
call SafeCheckSafeguard
ret nz
call CheckSubstituteOpp
ret nz
ld a, BATTLE_VARS_SUBSTATUS3_OPP
call GetBattleVarAddr
bit SUBSTATUS_CONFUSED, [hl]
ret nz
jr BattleCommand_FinishConfusingTarget
BattleCommand_Confuse:
; confuse
call GetOpponentItem
ld a, b
cp HELD_PREVENT_CONFUSE
jr nz, .no_item_protection
ld a, [hl]
ld [wNamedObjectIndex], a
call GetItemName
call AnimateFailedMove
ld hl, ProtectedByText
jp StdBattleTextbox
.no_item_protection
ld a, BATTLE_VARS_SUBSTATUS3_OPP
call GetBattleVarAddr
bit SUBSTATUS_CONFUSED, [hl]
jr z, .not_already_confused
call AnimateFailedMove
ld hl, AlreadyConfusedText
jp StdBattleTextbox
.not_already_confused
call CheckSubstituteOpp
jr nz, BattleCommand_Confuse_CheckSnore_Swagger_ConfuseHit
ld a, [wAttackMissed]
and a
jr nz, BattleCommand_Confuse_CheckSnore_Swagger_ConfuseHit
BattleCommand_FinishConfusingTarget:
ld bc, wEnemyConfuseCount
ldh a, [hBattleTurn]
and a
jr z, .got_confuse_count
ld bc, wPlayerConfuseCount
.got_confuse_count
set SUBSTATUS_CONFUSED, [hl]
; confused for 2-5 turns
call BattleRandom
and %11
inc a
inc a
ld [bc], a
ld a, BATTLE_VARS_MOVE_EFFECT
call GetBattleVar
cp EFFECT_CONFUSE_HIT
jr z, .got_effect
cp EFFECT_SNORE
jr z, .got_effect
cp EFFECT_SWAGGER
jr z, .got_effect
call AnimateCurrentMove
.got_effect
ld de, ANIM_CONFUSED
call PlayOpponentBattleAnim
ld hl, BecameConfusedText
call StdBattleTextbox
call GetOpponentItem
ld a, b
cp HELD_HEAL_STATUS
jr z, .heal_confusion
cp HELD_HEAL_CONFUSION
ret nz
.heal_confusion
ld hl, UseConfusionHealingItem
jp CallBattleCore
BattleCommand_Confuse_CheckSnore_Swagger_ConfuseHit:
ld a, BATTLE_VARS_MOVE_EFFECT
call GetBattleVar
cp EFFECT_CONFUSE_HIT
ret z
cp EFFECT_SNORE
ret z
cp EFFECT_SWAGGER
ret z
jp PrintDidntAffect2
BattleCommand_Paralyze:
; paralyze
ld a, BATTLE_VARS_STATUS_OPP
call GetBattleVar
bit PAR, a
jr nz, .paralyzed
ld a, [wTypeModifier]
and $7f
jr z, .didnt_affect
call GetOpponentItem
ld a, b
cp HELD_PREVENT_PARALYZE
jr nz, .no_item_protection
ld a, [hl]
ld [wNamedObjectIndex], a
call GetItemName
call AnimateFailedMove
ld hl, ProtectedByText
jp StdBattleTextbox
.no_item_protection
ldh a, [hBattleTurn]
and a
jr z, .dont_sample_failure
ld a, [wLinkMode]
and a
jr nz, .dont_sample_failure
ld a, [wInBattleTowerBattle]
and a
jr nz, .dont_sample_failure
ld a, [wPlayerSubStatus5]
bit SUBSTATUS_LOCK_ON, a
jr nz, .dont_sample_failure
call BattleRandom
cp 25 percent + 1 ; 25% chance AI fails
jr c, .failed
.dont_sample_failure
ld a, BATTLE_VARS_STATUS_OPP
call GetBattleVarAddr
and a
jr nz, .failed
ld a, [wAttackMissed]
and a
jr nz, .failed
call CheckSubstituteOpp
jr nz, .failed
ld c, 30
call DelayFrames
call AnimateCurrentMove
ld a, $1
ldh [hBGMapMode], a
ld a, BATTLE_VARS_STATUS_OPP
call GetBattleVarAddr
set PAR, [hl]
call UpdateOpponentInParty
ld hl, ApplyPrzEffectOnSpeed
call CallBattleCore
call UpdateBattleHuds
call PrintParalyze
ld hl, UseHeldStatusHealingItem
jp CallBattleCore
.paralyzed
call AnimateFailedMove
ld hl, AlreadyParalyzedText
jp StdBattleTextbox
.failed
jp PrintDidntAffect2
.didnt_affect
call AnimateFailedMove
jp PrintDoesntAffect
CheckMoveTypeMatchesTarget:
; Compare move type to opponent type.
; Return z if matching the opponent type,
; unless the move is Normal (Tri Attack).
push hl
ld hl, wEnemyMonType1
ldh a, [hBattleTurn]
and a
jr z, .ok
ld hl, wBattleMonType1
.ok
ld a, BATTLE_VARS_MOVE_TYPE
call GetBattleVar
cp NORMAL
jr z, .normal
cp [hl]
jr z, .return
inc hl
cp [hl]
.return
pop hl
ret
.normal
ld a, 1
and a
pop hl
ret
INCLUDE "engine/battle/move_effects/substitute.asm"
BattleCommand_RechargeNextTurn:
; rechargenextturn
ld a, BATTLE_VARS_SUBSTATUS4
call GetBattleVarAddr
set SUBSTATUS_RECHARGE, [hl]
ret
EndRechargeOpp:
push hl
ld a, BATTLE_VARS_SUBSTATUS4_OPP
call GetBattleVarAddr
res SUBSTATUS_RECHARGE, [hl]
pop hl
ret
INCLUDE "engine/battle/move_effects/rage.asm"
BattleCommand_DoubleFlyingDamage:
; doubleflyingdamage
ld a, BATTLE_VARS_SUBSTATUS3_OPP
call GetBattleVar
bit SUBSTATUS_FLYING, a
ret z
jr DoubleDamage
BattleCommand_DoubleUndergroundDamage:
; doubleundergrounddamage
ld a, BATTLE_VARS_SUBSTATUS3_OPP
call GetBattleVar
bit SUBSTATUS_UNDERGROUND, a
ret z
; fallthrough
DoubleDamage:
ld hl, wCurDamage + 1
sla [hl]
dec hl
rl [hl]
jr nc, .quit
ld a, $ff
ld [hli], a
ld [hl], a
.quit
ret
INCLUDE "engine/battle/move_effects/mimic.asm"
INCLUDE "engine/battle/move_effects/leech_seed.asm"
INCLUDE "engine/battle/move_effects/splash.asm"
INCLUDE "engine/battle/move_effects/disable.asm"
INCLUDE "engine/battle/move_effects/pay_day.asm"
INCLUDE "engine/battle/move_effects/conversion.asm"
BattleCommand_ResetStats:
; resetstats
ld a, BASE_STAT_LEVEL
ld hl, wPlayerStatLevels
call .Fill
ld hl, wEnemyStatLevels
call .Fill
ldh a, [hBattleTurn]
push af
call SetPlayerTurn
call CalcPlayerStats
call SetEnemyTurn
call CalcEnemyStats
pop af
ldh [hBattleTurn], a
call AnimateCurrentMove
ld hl, EliminatedStatsText
jp StdBattleTextbox
.Fill:
ld b, NUM_LEVEL_STATS
.next
ld [hli], a
dec b
jr nz, .next
ret
BattleCommand_Heal:
; heal
ld de, wBattleMonHP
ld hl, wBattleMonMaxHP
ldh a, [hBattleTurn]
and a
jr z, .got_hp
ld de, wEnemyMonHP
ld hl, wEnemyMonMaxHP
.got_hp
ld a, BATTLE_VARS_MOVE_ANIM
call GetBattleVar
ld b, a
push hl
push de
push bc
ld c, 2
call CompareBytes
pop bc
pop de
pop hl
jp z, .hp_full
ld a, b
cp REST
jr nz, .not_rest
push hl
push de
push af
call BattleCommand_MoveDelay
ld a, BATTLE_VARS_SUBSTATUS5
call GetBattleVarAddr
res SUBSTATUS_TOXIC, [hl]
ld a, BATTLE_VARS_STATUS
call GetBattleVarAddr
ld a, [hl]
and a
ld [hl], REST_SLEEP_TURNS + 1
ld hl, WentToSleepText
jr z, .no_status_to_heal
ld hl, RestedText
.no_status_to_heal
call StdBattleTextbox
ldh a, [hBattleTurn]
and a
jr nz, .calc_enemy_stats
call CalcPlayerStats
jr .got_stats
.calc_enemy_stats
call CalcEnemyStats
.got_stats
pop af
pop de
pop hl
.not_rest
jr z, .restore_full_hp
ld hl, GetHalfMaxHP
call CallBattleCore
jr .finish
.restore_full_hp
ld hl, GetMaxHP
call CallBattleCore
.finish
call AnimateCurrentMove
call BattleCommand_SwitchTurn
ld hl, RestoreHP
call CallBattleCore
call BattleCommand_SwitchTurn
call UpdateUserInParty
call RefreshBattleHuds
ld hl, RegainedHealthText
jp StdBattleTextbox
.hp_full
call AnimateFailedMove
ld hl, HPIsFullText
jp StdBattleTextbox
INCLUDE "engine/battle/move_effects/transform.asm"
BattleEffect_ButItFailed:
call AnimateFailedMove
jp PrintButItFailed
ClearLastMove:
ld a, BATTLE_VARS_LAST_COUNTER_MOVE
call GetBattleVarAddr
xor a
ld [hl], a
ld a, BATTLE_VARS_LAST_MOVE
call GetBattleVarAddr
xor a
ld [hl], a
ret
ResetActorDisable:
ldh a, [hBattleTurn]
and a
jr z, .player
xor a
ld [wEnemyDisableCount], a
ld [wEnemyDisabledMove], a
ret
.player
xor a
ld [wPlayerDisableCount], a
ld [wDisabledMove], a
ret
BattleCommand_Screen:
; screen
ld hl, wPlayerScreens
ld bc, wPlayerLightScreenCount
ldh a, [hBattleTurn]
and a
jr z, .got_screens_pointer
ld hl, wEnemyScreens
ld bc, wEnemyLightScreenCount
.got_screens_pointer
ld a, BATTLE_VARS_MOVE_EFFECT
call GetBattleVar
cp EFFECT_LIGHT_SCREEN
jr nz, .Reflect
bit SCREENS_LIGHT_SCREEN, [hl]
jr nz, .failed
set SCREENS_LIGHT_SCREEN, [hl]
ld a, 5
ld [bc], a
ld hl, LightScreenEffectText
jr .good
.Reflect:
bit SCREENS_REFLECT, [hl]
jr nz, .failed
set SCREENS_REFLECT, [hl]
; LightScreenCount -> ReflectCount
inc bc
ld a, 5
ld [bc], a
ld hl, ReflectEffectText
.good
call AnimateCurrentMove
jp StdBattleTextbox
.failed
call AnimateFailedMove
jp PrintButItFailed
PrintDoesntAffect:
; 'it doesn't affect'
ld hl, DoesntAffectText
jp StdBattleTextbox
PrintNothingHappened:
; 'but nothing happened!'
ld hl, NothingHappenedText
jp StdBattleTextbox
TryPrintButItFailed:
ld a, [wAlreadyFailed]
and a
ret nz
; fallthrough
PrintButItFailed:
; 'but it failed!'
ld hl, ButItFailedText
jp StdBattleTextbox
FailMove:
call AnimateFailedMove
; fallthrough
FailMimic:
ld hl, ButItFailedText ; 'but it failed!'
ld de, ItFailedText ; 'it failed!'
jp FailText_CheckOpponentProtect
PrintDidntAffect:
; 'it didn't affect'
ld hl, DidntAffect1Text
jp StdBattleTextbox
PrintDidntAffect2:
call AnimateFailedMove
ld hl, DidntAffect1Text ; 'it didn't affect'
ld de, DidntAffect2Text ; 'it didn't affect'
jp FailText_CheckOpponentProtect
PrintParalyze:
; 'paralyzed! maybe it can't attack!'
ld hl, ParalyzedText
jp StdBattleTextbox
CheckSubstituteOpp:
ld a, BATTLE_VARS_SUBSTATUS4_OPP
call GetBattleVar
bit SUBSTATUS_SUBSTITUTE, a
ret
INCLUDE "engine/battle/move_effects/selfdestruct.asm"
INCLUDE "engine/battle/move_effects/mirror_move.asm"
INCLUDE "engine/battle/move_effects/metronome.asm"
CheckUserMove:
; Return z if the user has move a.
ld b, a
ld de, wBattleMonMoves
ldh a, [hBattleTurn]
and a
jr z, .ok
ld de, wEnemyMonMoves
.ok
ld c, NUM_MOVES
.loop
ld a, [de]
inc de
cp b
ret z
dec c
jr nz, .loop
ld a, 1
and a
ret
ResetTurn:
ld hl, wPlayerCharging
ldh a, [hBattleTurn]
and a
jr z, .player
ld hl, wEnemyCharging
.player
ld [hl], 1
xor a
ld [wAlreadyDisobeyed], a
call DoMove
jp EndMoveEffect
INCLUDE "engine/battle/move_effects/thief.asm"
BattleCommand_ArenaTrap:
; arenatrap
; Doesn't work on an absent opponent.
call CheckHiddenOpponent
jr nz, .failed
; Don't trap if the opponent is already trapped.
ld a, BATTLE_VARS_SUBSTATUS5
call GetBattleVarAddr
bit SUBSTATUS_CANT_RUN, [hl]
jr nz, .failed
; Otherwise trap the opponent.
set SUBSTATUS_CANT_RUN, [hl]
call AnimateCurrentMove
ld hl, CantEscapeNowText
jp StdBattleTextbox
.failed
call AnimateFailedMove
jp PrintButItFailed
INCLUDE "engine/battle/move_effects/nightmare.asm"
BattleCommand_Defrost:
; defrost
; Thaw the user.
ld a, BATTLE_VARS_STATUS
call GetBattleVarAddr
bit FRZ, [hl]
ret z
res FRZ, [hl]
; Don't update the enemy's party struct in a wild battle.
ldh a, [hBattleTurn]
and a
jr z, .party
ld a, [wBattleMode]
dec a
jr z, .done
.party
ld a, MON_STATUS
call UserPartyAttr
res FRZ, [hl]
.done
call RefreshBattleHuds
ld hl, WasDefrostedText
jp StdBattleTextbox
INCLUDE "engine/battle/move_effects/curse.asm"
INCLUDE "engine/battle/move_effects/protect.asm"
INCLUDE "engine/battle/move_effects/endure.asm"
INCLUDE "engine/battle/move_effects/spikes.asm"
INCLUDE "engine/battle/move_effects/foresight.asm"
INCLUDE "engine/battle/move_effects/perish_song.asm"
INCLUDE "engine/battle/move_effects/sandstorm.asm"
INCLUDE "engine/battle/move_effects/rollout.asm"
BattleCommand_Unused5D:
; effect0x5d
ret
INCLUDE "engine/battle/move_effects/fury_cutter.asm"
INCLUDE "engine/battle/move_effects/attract.asm"
INCLUDE "engine/battle/move_effects/return.asm"
INCLUDE "engine/battle/move_effects/present.asm"
INCLUDE "engine/battle/move_effects/frustration.asm"
INCLUDE "engine/battle/move_effects/safeguard.asm"
SafeCheckSafeguard:
push hl
ld hl, wEnemyScreens
ldh a, [hBattleTurn]
and a
jr z, .got_turn
ld hl, wPlayerScreens
.got_turn
bit SCREENS_SAFEGUARD, [hl]
pop hl
ret
BattleCommand_CheckSafeguard:
; checksafeguard
ld hl, wEnemyScreens
ldh a, [hBattleTurn]
and a
jr z, .got_turn
ld hl, wPlayerScreens
.got_turn
bit SCREENS_SAFEGUARD, [hl]
ret z
ld a, 1
ld [wAttackMissed], a
call BattleCommand_MoveDelay
ld hl, SafeguardProtectText
call StdBattleTextbox
jp EndMoveEffect
INCLUDE "engine/battle/move_effects/magnitude.asm"
INCLUDE "engine/battle/move_effects/baton_pass.asm"
INCLUDE "engine/battle/move_effects/pursuit.asm"
INCLUDE "engine/battle/move_effects/rapid_spin.asm"
BattleCommand_HealMorn:
; healmorn
ld b, MORN_F
jr BattleCommand_TimeBasedHealContinue
BattleCommand_HealDay:
; healday
ld b, DAY_F
jr BattleCommand_TimeBasedHealContinue
BattleCommand_HealNite:
; healnite
ld b, NITE_F
; fallthrough
BattleCommand_TimeBasedHealContinue:
; Time- and weather-sensitive heal.
ld hl, wBattleMonMaxHP
ld de, wBattleMonHP
ldh a, [hBattleTurn]
and a
jr z, .start
ld hl, wEnemyMonMaxHP
ld de, wEnemyMonHP
.start
; Index for .Multipliers
; Default restores half max HP.
ld c, 2
; Don't bother healing if HP is already full.
push bc
call CompareBytes
pop bc
jr z, .Full
; Don't factor in time of day in link battles.
ld a, [wLinkMode]
and a
jr nz, .Weather
ld a, [wTimeOfDay]
cp b
jr z, .Weather
dec c ; double
.Weather:
ld a, [wBattleWeather]
and a
jr z, .Heal
; x2 in sun
; /2 in rain/sandstorm
inc c
cp WEATHER_SUN
jr z, .Heal
dec c
dec c
.Heal:
ld b, 0
ld hl, .Multipliers
add hl, bc
add hl, bc
ld a, [hli]
ld h, [hl]
ld l, a
ld a, BANK(GetMaxHP)
rst FarCall
call AnimateCurrentMove
call BattleCommand_SwitchTurn
callfar RestoreHP
call BattleCommand_SwitchTurn
call UpdateUserInParty
; 'regained health!'
ld hl, RegainedHealthText
jp StdBattleTextbox
.Full:
call AnimateFailedMove
; 'hp is full!'
ld hl, HPIsFullText
jp StdBattleTextbox
.Multipliers:
dw GetEighthMaxHP
dw GetQuarterMaxHP
dw GetHalfMaxHP
dw GetMaxHP
INCLUDE "engine/battle/move_effects/hidden_power.asm"
INCLUDE "engine/battle/move_effects/rain_dance.asm"
INCLUDE "engine/battle/move_effects/sunny_day.asm"
INCLUDE "engine/battle/move_effects/belly_drum.asm"
INCLUDE "engine/battle/move_effects/psych_up.asm"
INCLUDE "engine/battle/move_effects/mirror_coat.asm"
BattleCommand_DoubleMinimizeDamage:
; doubleminimizedamage
ld hl, wEnemyMinimized
ldh a, [hBattleTurn]
and a
jr z, .ok
ld hl, wPlayerMinimized
.ok
ld a, [hl]
and a
ret z
ld hl, wCurDamage + 1
sla [hl]
dec hl
rl [hl]
ret nc
ld a, $ff
ld [hli], a
ld [hl], a
ret
BattleCommand_SkipSunCharge:
; mimicsuncharge
ld a, [wBattleWeather]
cp WEATHER_SUN
ret nz
ld b, charge_command
jp SkipToBattleCommand
INCLUDE "engine/battle/move_effects/future_sight.asm"
INCLUDE "engine/battle/move_effects/thunder.asm"
CheckHiddenOpponent:
; BUG: This routine is completely redundant and introduces a bug, since BattleCommand_CheckHit does these checks properly.
ld a, BATTLE_VARS_SUBSTATUS3_OPP
call GetBattleVar
and 1 << SUBSTATUS_FLYING | 1 << SUBSTATUS_UNDERGROUND
ret
GetUserItem:
; Return the effect of the user's item in bc, and its id at hl.
ld hl, wBattleMonItem
ldh a, [hBattleTurn]
and a
jr z, .go
ld hl, wEnemyMonItem
.go
ld b, [hl]
jp GetItemHeldEffect
GetOpponentItem:
; Return the effect of the opponent's item in bc, and its id at hl.
ld hl, wEnemyMonItem
ldh a, [hBattleTurn]
and a
jr z, .go
ld hl, wBattleMonItem
.go
ld b, [hl]
jp GetItemHeldEffect
GetItemHeldEffect:
; Return the effect of item b in bc.
ld a, b
and a
ret z
push hl
ld hl, ItemAttributes + ITEMATTR_EFFECT
dec a
ld c, a
ld b, 0
ld a, ITEMATTR_STRUCT_LENGTH
call AddNTimes
ld a, BANK(ItemAttributes)
call GetFarHalfword
ld b, l
ld c, h
pop hl
ret
AnimateCurrentMoveEitherSide:
push hl
push de
push bc
ld a, [wBattleAnimParam]
push af
call BattleCommand_LowerSub
pop af
ld [wBattleAnimParam], a
call PlayDamageAnim
call BattleCommand_RaiseSub
pop bc
pop de
pop hl
ret
AnimateCurrentMove:
push hl
push de
push bc
ld a, [wBattleAnimParam]
push af
call BattleCommand_LowerSub
pop af
ld [wBattleAnimParam], a
call LoadMoveAnim
call BattleCommand_RaiseSub
pop bc
pop de
pop hl
ret
PlayDamageAnim:
xor a
ld [wFXAnimID + 1], a
ld a, BATTLE_VARS_MOVE_ANIM
call GetBattleVar
and a
ret z
ld [wFXAnimID], a
ldh a, [hBattleTurn]
and a
ld a, BATTLEANIM_ENEMY_DAMAGE
jr z, .player
ld a, BATTLEANIM_PLAYER_DAMAGE
.player
ld [wNumHits], a
jp PlayUserBattleAnim
LoadMoveAnim:
xor a
ld [wNumHits], a
ld [wFXAnimID + 1], a
ld a, BATTLE_VARS_MOVE_ANIM
call GetBattleVar
and a
ret z
; fallthrough
LoadAnim:
ld [wFXAnimID], a
; fallthrough
PlayUserBattleAnim:
push hl
push de
push bc
callfar PlayBattleAnim
pop bc
pop de
pop hl
ret
PlayOpponentBattleAnim:
ld a, e
ld [wFXAnimID], a
ld a, d
ld [wFXAnimID + 1], a
xor a
ld [wNumHits], a
push hl
push de
push bc
call BattleCommand_SwitchTurn
callfar PlayBattleAnim
call BattleCommand_SwitchTurn
pop bc
pop de
pop hl
ret
CallBattleCore:
ld a, BANK("Battle Core")
rst FarCall
ret
AnimateFailedMove:
call BattleCommand_LowerSub
call BattleCommand_MoveDelay
jp BattleCommand_RaiseSub
BattleCommand_MoveDelay:
; movedelay
; Wait 40 frames.
ld c, 40
jp DelayFrames
BattleCommand_ClearText:
; cleartext
; Used in multi-hit moves.
ld hl, .text
jp BattleTextbox
.text:
text_end
SkipToBattleCommand:
; Skip over commands until reaching command b.
ld a, [wBattleScriptBufferAddress + 1]
ld h, a
ld a, [wBattleScriptBufferAddress]
ld l, a
.loop
ld a, [hli]
cp b
jr nz, .loop
ld a, h
ld [wBattleScriptBufferAddress + 1], a
ld a, l
ld [wBattleScriptBufferAddress], a
ret
GetMoveAttr:
; Assuming hl = Moves + x, return attribute x of move a.
push bc
ld bc, MOVE_LENGTH
call AddNTimes
call GetMoveByte
pop bc
ret
GetMoveData:
; Copy move struct a to de.
ld hl, Moves
ld bc, MOVE_LENGTH
call AddNTimes
ld a, BANK(Moves)
jp FarCopyBytes
GetMoveByte:
ld a, BANK(Moves)
jp GetFarByte
DisappearUser:
farcall _DisappearUser
ret
AppearUserLowerSub:
farcall _AppearUserLowerSub
ret
AppearUserRaiseSub:
farcall _AppearUserRaiseSub
ret
_CheckBattleScene:
; Checks the options. Returns carry if battle animations are disabled.
push hl
push de
push bc
farcall CheckBattleScene
pop bc
pop de
pop hl
ret