ref: 72a0e98c9393b0fdbe5bf209eac6591dddd9cfc5
dir: /engine/battle/move_effects/heal.asm/
HealEffect_: ldh a, [hWhoseTurn] and a ld de, wBattleMonHP ld hl, wBattleMonMaxHP ld a, [wPlayerMoveNum] jr z, .healEffect ld de, wEnemyMonHP ld hl, wEnemyMonMaxHP ld a, [wEnemyMoveNum] .healEffect ld b, a ld a, [de] cp [hl] ; most significant bytes comparison is ignored ; causes the move to miss if max HP is 255 or 511 points higher than the current HP inc de inc hl ld a, [de] sbc [hl] jp z, .failed ; no effect if user's HP is already at its maximum ld a, b cp REST jr nz, .healHP push hl push de push af ld c, 50 call DelayFrames ld hl, wBattleMonStatus ldh a, [hWhoseTurn] and a jr z, .restEffect ld hl, wEnemyMonStatus .restEffect ld a, [hl] and a ld [hl], 2 ; clear status and set number of turns asleep to 2 ld hl, StartedSleepingEffect ; if mon didn't have an status jr z, .printRestText ld hl, FellAsleepBecameHealthyText ; if mon had an status .printRestText call PrintText pop af pop de pop hl .healHP ld a, [hld] ld [wHPBarMaxHP], a ld c, a ld a, [hl] ld [wHPBarMaxHP+1], a ld b, a jr z, .gotHPAmountToHeal ; Recover and Softboiled only heal for half the mon's max HP srl b rr c .gotHPAmountToHeal ; update HP ld a, [de] ld [wHPBarOldHP], a add c ld [de], a ld [wHPBarNewHP], a dec de ld a, [de] ld [wHPBarOldHP+1], a adc b ld [de], a ld [wHPBarNewHP+1], a inc hl inc de ld a, [de] dec de sub [hl] dec hl ld a, [de] sbc [hl] jr c, .playAnim ; copy max HP to current HP if an overflow occurred ld a, [hli] ld [de], a ld [wHPBarNewHP+1], a inc de ld a, [hl] ld [de], a ld [wHPBarNewHP], a .playAnim ld hl, PlayCurrentMoveAnimation call BankswitchEtoF ldh a, [hWhoseTurn] and a hlcoord 10, 9 ld a, $1 jr z, .updateHPBar hlcoord 2, 2 xor a .updateHPBar ld [wHPBarType], a predef UpdateHPBar2 ld hl, DrawHUDsAndHPBars call BankswitchEtoF ld hl, RegainedHealthText jp PrintText .failed ld c, 50 call DelayFrames ld hl, PrintButItFailedText_ jp BankswitchEtoF StartedSleepingEffect: text_far _StartedSleepingEffect text_end FellAsleepBecameHealthyText: text_far _FellAsleepBecameHealthyText text_end RegainedHealthText: text_far _RegainedHealthText text_end