shithub: pokecrystal

ref: bde9ffff6e8d174d6c76cea3f0c42f903b38abd1
dir: /engine/battle/effect_commands.asm/

View raw version
DoPlayerTurn: ; 34000
	call SetPlayerTurn

	ld a, [wBattlePlayerAction]
	and a
	ret nz

	jr DoTurn

; 3400a


DoEnemyTurn: ; 3400a
	call SetEnemyTurn

	ld a, [wLinkMode]
	and a
	jr z, DoTurn

	ld a, [wBattleAction]
	cp BATTLEACTION_E
	jr z, DoTurn
	cp BATTLEACTION_SWITCH1
	ret nc

	; fallthrough
; 3401d


DoTurn: ; 3401d
; 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
; 3402c


DoMove: ; 3402c
; 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 -1
	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

; 34084


CheckTurn:
BattleCommand_CheckTurn: ; 34084
; 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 [wKickCounter], a
	ld [wAlreadyDisobeyed], a
	ld [wAlreadyFailed], a
	ld [wSomeoneIsRampaging], a

	ld a, EFFECTIVE
	ld [wTypeModifier], a

	ld a, [hBattleTurn]
	and a
	jp nz, CheckEnemyTurn


CheckPlayerTurn:

	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
	ld [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

; 341f0


CantMove: ; 341f0
	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

; 34216



OpponentCantMove: ; 34216
	call BattleCommand_SwitchTurn
	call CantMove
	jp BattleCommand_SwitchTurn

; 3421f



CheckEnemyTurn: ; 3421f

	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
	ld [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, $1
	call EnemyHurtItself
	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
; 34385


EndTurn: ; 34385
	ld a, $1
	ld [wTurnEnded], a
	jp ResetDamage

; 3438d


MoveDisabled: ; 3438d

	; 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 [wNamedObjectIndexBuffer], a
	call GetMoveName

	ld hl, DisabledMoveText
	jp StdBattleTextBox

; 343a5


HitConfusion: ; 343a5

	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
	ld [hBGMapMode], a
	ld c, $1
	call PlayerHurtItself
	jp BattleCommand_RaiseSub

; 343db


BattleCommand_CheckObedience: ; 343db
; checkobedience

	; Enemy can't disobey
	ld 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

; 3451f


IgnoreSleepOnly: ; 3451f

	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

; 34541


BattleCommand_UsedMoveText: ; 34541
; usedmovetext
	farcall DisplayUsedMoveText
	ret

; 34548


CheckUserIsCharging: ; 34548

	ld a, [hBattleTurn]
	and a
	ld a, [wPlayerCharging] ; player
	jr z, .end
	ld a, [wEnemyCharging] ; enemy
.end
	and a
	ret

; 34555


BattleCommand_DoTurn: ; 34555
	call CheckUserIsCharging
	ret nz

	ld hl, wBattleMonPP
	ld de, wPlayerSubStatus3
	ld bc, wPlayerTurnsTaken

	ld 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

	ld 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
	ld 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

; 34602

.continuousmoves ; 34602
	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
; 3460b

CheckMimicUsed: ; 3460b
	ld 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

; 34631


BattleCommand_Critical: ; 34631
; 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

	ld 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/battle/critical_hits.asm"
; 346b2


INCLUDE "engine/battle/move_effects/triple_kick.asm"


BattleCommand_Stab: ; 346d2
; 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]

	ld 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 [wTypeMatchup], 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, [wTypeMatchup]
	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:
	ld [hMultiplier], a
	add b
	ld [wTypeModifier], a

	xor a
	ld [hMultiplicand + 0], a

	ld hl, wCurDamage
	ld a, [hli]
	ld [hMultiplicand + 1], a
	ld a, [hld]
	ld [hMultiplicand + 2], a

	call Multiply

	ld a, [hProduct + 1]
	ld b, a
	ld a, [hProduct + 2]
	or b
	ld b, a
	ld 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
	ld [hDivisor], a
	ld b, 4
	call Divide
	ld a, [hQuotient + 1]
	ld b, a
	ld a, [hQuotient + 2]
	or b
	jr nz, .ok

	ld a, 1
	ld [hMultiplicand + 2], a

.ok
	ld a, [hMultiplicand + 1]
	ld [hli], a
	ld 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

; 347c8


BattleCheckTypeMatchup: ; 347c8
	ld hl, wEnemyMonType1
	ld a, [hBattleTurn]
	and a
	jr z, CheckTypeMatchup
	ld hl, wBattleMonType1
CheckTypeMatchup: ; 347d3
; 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
	ld [hDividend + 0], a
	ld [hMultiplicand + 0], a
	ld [hMultiplicand + 1], a
	ld a, [hli]
	ld [hMultiplicand + 2], a
	ld a, [wTypeMatchup]
	ld [hMultiplier], a
	call Multiply
	ld a, 10
	ld [hDivisor], a
	push bc
	ld b, 4
	call Divide
	pop bc
	ld a, [hQuotient + 2]
	ld [wTypeMatchup], a
	jr .TypesLoop

.End:
	pop bc
	pop de
	pop hl
	ret

; 34833


BattleCommand_ResetTypeMatchup: ; 34833
; 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

; 3484e


INCLUDE "engine/battle/ai/switch.asm"

INCLUDE "data/types/type_matchups.asm"


BattleCommand_DamageVariation: ; 34cfd
; 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
	ld [hMultiplicand + 0], a
	dec hl
	ld a, [hli]
	ld [hMultiplicand + 1], a
	ld a, [hl]
	ld [hMultiplicand + 2], a

; Multiply by 85-100%...
.loop
	call BattleRandom
	rrca
	cp 85 percent + 1
	jr c, .loop

	ld [hMultiplier], a
	call Multiply

; ...divide by 100%...
	ld a, $ff ; 100%
	ld [hDivisor], a
	ld b, $4
	call Divide

; ...to get .85-1.00x damage.
	ld a, [hQuotient + 1]
	ld hl, wCurDamage
	ld [hli], a
	ld a, [hQuotient + 2]
	ld [hl], a
	ret

; 34d32


BattleCommand_CheckHit: ; 34d32
; 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
	ld 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:

	ld 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
	ld [hMultiplicand + 0], a
	ld [hMultiplicand + 1], a
	ld a, [hl]
	ld [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]
	ld [hMultiplier], a
	call Multiply
	; ... and divide by the second byte
	ld a, [hl]
	ld [hDivisor], a
	ld b, 4
	call Divide
	; minimum accuracy is $0001
	ld a, [hQuotient + 2]
	ld b, a
	ld a, [hQuotient + 1]
	or b
	jr nz, .min_accuracy
	ld [hQuotient + 1], a
	ld a, 1
	ld [hQuotient + 2], 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%
	ld a, [hQuotient + 1]
	and a
	ld a, [hQuotient + 2]
	jr z, .finish_accuracy
	ld a, $ff

.finish_accuracy
	pop hl
	ld [hl], a
	ret

INCLUDE "data/battle/accuracy_multipliers.asm"
; 34ecc


BattleCommand_EffectChance: ; 34ecc
; effectchance

	xor a
	ld [wEffectFailed], a
	call CheckSubstituteOpp
	jr nz, .failed

	push hl
	ld hl, wPlayerMoveStruct + MOVE_CHANCE
	ld a, [hBattleTurn]
	and a
	jr z, .got_move_chance
	ld hl, wEnemyMoveStruct + MOVE_CHANCE
.got_move_chance

	call BattleRandom
	cp [hl]
	pop hl
	ret c

.failed
	ld a, 1
	ld [wEffectFailed], a
	and a
	ret

; 34eee


BattleCommand_LowerSub: ; 34eee
; 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 [wKickCounter], 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

; 34f57


BattleCommand_HitTarget: ; 34f57
; hittarget
	call BattleCommand_LowerSub
	call BattleCommand_HitTargetNoSub
	jp BattleCommand_RaiseSub

; 34f60


BattleCommand_HitTargetNoSub: ; 34f60
	ld a, [wAttackMissed]
	and a
	jp nz, BattleCommand_MoveDelay

	ld 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 [wKickCounter], 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, [wKickCounter]
	and 1
	xor 1
	ld [wKickCounter], 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

; 34fd1


BattleCommand_StatUpAnim: ; 34fd1
	ld a, [wAttackMissed]
	and a
	jp nz, BattleCommand_MoveDelay

	xor a
	jr BattleCommand_StatUpDownAnim

; 34fdb


BattleCommand_StatDownAnim: ; 34fdb
	ld a, [wAttackMissed]
	and a
	jp nz, BattleCommand_MoveDelay

	ld a, [hBattleTurn]
	and a
	ld a, BATTLEANIM_ENEMY_STAT_DOWN
	jr z, BattleCommand_StatUpDownAnim
	ld a, BATTLEANIM_WOBBLE

	; fallthrough
; 34feb


BattleCommand_StatUpDownAnim: ; 34feb
	ld [wNumHits], a
	xor a
	ld [wKickCounter], a
	ld a, BATTLE_VARS_MOVE_ANIM
	call GetBattleVar
	ld e, a
	ld d, 0
	jp PlayFXAnimID

; 34ffd


BattleCommand_SwitchTurn: ; 34ffd
; switchturn

	ld a, [hBattleTurn]
	xor 1
	ld [hBattleTurn], a
	ret

; 35004


BattleCommand_RaiseSub: ; 35004
; 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 [wKickCounter], a
	ld a, SUBSTITUTE
	jp LoadAnim

; 35023


BattleCommand_FailureText: ; 35023
; 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

; 3505e


BattleCommand_CheckFaint: ; 3505e
; checkfaint

	ld a, BATTLE_VARS_SUBSTATUS1_OPP
	call GetBattleVar
	bit SUBSTATUS_ENDURE, a
	jr z, .not_enduring
	call BattleCommand_FalseSwipe
	ld b, $0
	jr nc, .okay
	ld b, $1
	jr .okay

.not_enduring
	call GetOpponentItem
	ld a, b
	cp HELD_FOCUS_BAND
	ld b, $0
	jr nz, .okay
	call BattleRandom
	cp c
	jr nc, .okay
	call BattleCommand_FalseSwipe
	ld b, $0
	jr nc, .okay
	ld b, $2
.okay
	push bc
	call .check_sub
	ld c, $0
	ld a, [hBattleTurn]
	and a
	jr nz, .damage_player
	call EnemyHurtItself
	jr .done_damage

.damage_player
	call PlayerHurtItself

.done_damage
	pop bc
	ld a, b
	and a
	ret z
	dec a
	jr nz, .not_enduring2
	ld hl, EnduredText
	jp StdBattleTextBox

.not_enduring2
	call GetOpponentItem
	ld a, [hl]
	ld [wNamedObjectIndexBuffer], a
	call GetItemName

	ld hl, HungOnText
	jp StdBattleTextBox

.check_sub
	ld a, BATTLE_VARS_SUBSTATUS4_OPP
	call GetBattleVar
	bit SUBSTATUS_SUBSTITUTE, a
	ret nz

	ld de, wPlayerDamageTaken + 1
	ld a, [hBattleTurn]
	and a
	jr nz, .damage_taken
	ld de, wEnemyDamageTaken + 1

.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

; 350e4


GetFailureResultText: ; 350e4
	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 [wKickCounter], a
	call LoadMoveAnim
	ld c, $1
	ld a, [hBattleTurn]
	and a
	jp nz, EnemyHurtItself
	jp PlayerHurtItself

FailText_CheckOpponentProtect: ; 35157
	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

; 35165


BattleCommanda5: ; 35165
	ld a, [wAttackMissed]
	and a
	ret z

	ld a, [wTypeModifier]
	and $7f
	jp z, PrintDoesntAffect
	jp PrintButItFailed

; 35175


BattleCommand_CriticalText: ; 35175
; 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
; 35197


BattleCommand_StartLoop: ; 35197
; startloop

	ld hl, wPlayerRolloutCount
	ld a, [hBattleTurn]
	and a
	jr z, .ok
	ld hl, wEnemyRolloutCount
.ok
	xor a
	ld [hl], a
	ret

; 351a5


BattleCommand_SuperEffectiveLoopText: ; 351a5
; supereffectivelooptext

	ld a, BATTLE_VARS_SUBSTATUS3
	call GetBattleVarAddr
	bit SUBSTATUS_IN_LOOP, a
	ret nz

	; fallthrough
; 351ad


BattleCommand_SuperEffectiveText: ; 351ad
; supereffectivetext

	ld a, [wTypeModifier]
	and $7f
	cp 10 ; 1.0
	ret z
	ld hl, SuperEffectiveText
	jr nc, .print
	ld hl, NotVeryEffectiveText
.print
	jp StdBattleTextBox

; 351c0


BattleCommand_CheckDestinyBond: ; 351c0
; checkdestinybond

; Faint the user if it fainted an opponent using Destiny Bond.

	ld hl, wEnemyMonHP
	ld 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

	ld 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 [wBuffer1], a
	ld a, [hld]
	ld [wBuffer2], a
	ld a, [hl]
	ld [wBuffer3], a
	xor a
	ld [hld], a
	ld a, [hl]
	ld [wBuffer4], a
	xor a
	ld [hl], a
	ld [wBuffer5], a
	ld [wBuffer6], 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 [wKickCounter], 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

; 35250


BattleCommand_BuildOpponentRage: ; 35250
; 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
	ld 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

; 3527b


BattleCommand_RageDamage: ; 3527b
; ragedamage

	ld a, [wCurDamage]
	ld h, a
	ld b, a
	ld a, [wCurDamage + 1]
	ld l, a
	ld c, a
	ld 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

; 352a3


EndMoveEffect: ; 352a3
	ld a, [wBattleScriptBufferAddress]
	ld l, a
	ld a, [wBattleScriptBufferAddress + 1]
	ld h, a
	ld a, $ff
	ld [hli], a
	ld [hli], a
	ld [hl], a
	ret

; 352b1


DittoMetalPowder: ; 352b1
	ld a, MON_SPECIES
	call BattlePartyAttr
	ld a, [hBattleTurn]
	and a
	ld a, [hl]
	jr nz, .Ditto
	ld a, [wTempEnemyMonSpecies]

.Ditto:
	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

; 352dc


BattleCommand_DamageStats: ; 352dc
; damagestats

	ld a, [hBattleTurn]
	and a
	jp nz, EnemyAttackDamage

	; fallthrough
; 352e2


PlayerAttackDamage: ; 352e2
; 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 GetDamageStatsCritical
	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 GetDamageStatsCritical
	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

; 3534d


TruncateHL_BC: ; 3534d
.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 3
	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

; 35378


GetDamageStatsCritical: ; 35378
; Return carry if non-critical.

	ld a, [wCriticalHit]
	and a
	scf
	ret z

	; fallthrough
; 3537e


GetDamageStats: ; 3537e
; Return the attacker's offensive stat and the defender's defensive
; stat based on whether the attacking type is physical or special.

	push hl
	push bc
	ld 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

; 353b5


ThickClubBoost: ; 353b5
; 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

; 353c3


LightBallBoost: ; 353c3
; 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

; 353d1


SpeciesItemBoost: ; 353d1
; 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

	ld 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

; 353f6


EnemyAttackDamage: ; 353f6
	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 GetDamageStatsCritical
	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 GetDamageStatsCritical
	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

; 35461


INCLUDE "engine/battle/move_effects/beat_up.asm"


BattleCommand_ClearMissDamage: ; 355d5
; clearmissdamage
	ld a, [wAttackMissed]
	and a
	ret z

	jp ResetDamage

; 355dd


HitSelfInConfusion: ; 355dd
	call ResetDamage
	ld 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

; 35612


BattleCommand_DamageCalc: ; 35612
; 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
	ld [hMultiplier], a
	call Multiply

; / 100
	ld a, 100
	ld [hDivisor], a
	ld b, 4
	call Divide
.DoneItem:

; Critical hits
	call .CriticalMultiplier


; Update wCurDamage (capped at 997).
	ld hl, wCurDamage
	ld b, [hl]
	ld a, [hProduct + 3]
	add b
	ld [hProduct + 3], a
	jr nc, .dont_cap_1

	ld a, [hProduct + 2]
	inc a
	ld [hProduct + 2], a
	and a
	jr z, .Cap

.dont_cap_1
	ld a, [hProduct]
	ld b, a
	ld a, [hProduct + 1]
	or a
	jr nz, .Cap

	ld a, [hProduct + 2]
	cp HIGH(MAX_STAT_VALUE - MIN_NEUTRAL_DAMAGE + 1)
	jr c, .dont_cap_2

	cp HIGH(MAX_STAT_VALUE - MIN_NEUTRAL_DAMAGE + 1) + 1
	jr nc, .Cap

	ld a, [hProduct + 3]
	cp LOW(MAX_STAT_VALUE - MIN_NEUTRAL_DAMAGE + 1)
	jr nc, .Cap

.dont_cap_2
	inc hl

	ld a, [hProduct + 3]
	ld b, [hl]
	add b
	ld [hld], a

	ld a, [hProduct + 2]
	ld b, [hl]
	adc b
	ld [hl], a
	jr c, .Cap

	ld a, [hl]
	cp HIGH(MAX_STAT_VALUE - MIN_NEUTRAL_DAMAGE + 1)
	jr c, .dont_cap_3

	cp HIGH(MAX_STAT_VALUE - MIN_NEUTRAL_DAMAGE + 1) + 1
	jr nc, .Cap

	inc hl
	ld a, [hld]
	cp LOW(MAX_STAT_VALUE - MIN_NEUTRAL_DAMAGE + 1)
	jr c, .dont_cap_3

.Cap:
	ld a, HIGH(MAX_STAT_VALUE - MIN_NEUTRAL_DAMAGE)
	ld [hli], a
	ld a, LOW(MAX_STAT_VALUE - MIN_NEUTRAL_DAMAGE)
	ld [hld], a


.dont_cap_3
; Minimum neutral damage is 2 (bringing the cap to 999).
	inc hl
	ld a, [hl]
	add MIN_NEUTRAL_DAMAGE
	ld [hld], a
	jr nc, .dont_floor
	inc [hl]
.dont_floor

	ld a, 1
	and a
	ret


.CriticalMultiplier:
	ld a, [wCriticalHit]
	and a
	ret z

; x2
	ld a, [hQuotient + 2]
	add a
	ld [hProduct + 3], a

	ld a, [hQuotient + 1]
	rl a
	ld [hProduct + 2], a

; Cap at $ffff.
	ret nc

	ld a, $ff
	ld [hProduct + 2], a
	ld [hProduct + 3], a

	ret

; 35703


INCLUDE "data/types/type_boost_items.asm"


BattleCommand_ConstantDamage: ; 35726
; constantdamage

	ld hl, wBattleMonLevel
	ld 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
	ld 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
	ld a, [hBattleTurn]
	and a
	jr z, .reversal_got_hp
	ld hl, wEnemyMonHP
.reversal_got_hp
	xor a
	ld [hDividend], a
	ld [hMultiplicand + 0], a
	ld a, [hli]
	ld [hMultiplicand + 1], a
	ld a, [hli]
	ld [hMultiplicand + 2], a
	ld a, $30
	ld [hMultiplier], a
	call Multiply
	ld a, [hli]
	ld b, a
	ld a, [hl]
	ld [hDivisor], a
	ld a, b
	and a
	jr z, .skip_to_divide

	ld a, [hProduct + 4]
	srl b
	rr a
	srl b
	rr a
	ld [hDivisor], a
	ld a, [hProduct + 2]
	ld b, a
	srl b
	ld a, [hProduct + 3]
	rr a
	srl b
	rr a
	ld [hDividend + 3], a
	ld a, b
	ld [hDividend + 2], a

.skip_to_divide
	ld b, 4
	call Divide
	ld a, [hQuotient + 2]
	ld b, a
	ld hl, FlailReversalPower

.reversal_loop
	ld a, [hli]
	cp b
	jr nc, .break_loop
	inc hl
	jr .reversal_loop

.break_loop
	ld 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: ; 35b16
; 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

; 35b33


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: ; 35d00
; play animation de

	ld a, BATTLE_VARS_SUBSTATUS3
	call GetBattleVar
	and 1 << SUBSTATUS_FLYING | 1 << SUBSTATUS_UNDERGROUND
	ret nz

	; fallthrough
; 35d08

PlayFXAnimID: ; 35d08
	ld a, e
	ld [wFXAnimID], a
	ld a, d
	ld [wFXAnimID + 1], a

	ld c, 3
	call DelayFrames

	callfar PlayBattleAnim

	ret

; 35d1c


EnemyHurtItself: ; 35d1c
	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, .mimic_sub_check

	ld a, [wEnemySubStatus4]
	bit SUBSTATUS_SUBSTITUTE, a
	jp nz, SelfInflictDamageToSubstitute

.mimic_sub_check
	ld a, [hld]
	ld b, a
	ld a, [wEnemyMonHP + 1]
	ld [wBuffer3], a
	sub b
	ld [wEnemyMonHP + 1], a
	ld a, [hl]
	ld b, a
	ld a, [wEnemyMonHP]
	ld [wBuffer4], a
	sbc b
	ld [wEnemyMonHP], a
	jr nc, .mimic_faint

	ld a, [wBuffer4]
	ld [hli], a
	ld a, [wBuffer3]
	ld [hl], a

	xor a
	ld hl, wEnemyMonHP
	ld [hli], a
	ld [hl], a

.mimic_faint
	ld hl, wEnemyMonMaxHP
	ld a, [hli]
	ld [wBuffer2], a
	ld a, [hl]
	ld [wBuffer1], a
	ld hl, wEnemyMonHP
	ld a, [hli]
	ld [wBuffer6], a
	ld a, [hl]
	ld [wBuffer5], a
	hlcoord 2, 2
	xor a
	ld [wWhichHPBar], a
	predef AnimateHPBar
.did_no_damage
	jp RefreshBattleHuds

; 35d7e


PlayerHurtItself: ; 35d7e
	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, .mimic_sub_check

	ld a, [wPlayerSubStatus4]
	bit SUBSTATUS_SUBSTITUTE, a
	jp nz, SelfInflictDamageToSubstitute
.mimic_sub_check
	ld a, [hld]
	ld b, a
	ld a, [wBattleMonHP + 1]
	ld [wBuffer3], a
	sub b
	ld [wBattleMonHP + 1], a
	ld [wBuffer5], a
	ld b, [hl]
	ld a, [wBattleMonHP]
	ld [wBuffer4], a
	sbc b
	ld [wBattleMonHP], a
	ld [wBuffer6], a
	jr nc, .mimic_faint

	ld a, [wBuffer4]
	ld [hli], a
	ld a, [wBuffer3]
	ld [hl], a
	xor a

	ld hl, wBattleMonHP
	ld [hli], a
	ld [hl], a
	ld hl, wBuffer5
	ld [hli], a
	ld [hl], a

.mimic_faint
	ld hl, wBattleMonMaxHP
	ld a, [hli]
	ld [wBuffer2], a
	ld a, [hl]
	ld [wBuffer1], a
	hlcoord 10, 9
	ld a, $1
	ld [wWhichHPBar], a
	predef AnimateHPBar
.did_no_damage
	jp RefreshBattleHuds

; 35de0


SelfInflictDamageToSubstitute: ; 35de0

	ld hl, SubTookDamageText
	call StdBattleTextBox

	ld de, wEnemySubstituteHP
	ld 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

; 35e40


UpdateMoveData: ; 35e40

	ld a, BATTLE_VARS_MOVE_ANIM
	call GetBattleVarAddr
	ld d, h
	ld e, l

	ld a, BATTLE_VARS_MOVE
	call GetBattleVar
	ld [wCurMove], a
	ld [wNamedObjectIndexBuffer], a

	dec a
	call GetMoveData
	call GetMoveName
	jp CopyName1

; 35e5c


BattleCommand_SleepTarget: ; 35e5c
; sleeptarget

	call GetOpponentItem
	ld a, b
	cp HELD_PREVENT_SLEEP
	jr nz, .not_protected_by_item

	ld a, [hl]
	ld [wNamedObjectIndexBuffer], 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, $7
	ld a, [wInBattleTowerBattle]
	and a
	jr z, .random_loop
	ld b, $3

.random_loop
	call BattleRandom
	and b
	jr z, .random_loop
	cp 7
	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

; 35ece


.CheckAIRandomFail: ; 35ece
	; Enemy turn
	ld 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

; 35eee


BattleCommand_PoisonTarget: ; 35eee
; 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

; 35f2c


BattleCommand_Poison: ; 35f2c
; 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 [wNamedObjectIndexBuffer], 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

	ld 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

; 35fc0


.apply_poison ; 35fc0
	call AnimateCurrentMove
	call PoisonOpponent
	jp RefreshBattleHuds

; 35fc9


.check_toxic ; 35fc9
	ld a, BATTLE_VARS_SUBSTATUS5_OPP
	call GetBattleVarAddr
	ld 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

; 35fe1


CheckIfTargetIsPoisonType: ; 35fe1
	ld de, wEnemyMonType1
	ld 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

; 35ff5


PoisonOpponent: ; 35ff5
	ld a, BATTLE_VARS_STATUS_OPP
	call GetBattleVarAddr
	set PSN, [hl]
	jp UpdateOpponentInParty

; 35fff


BattleCommand_DrainTarget: ; 35fff
; draintarget
	call SapHealth
	ld hl, SuckedHealthText
	jp StdBattleTextBox

; 36008


BattleCommand_EatDream: ; 36008
; eatdream
	call SapHealth
	ld hl, DreamEatenText
	jp StdBattleTextBox

; 36011


SapHealth: ; 36011
	ld hl, wCurDamage
	ld a, [hli]
	srl a
	ld [hDividend], a
	ld b, a
	ld a, [hl]
	rr a
	ld [hDividend + 1], a
	or b
	jr nz, .ok1
	ld a, $1
	ld [hDividend + 1], a
.ok1
	ld hl, wBattleMonHP
	ld de, wBattleMonMaxHP
	ld a, [hBattleTurn]
	and a
	jr z, .battlemonhp
	ld hl, wEnemyMonHP
	ld de, wEnemyMonMaxHP
.battlemonhp
	ld bc, wBuffer4
	ld a, [hli]
	ld [bc], a
	ld a, [hl]
	dec bc
	ld [bc], a
	ld a, [de]
	dec bc
	ld [bc], a
	inc de
	ld a, [de]
	dec bc
	ld [bc], a
	ld a, [hDividend + 1]
	ld b, [hl]
	add b
	ld [hld], a
	ld [wBuffer5], a
	ld a, [hDividend]
	ld b, [hl]
	adc b
	ld [hli], a
	ld [wBuffer6], a
	jr c, .okay2
	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, .okay3
.okay2
	ld a, [de]
	ld [hld], a
	ld [wBuffer5], a
	dec de
	ld a, [de]
	ld [hli], a
	ld [wBuffer6], a
	inc de
.okay3
	ld 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

; 3608c


BattleCommand_BurnTarget: ; 3608c
; 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

; 360dd


Defrost: ; 360dd
	ld a, [hl]
	and 1 << FRZ
	ret z

	xor a
	ld [hl], a

	ld 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

; 36102


BattleCommand_FreezeTarget: ; 36102
; 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
	ld a, [hBattleTurn]
	and a
	jr z, .finish
	ld hl, wPlayerJustGotFrozen
.finish
	ld [hl], $1
	ret

; 36165


BattleCommand_ParalyzeTarget: ; 36165
; 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

; 361ac


BattleCommand_AttackUp: ; 361ac
; attackup
	ld b, ATTACK
	jr BattleCommand_StatUp

BattleCommand_DefenseUp: ; 361b0
; defenseup
	ld b, DEFENSE
	jr BattleCommand_StatUp

BattleCommand_SpeedUp: ; 361b4
; speedup
	ld b, SPEED
	jr BattleCommand_StatUp

BattleCommand_SpecialAttackUp: ; 361b8
; specialattackup
	ld b, SP_ATTACK
	jr BattleCommand_StatUp

BattleCommand_SpecialDefenseUp: ; 361bc
; specialdefenseup
	ld b, SP_DEFENSE
	jr BattleCommand_StatUp

BattleCommand_AccuracyUp: ; 361c0
; accuracyup
	ld b, ACCURACY
	jr BattleCommand_StatUp

BattleCommand_EvasionUp: ; 361c4
; evasionup
	ld b, EVASION
	jr BattleCommand_StatUp

BattleCommand_AttackUp2: ; 361c8
; attackup2
	ld b, $10 | ATTACK
	jr BattleCommand_StatUp

BattleCommand_DefenseUp2: ; 361cc
; defenseup2
	ld b, $10 | DEFENSE
	jr BattleCommand_StatUp

BattleCommand_SpeedUp2: ; 361d0
; speedup2
	ld b, $10 | SPEED
	jr BattleCommand_StatUp

BattleCommand_SpecialAttackUp2: ; 361d4
; specialattackup2
	ld b, $10 | SP_ATTACK
	jr BattleCommand_StatUp

BattleCommand_SpecialDefenseUp2: ; 361d8
; specialdefenseup2
	ld b, $10 | SP_DEFENSE
	jr BattleCommand_StatUp

BattleCommand_AccuracyUp2: ; 361dc
; accuracyup2
	ld b, $10 | ACCURACY
	jr BattleCommand_StatUp

BattleCommand_EvasionUp2: ; 361e0
; evasionup2
	ld b, $10 | EVASION
	jr BattleCommand_StatUp

BattleCommand_StatUp: ; 361e4
; statup
	call CheckIfStatCanBeRaised
	ld a, [wFailedMessage]
	and a
	ret nz
	jp StatUpAnimation

; 361ef


CheckIfStatCanBeRaised: ; 361ef
	ld a, b
	ld [wLoweredStat], a
	ld hl, wPlayerStatLevels
	ld 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
	ld 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
	ld 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

; 3626e


.stats_already_max ; 3626e
	pop hl
	dec [hl]
	; fallthrough
; 36270


.cant_raise_stat ; 36270
	ld a, $2
	ld [wFailedMessage], a
	ld a, $1
	ld [wAttackMissed], a
	ret

; 3627b


.stat_raise_failed ; 3627b
	ld a, $1
	ld [wFailedMessage], a
	ret

; 36281


StatUpAnimation: ; 36281
	ld bc, wPlayerMinimized
	ld hl, DropPlayerSub
	ld 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
	ld [hBGMapMode], a
	call CallBattleCore
	call WaitBGMap
	jp BattleCommand_MoveDelay

; 362ad


BattleCommand_AttackDown: ; 362ad
; attackdown
	ld a, ATTACK
	jr BattleCommand_StatDown

BattleCommand_DefenseDown: ; 362b1
; defensedown
	ld a, DEFENSE
	jr BattleCommand_StatDown

BattleCommand_SpeedDown: ; 362b5
; speeddown
	ld a, SPEED
	jr BattleCommand_StatDown

BattleCommand_SpecialAttackDown: ; 362b9
; specialattackdown
	ld a, SP_ATTACK
	jr BattleCommand_StatDown

BattleCommand_SpecialDefenseDown: ; 362bd
; specialdefensedown
	ld a, SP_DEFENSE
	jr BattleCommand_StatDown

BattleCommand_AccuracyDown: ; 362c1
; accuracydown
	ld a, ACCURACY
	jr BattleCommand_StatDown

BattleCommand_EvasionDown: ; 362c5
; evasiondown
	ld a, EVASION
	jr BattleCommand_StatDown

BattleCommand_AttackDown2: ; 362c9
; attackdown2
	ld a, $10 | ATTACK
	jr BattleCommand_StatDown

BattleCommand_DefenseDown2: ; 362cd
; defensedown2
	ld a, $10 | DEFENSE
	jr BattleCommand_StatDown

BattleCommand_SpeedDown2: ; 362d1
; speeddown2
	ld a, $10 | SPEED
	jr BattleCommand_StatDown

BattleCommand_SpecialAttackDown2: ; 362d5
; specialattackdown2
	ld a, $10 | SP_ATTACK
	jr BattleCommand_StatDown

BattleCommand_SpecialDefenseDown2: ; 362d9
; specialdefensedown2
	ld a, $10 | SP_DEFENSE
	jr BattleCommand_StatDown

BattleCommand_AccuracyDown2: ; 362dd
; accuracydown2
	ld a, $10 | ACCURACY
	jr BattleCommand_StatDown

BattleCommand_EvasionDown2: ; 362e1
; evasiondown2
	ld a, $10 | EVASION

BattleCommand_StatDown: ; 362e3
; statdown

	ld [wLoweredStat], a

	call CheckMist
	jp nz, .Mist

	ld hl, wEnemyStatLevels
	ld 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.
	ld 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
	ld 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

; 36391


CheckMist: ; 36391
	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

; 363b8


BattleCommand_StatUpMessage: ; 363b8
	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_jump UnknownText_0x1c0cc6
	start_asm
	ld hl, .up
	ld a, [wLoweredStat]
	and $f0
	ret z
	ld hl, .wayup
	ret

.wayup
	text_jump UnknownText_0x1c0cd0
	db "@"

.up
	text_jump UnknownText_0x1c0ce0
	db "@"

; 363e9


BattleCommand_StatDownMessage: ; 363e9
	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_jump UnknownText_0x1c0ceb
	start_asm
	ld hl, .fell
	ld a, [wLoweredStat]
	and $f0
	ret z
	ld hl, .sharplyfell
	ret

.sharplyfell
	text_jump UnknownText_0x1c0cf5
	db "@"
.fell
	text_jump UnknownText_0x1c0d06
	db "@"

; 3641a


TryLowerStat: ; 3641a
; 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
	ld 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

; 3644c


BattleCommand_StatUpFailText: ; 3644c
; 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

; 3646a


BattleCommand_StatDownFailText: ; 3646a
; 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

; 3648f


GetStatName: ; 3648f
	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, wStringBuffer3 - wStringBuffer2
	jp CopyBytes

INCLUDE "data/battle/stat_names.asm"


INCLUDE "data/battle/stat_multipliers.asm"


BattleCommand_AllStatsUp: ; 36500
; 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
; 3652d


ResetMiss: ; 3652d
	xor a
	ld [wAttackMissed], a
	ret

; 36532


LowerStat: ; 36532
	ld [wLoweredStat], a

	ld hl, wPlayerStatLevels
	ld 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
	ld 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
	ld 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

; 3658f


BattleCommand_TriStatusChance: ; 3658f
; tristatuschance

	call BattleCommand_EffectChance

.loop
	; 1/3 chance of each status
	call BattleRandom
	swap a
	and %11
	jr z, .loop
	dec a
	ld hl, .ptrs
	rst JumpTable
	ret

.ptrs
	dw BattleCommand_ParalyzeTarget ; paralyze
	dw BattleCommand_FreezeTarget ; freeze
	dw BattleCommand_BurnTarget ; burn
; 365a7


BattleCommand_Curl: ; 365a7
; curl
	ld a, BATTLE_VARS_SUBSTATUS2
	call GetBattleVarAddr
	set SUBSTATUS_CURLED, [hl]
	ret

; 365af


BattleCommand_RaiseSubNoAnim: ; 365af
	ld hl, GetBattleMonBackpic
	ld a, [hBattleTurn]
	and a
	jr z, .PlayerTurn
	ld hl, GetEnemyMonFrontpic
.PlayerTurn:
	xor a
	ld [hBGMapMode], a
	call CallBattleCore
	jp WaitBGMap

; 365c3


BattleCommand_LowerSubNoAnim: ; 365c3
	ld hl, DropPlayerSub
	ld a, [hBattleTurn]
	and a
	jr z, .PlayerTurn
	ld hl, DropEnemySub
.PlayerTurn:
	xor a
	ld [hBGMapMode], a
	call CallBattleCore
	jp WaitBGMap

; 365d7


CalcPlayerStats: ; 365d7
	ld hl, wPlayerAtkLevel
	ld de, wPlayerStats
	ld bc, wBattleMonAttack

	ld a, 5
	call CalcStats

	ld hl, BadgeStatBoosts
	call CallBattleCore

	call BattleCommand_SwitchTurn

	ld hl, ApplyPrzEffectOnSpeed
	call CallBattleCore

	ld hl, ApplyBrnEffectOnAttack
	call CallBattleCore

	jp BattleCommand_SwitchTurn

; 365fd


CalcEnemyStats: ; 365fd
	ld hl, wEnemyAtkLevel
	ld de, wEnemyStats
	ld bc, wEnemyMonAttack

	ld a, 5
	call CalcStats

	call BattleCommand_SwitchTurn

	ld hl, ApplyPrzEffectOnSpeed
	call CallBattleCore

	ld hl, ApplyBrnEffectOnAttack
	call CallBattleCore

	jp BattleCommand_SwitchTurn

; 3661d


CalcStats: ; 3661d
.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
	ld [hMultiplicand + 0], a
	ld a, [de]
	ld [hMultiplicand + 1], a
	inc de
	ld a, [de]
	ld [hMultiplicand + 2], a
	inc de

	ld a, [hli]
	ld [hMultiplier], a
	call Multiply

	ld a, [hl]
	ld [hDivisor], a
	ld b, 4
	call Divide

	ld a, [hQuotient + 1]
	ld b, a
	ld a, [hQuotient + 2]
	or b
	jr nz, .check_maxed_out

	ld a, 1
	ld [hQuotient + 2], a
	jr .not_maxed_out

.check_maxed_out
	ld a, [hQuotient + 2]
	cp LOW(MAX_STAT_VALUE)
	ld a, b
	sbc HIGH(MAX_STAT_VALUE)
	jr c, .not_maxed_out

	ld a, LOW(MAX_STAT_VALUE)
	ld [hQuotient + 2], a
	ld a, HIGH(MAX_STAT_VALUE)
	ld [hQuotient + 1], a

.not_maxed_out
	pop bc
	ld a, [hQuotient + 1]
	ld [bc], a
	inc bc
	ld a, [hQuotient + 2]
	ld [bc], a
	inc bc
	pop hl
	pop af
	dec a
	jr nz, .loop

	ret

; 36671


INCLUDE "engine/battle/move_effects/bide.asm"


BattleCommand_CheckRampage: ; 3671a
; checkrampage

	ld de, wPlayerRolloutCount
	ld 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

; 36751


BattleCommand_Rampage: ; 36751
; rampage

; No rampage during Sleep Talk.
	ld a, BATTLE_VARS_STATUS
	call GetBattleVar
	and SLP
	ret nz

	ld de, wPlayerRolloutCount
	ld 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

; 36778


INCLUDE "engine/battle/move_effects/teleport.asm"


SetBattleDraw: ; 36804
	ld a, [wBattleResult]
	and $c0
	or $2
	ld [wBattleResult], a
	ret

; 3680f


BattleCommand_ForceSwitch: ; 3680f
; 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
	ld 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
	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 [wKickCounter], 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
	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 [wKickCounter], 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 [wKickCounter], 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

; 36994


CheckPlayerHasMonToSwitchTo: ; 36994
	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

; 369b6


BattleCommand_EndLoop: ; 369b6
; endloop

; Loop back to the command before 'critical'.

	ld de, wPlayerRolloutCount
	ld bc, wPlayerDamageTaken
	ld 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
	ld 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 BattleCommanda8
	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
	ld 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 the command before 'critical'.
.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

; 36a82


BattleCommand_FakeOut: ; 36a82
	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

; 36aa0


BattleCommand_FlinchTarget: ; 36aa0
	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
; 36ab5


FlinchTarget: ; 36ab5
	ld a, BATTLE_VARS_SUBSTATUS3_OPP
	call GetBattleVarAddr
	set SUBSTATUS_FLINCHED, [hl]
	jp EndRechargeOpp

; 36abf


CheckOpponentWentFirst: ; 36abf
; 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
	ld a, [hBattleTurn] ; 0 if it's the player's turn
	xor b ; 1 if opponent went first
	pop bc
	ret

; 36ac9


BattleCommand_HeldFlinch: ; 36ac9
; 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

; 36af3


BattleCommand_OHKO: ; 36af3
; ohko

	call ResetDamage
	ld a, [wTypeModifier]
	and $7f
	jr z, .no_effect
	ld hl, wEnemyMonLevel
	ld de, wBattleMonLevel
	ld bc, wPlayerMoveStruct + MOVE_ACC
	ld 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

; 36b3a


BattleCommand_CheckCharge: ; 36b3a
; 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

; 36b4d


BattleCommand_Charge: ; 36b4d
; 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 [wKickCounter], 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_jump UnknownText_0x1c0d0e ; "<USER>"
	start_asm
	ld a, BATTLE_VARS_MOVE_ANIM
	call GetBattleVar
	cp RAZOR_WIND
	ld hl, .RazorWind
	jr z, .done

	cp SOLARBEAM
	ld hl, .Solarbeam
	jr z, .done

	cp SKULL_BASH
	ld hl, .SkullBash
	jr z, .done

	cp SKY_ATTACK
	ld hl, .SkyAttack
	jr z, .done

	cp FLY
	ld hl, .Fly
	jr z, .done

	cp DIG
	ld hl, .Dig

.done
	ret

.RazorWind:
; 'made a whirlwind!'
	text_jump UnknownText_0x1c0d12
	db "@"

.Solarbeam:
; 'took in sunlight!'
	text_jump UnknownText_0x1c0d26
	db "@"

.SkullBash:
; 'lowered its head!'
	text_jump UnknownText_0x1c0d3a
	db "@"

.SkyAttack:
; 'is glowing!'
	text_jump UnknownText_0x1c0d4e
	db "@"

.Fly:
; 'flew up high!'
	text_jump UnknownText_0x1c0d5c
	db "@"

.Dig:
; 'dug a hole!'
	text_jump UnknownText_0x1c0d6c
	db "@"
; 36c2c


BattleCommand3c: ; 36c2c
; unused
	ret

; 36c2d


BattleCommand_TrapTarget: ; 36c2d
; traptarget

	ld a, [wAttackMissed]
	and a
	ret nz
	ld hl, wEnemyWrapCount
	ld de, wEnemyTrappingMove
	ld 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!'
; 36c7e


INCLUDE "engine/battle/move_effects/mist.asm"

INCLUDE "engine/battle/move_effects/focus_energy.asm"


BattleCommand_Recoil: ; 36cb2
; recoil

	ld hl, wBattleMonMaxHP
	ld 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 [wBuffer2], a
	ld a, [hl]
	ld [wBuffer1], a
	dec hl
	dec hl
	ld a, [hl]
	ld [wBuffer3], a
	sub c
	ld [hld], a
	ld [wBuffer5], a
	ld a, [hl]
	ld [wBuffer4], a
	sbc b
	ld [hl], a
	ld [wBuffer6], a
	jr nc, .dont_ko
	xor a
	ld [hli], a
	ld [hl], a
	ld hl, wBuffer5
	ld [hli], a
	ld [hl], a
.dont_ko
	hlcoord 10, 9
	ld 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

; 36d1d


BattleCommand_ConfuseTarget: ; 36d1d
; 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: ; 36d3b
; confuse

	call GetOpponentItem
	ld a, b
	cp HELD_PREVENT_CONFUSE
	jr nz, .no_item_protection
	ld a, [hl]
	ld [wNamedObjectIndexBuffer], 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: ; 36d70
	ld bc, wEnemyConfuseCount
	ld 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

; 36db6

BattleCommand_Confuse_CheckSnore_Swagger_ConfuseHit: ; 36db6
	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

; 36dc7


BattleCommand_Paralyze: ; 36dc7
; 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 [wNamedObjectIndexBuffer], a
	call GetItemName
	call AnimateFailedMove
	ld hl, ProtectedByText
	jp StdBattleTextBox

.no_item_protection
	ld 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
	ld [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

; 36e5b


CheckMoveTypeMatchesTarget: ; 36e5b
; 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
	ld 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

; 36e7c


INCLUDE "engine/battle/move_effects/substitute.asm"


BattleCommand_RechargeNextTurn: ; 36f0b
; rechargenextturn
	ld a, BATTLE_VARS_SUBSTATUS4
	call GetBattleVarAddr
	set SUBSTATUS_RECHARGE, [hl]
	ret

; 36f13


EndRechargeOpp: ; 36f13
	push hl
	ld a, BATTLE_VARS_SUBSTATUS4_OPP
	call GetBattleVarAddr
	res SUBSTATUS_RECHARGE, [hl]
	pop hl
	ret

; 36f1d


INCLUDE "engine/battle/move_effects/rage.asm"


BattleCommand_DoubleFlyingDamage: ; 36f25
; doubleflyingdamage
	ld a, BATTLE_VARS_SUBSTATUS3_OPP
	call GetBattleVar
	bit SUBSTATUS_FLYING, a
	ret z
	jr DoubleDamage

; 36f2f


BattleCommand_DoubleUndergroundDamage: ; 36f2f
; doubleundergrounddamage
	ld a, BATTLE_VARS_SUBSTATUS3_OPP
	call GetBattleVar
	bit SUBSTATUS_UNDERGROUND, a
	ret z

	; fallthrough
; 36f37


DoubleDamage: ; 36f37
	ld hl, wCurDamage + 1
	sla [hl]
	dec hl
	rl [hl]
	jr nc, .quit

	ld a, $ff
	ld [hli], a
	ld [hl], a
.quit
	ret

; 36f46


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: ; 3710e
; resetstats

	ld a, 7 ; neutral
	ld hl, wPlayerStatLevels
	call .Fill
	ld hl, wEnemyStatLevels
	call .Fill

	ld a, [hBattleTurn]
	push af

	call SetPlayerTurn
	call CalcPlayerStats
	call SetEnemyTurn
	call CalcEnemyStats

	pop af
	ld [hBattleTurn], a

	call AnimateCurrentMove

	ld hl, EliminatedStatsText
	jp StdBattleTextBox

.Fill:
	ld b, wPlayerStatLevelsEnd - wPlayerStatLevels
.next
	ld [hli], a
	dec b
	jr nz, .next
	ret

; 3713e


BattleCommand_Heal: ; 3713e
; heal

	ld de, wBattleMonHP
	ld hl, wBattleMonMaxHP
	ld 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 StringCmp
	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
	ld 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

; 371cd


INCLUDE "engine/battle/move_effects/transform.asm"


BattleSideCopy: ; 372c6
; Copy bc bytes from hl to de if it's the player's turn.
; Copy bc bytes from de to hl if it's the enemy's turn.
	ld a, [hBattleTurn]
	and a
	jr z, .copy

; Swap hl and de
	push hl
	ld h, d
	ld l, e
	pop de
.copy
	jp CopyBytes

; 372d2


BattleEffect_ButItFailed: ; 372d2
	call AnimateFailedMove
	jp PrintButItFailed

; 372d8


ClearLastMove: ; 372d8
	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

; 372e7


ResetActorDisable: ; 372e7
	ld 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

; 372fc


BattleCommand_Screen: ; 372fc
; screen

	ld hl, wPlayerScreens
	ld bc, wPlayerLightScreenCount
	ld 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

; 3733d


PrintDoesntAffect: ; 3733d
; 'it doesn't affect'
	ld hl, DoesntAffectText
	jp StdBattleTextBox

; 37343


PrintNothingHappened: ; 37343
; 'but nothing happened!'
	ld hl, NothingHappenedText
	jp StdBattleTextBox

; 37349


TryPrintButItFailed: ; 37349
	ld a, [wAlreadyFailed]
	and a
	ret nz

	; fallthrough
; 3734e


PrintButItFailed: ; 3734e
; 'but it failed!'
	ld hl, ButItFailedText
	jp StdBattleTextBox

; 37354


FailMove:
	call AnimateFailedMove
	; fallthrough
; 37357

FailMimic: ; 37357
	ld hl, ButItFailedText ; 'but it failed!'
	ld de, ItFailedText    ; 'it failed!'
	jp FailText_CheckOpponentProtect

; 37360


PrintDidntAffect: ; 37360
; 'it didn't affect'
	ld hl, DidntAffect1Text
	jp StdBattleTextBox

; 37366


PrintDidntAffect2: ; 37366
	call AnimateFailedMove
	ld hl, DidntAffect1Text ; 'it didn't affect'
	ld de, DidntAffect2Text ; 'it didn't affect'
	jp FailText_CheckOpponentProtect

; 37372


PrintParalyze: ; 37372
; 'paralyzed! maybe it can't attack!'
	ld hl, ParalyzedText
	jp StdBattleTextBox

; 37378


CheckSubstituteOpp: ; 37378
	ld a, BATTLE_VARS_SUBSTATUS4_OPP
	call GetBattleVar
	bit SUBSTATUS_SUBSTITUTE, a
	ret

; 37380


INCLUDE "engine/battle/move_effects/selfdestruct.asm"

INCLUDE "engine/battle/move_effects/mirror_move.asm"

INCLUDE "engine/battle/move_effects/metronome.asm"


CheckUserMove: ; 37462
; Return z if the user has move a.
	ld b, a
	ld de, wBattleMonMoves
	ld 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

; 3747b


ResetTurn: ; 3747b
	ld hl, wPlayerCharging
	ld a, [hBattleTurn]
	and a
	jr z, .player
	ld hl, wEnemyCharging

.player
	ld [hl], 1
	xor a
	ld [wAlreadyDisobeyed], a
	call DoMove
	jp EndMoveEffect

; 37492


INCLUDE "engine/battle/move_effects/thief.asm"


BattleCommand_ArenaTrap: ; 37517
; 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

; 37536


INCLUDE "engine/battle/move_effects/nightmare.asm"


BattleCommand_Defrost: ; 37563
; 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.

	ld 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

; 37588


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"


BattleCommand5d: ; 37791
; unused
	ret

; 37792


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: ; 37962
	push hl
	ld hl, wEnemyScreens
	ld a, [hBattleTurn]
	and a
	jr z, .got_turn
	ld hl, wPlayerScreens

.got_turn
	bit SCREENS_SAFEGUARD, [hl]
	pop hl
	ret

; 37972


BattleCommand_CheckSafeguard: ; 37972
; checksafeguard
	ld hl, wEnemyScreens
	ld 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

; 37991


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: ; 37b74
; healmorn
	ld b, MORN_F
	jr BattleCommand_TimeBasedHealContinue

; 37b78

BattleCommand_HealDay: ; 37b78
; healday
	ld b, DAY_F
	jr BattleCommand_TimeBasedHealContinue

; 37b7c

BattleCommand_HealNite: ; 37b7c
; healnite
	ld b, NITE_F
	; fallthrough
; 37b7e

BattleCommand_TimeBasedHealContinue: ; 37b7e
; Time- and weather-sensitive heal.

	ld hl, wBattleMonMaxHP
	ld de, wBattleMonHP
	ld 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 StringCmp
	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
; 37be8


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: ; 37ce6
; doubleminimizedamage

	ld hl, wEnemyMinimized
	ld 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

; 37d02


BattleCommand_SkipSunCharge: ; 37d02
; mimicsuncharge
	ld a, [wBattleWeather]
	cp WEATHER_SUN
	ret nz
	ld b, charge_command
	jp SkipToBattleCommand

; 37d0d


INCLUDE "engine/battle/move_effects/future_sight.asm"

INCLUDE "engine/battle/move_effects/thunder.asm"


CheckHiddenOpponent: ; 37daa
; BUG: This routine should account for Lock-On and Mind Reader.
	ld a, BATTLE_VARS_SUBSTATUS3_OPP
	call GetBattleVar
	and 1 << SUBSTATUS_FLYING | 1 << SUBSTATUS_UNDERGROUND
	ret

; 37db2


GetUserItem: ; 37db2
; Return the effect of the user's item in bc, and its id at hl.
	ld hl, wBattleMonItem
	ld a, [hBattleTurn]
	and a
	jr z, .go
	ld hl, wEnemyMonItem
.go
	ld b, [hl]
	jp GetItemHeldEffect

; 37dc1


GetOpponentItem: ; 37dc1
; Return the effect of the opponent's item in bc, and its id at hl.
	ld hl, wEnemyMonItem
	ld a, [hBattleTurn]
	and a
	jr z, .go
	ld hl, wBattleMonItem
.go
	ld b, [hl]
	jp GetItemHeldEffect

; 37dd0


GetItemHeldEffect: ; 37dd0
; 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

; 37de9


AnimateCurrentMoveEitherSide: ; 37de9
	push hl
	push de
	push bc
	ld a, [wKickCounter]
	push af
	call BattleCommand_LowerSub
	pop af
	ld [wKickCounter], a
	call PlayDamageAnim
	call BattleCommand_RaiseSub
	pop bc
	pop de
	pop hl
	ret

; 37e01


AnimateCurrentMove: ; 37e01
	push hl
	push de
	push bc
	ld a, [wKickCounter]
	push af
	call BattleCommand_LowerSub
	pop af
	ld [wKickCounter], a
	call LoadMoveAnim
	call BattleCommand_RaiseSub
	pop bc
	pop de
	pop hl
	ret

; 37e19


PlayDamageAnim: ; 37e19
	xor a
	ld [wFXAnimID + 1], a

	ld a, BATTLE_VARS_MOVE_ANIM
	call GetBattleVar
	and a
	ret z

	ld [wFXAnimID], a

	ld a, [hBattleTurn]
	and a
	ld a, BATTLEANIM_ENEMY_DAMAGE
	jr z, .player
	ld a, BATTLEANIM_PLAYER_DAMAGE

.player
	ld [wNumHits], a

	jp PlayUserBattleAnim

; 37e36


LoadMoveAnim: ; 37e36
	xor a
	ld [wNumHits], a
	ld [wFXAnimID + 1], a

	ld a, BATTLE_VARS_MOVE_ANIM
	call GetBattleVar
	and a
	ret z

	; fallthrough
; 37e44


LoadAnim: ; 37e44
	ld [wFXAnimID], a

	; fallthrough
; 37e47


PlayUserBattleAnim: ; 37e47
	push hl
	push de
	push bc
	callfar PlayBattleAnim
	pop bc
	pop de
	pop hl
	ret

; 37e54


PlayOpponentBattleAnim: ; 37e54
	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

; 37e73


CallBattleCore: ; 37e73
	ld a, BANK(BattleCore)
	rst FarCall
	ret

; 37e77


AnimateFailedMove: ; 37e77
	call BattleCommand_LowerSub
	call BattleCommand_MoveDelay
	jp BattleCommand_RaiseSub

; 37e80


BattleCommand_MoveDelay: ; 37e80
; movedelay
; Wait 40 frames.
	ld c, 40
	jp DelayFrames

; 37e85


BattleCommand_ClearText: ; 37e85
; cleartext

; Used in multi-hit moves.
	ld hl, .text
	jp BattleTextBox

.text
	db "@"
; 37e8c


SkipToBattleCommand: ; 37e8c
; 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

; 37ea1


GetMoveAttr: ; 37ea1
; Assuming hl = Moves + x, return attribute x of move a.
	push bc
	ld bc, MOVE_LENGTH
	call AddNTimes
	call GetMoveByte
	pop bc
	ret

; 37ead


GetMoveData: ; 37ead
; Copy move struct a to de.
	ld hl, Moves
	ld bc, MOVE_LENGTH
	call AddNTimes
	ld a, Bank(Moves)
	jp FarCopyBytes

; 37ebb


GetMoveByte: ; 37ebb
	ld a, BANK(Moves)
	jp GetFarByte

; 37ec0


DisappearUser: ; 37ec0
	farcall _DisappearUser
	ret

; 37ec7


AppearUserLowerSub: ; 37ec7
	farcall _AppearUserLowerSub
	ret

; 37ece


AppearUserRaiseSub: ; 37ece
	farcall _AppearUserRaiseSub
	ret

; 37ed5


_CheckBattleScene: ; 37ed5
; 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

; 37ee2