ref: b3364f9f8819a87f562ca612199aaa0d4da7fcee
dir: /engine/battle/effects.asm/
JumpMoveEffect: call _JumpMoveEffect ld b, $1 ret _JumpMoveEffect: ldh a, [hWhoseTurn] and a ld a, [wPlayerMoveEffect] jr z, .next1 ld a, [wEnemyMoveEffect] .next1 dec a ; subtract 1, there is no special effect for 00 add a ; x2, 16bit pointers ld hl, MoveEffectPointerTable ld b, 0 ld c, a add hl, bc ld a, [hli] ld h, [hl] ld l, a jp hl ; jump to special effect handler INCLUDE "data/moves/effects_pointers.asm" SleepEffect: ld de, wEnemyMonStatus ld bc, wEnemyBattleStatus2 ldh a, [hWhoseTurn] and a jp z, .sleepEffect ld de, wBattleMonStatus ld bc, wPlayerBattleStatus2 .sleepEffect ld a, [bc] bit NEEDS_TO_RECHARGE, a ; does the target need to recharge? (hyper beam) res NEEDS_TO_RECHARGE, a ; target no longer needs to recharge ld [bc], a jr nz, .setSleepCounter ; if the target had to recharge, all hit tests will be skipped ; including the event where the target already has another status ld a, [de] ld b, a and $7 jr z, .notAlreadySleeping ; can't affect a mon that is already asleep ld hl, AlreadyAsleepText jp PrintText .notAlreadySleeping ld a, b and a jr nz, .didntAffect ; can't affect a mon that is already statused push de call MoveHitTest ; apply accuracy tests pop de ld a, [wMoveMissed] and a jr nz, .didntAffect .setSleepCounter ; set target's sleep counter to a random number between 1 and 7 call BattleRandom and $7 jr z, .setSleepCounter ld [de], a call PlayCurrentMoveAnimation2 ld hl, FellAsleepText jp PrintText .didntAffect jp PrintDidntAffectText FellAsleepText: text_far _FellAsleepText text_end AlreadyAsleepText: text_far _AlreadyAsleepText text_end PoisonEffect: ld hl, wEnemyMonStatus ld de, wPlayerMoveEffect ldh a, [hWhoseTurn] and a jr z, .poisonEffect ld hl, wBattleMonStatus ld de, wEnemyMoveEffect .poisonEffect call CheckTargetSubstitute jr nz, .noEffect ; can't poison a substitute target ld a, [hli] ld b, a and a jr nz, .noEffect ; miss if target is already statused ld a, [hli] cp POISON ; can't poison a poison-type target jr z, .noEffect ld a, [hld] cp POISON ; can't poison a poison-type target jr z, .noEffect ld a, [de] cp POISON_SIDE_EFFECT1 ld b, $34 ; ~20% chance of poisoning jr z, .sideEffectTest cp POISON_SIDE_EFFECT2 ld b, $67 ; ~40% chance of poisoning jr z, .sideEffectTest push hl push de call MoveHitTest ; apply accuracy tests pop de pop hl ld a, [wMoveMissed] and a jr nz, .didntAffect jr .inflictPoison .sideEffectTest call BattleRandom cp b ; was side effect successful? ret nc .inflictPoison dec hl set 3, [hl] ; mon is now poisoned push de dec de ldh a, [hWhoseTurn] and a ld b, ANIM_C7 ld hl, wPlayerBattleStatus3 ld a, [de] ld de, wPlayerToxicCounter jr nz, .ok ld b, ANIM_A9 ld hl, wEnemyBattleStatus3 ld de, wEnemyToxicCounter .ok cp TOXIC jr nz, .normalPoison ; done if move is not Toxic set BADLY_POISONED, [hl] ; else set Toxic battstatus xor a ld [de], a ld hl, BadlyPoisonedText jr .continue .normalPoison ld hl, PoisonedText .continue pop de ld a, [de] cp POISON_EFFECT jr z, .regularPoisonEffect ld a, b call PlayBattleAnimation2 jp PrintText .regularPoisonEffect call PlayCurrentMoveAnimation2 jp PrintText .noEffect ld a, [de] cp POISON_EFFECT ret nz .didntAffect ld c, 50 call DelayFrames jp PrintDidntAffectText PoisonedText: text_far _PoisonedText text_end BadlyPoisonedText: text_far _BadlyPoisonedText text_end DrainHPEffect: jpfar DrainHPEffect_ ExplodeEffect: ld hl, wBattleMonHP ld de, wPlayerBattleStatus2 ldh a, [hWhoseTurn] and a jr z, .faintUser ld hl, wEnemyMonHP ld de, wEnemyBattleStatus2 .faintUser xor a ld [hli], a ; set the mon's HP to 0 ld [hli], a inc hl ld [hl], a ; set mon's status to 0 ld a, [de] res SEEDED, a ; clear mon's leech seed status ld [de], a ret FreezeBurnParalyzeEffect: xor a ld [wAnimationType], a call CheckTargetSubstitute ; test bit 4 of d063/d068 flags [target has substitute flag] ret nz ; return if they have a substitute, can't effect them ldh a, [hWhoseTurn] and a jp nz, .opponentAttacker ld a, [wEnemyMonStatus] and a jp nz, CheckDefrost ; can't inflict status if opponent is already statused ld a, [wPlayerMoveType] ld b, a ld a, [wEnemyMonType1] cp b ; do target type 1 and move type match? ret z ; return if they match (an ice move can't freeze an ice-type, body slam can't paralyze a normal-type, etc.) ld a, [wEnemyMonType2] cp b ; do target type 2 and move type match? ret z ; return if they match ld a, [wPlayerMoveEffect] cp PARALYZE_SIDE_EFFECT1 + 1 ld b, 10 percent + 1 jr c, .regular_effectiveness ; extra effectiveness ld b, 30 percent + 1 sub BURN_SIDE_EFFECT2 - BURN_SIDE_EFFECT1 ; treat extra effective as regular from now on .regular_effectiveness push af call BattleRandom ; get random 8bit value for probability test cp b pop bc ret nc ; do nothing if random value is >= 1A or 4D [no status applied] ld a, b ; what type of effect is this? cp BURN_SIDE_EFFECT1 jr z, .burn1 cp FREEZE_SIDE_EFFECT jr z, .freeze1 ; .paralyze1 ld a, 1 << PAR ld [wEnemyMonStatus], a call QuarterSpeedDueToParalysis ; quarter speed of affected mon ld a, ANIM_A9 call PlayBattleAnimation jp PrintMayNotAttackText ; print paralysis text .burn1 ld a, 1 << BRN ld [wEnemyMonStatus], a call HalveAttackDueToBurn ; halve attack of affected mon ld a, ANIM_A9 call PlayBattleAnimation ld hl, BurnedText jp PrintText .freeze1 call ClearHyperBeam ; resets hyper beam (recharge) condition from target ld a, 1 << FRZ ld [wEnemyMonStatus], a ld a, ANIM_A9 call PlayBattleAnimation ld hl, FrozenText jp PrintText .opponentAttacker ld a, [wBattleMonStatus] ; mostly same as above with addresses swapped for opponent and a jp nz, CheckDefrost ld a, [wEnemyMoveType] ld b, a ld a, [wBattleMonType1] cp b ret z ld a, [wBattleMonType2] cp b ret z ld a, [wEnemyMoveEffect] cp PARALYZE_SIDE_EFFECT1 + 1 ld b, 10 percent + 1 jr c, .regular_effectiveness2 ; extra effectiveness ld b, 30 percent + 1 sub BURN_SIDE_EFFECT2 - BURN_SIDE_EFFECT1 ; treat extra effective as regular from now on .regular_effectiveness2 push af call BattleRandom cp b pop bc ret nc ld a, b cp BURN_SIDE_EFFECT1 jr z, .burn2 cp FREEZE_SIDE_EFFECT jr z, .freeze2 ; .paralyze2 ld a, 1 << PAR ld [wBattleMonStatus], a call QuarterSpeedDueToParalysis jp PrintMayNotAttackText .burn2 ld a, 1 << BRN ld [wBattleMonStatus], a call HalveAttackDueToBurn ld hl, BurnedText jp PrintText .freeze2 ; hyper beam bits aren't reseted for opponent's side ld a, 1 << FRZ ld [wBattleMonStatus], a ld hl, FrozenText jp PrintText BurnedText: text_far _BurnedText text_end FrozenText: text_far _FrozenText text_end CheckDefrost: ; any fire-type move that has a chance inflict burn (all but Fire Spin) will defrost a frozen target and 1 << FRZ ; are they frozen? ret z ; return if so ldh a, [hWhoseTurn] and a jr nz, .opponent ;player [attacker] ld a, [wPlayerMoveType] sub FIRE ret nz ; return if type of move used isn't fire ld [wEnemyMonStatus], a ; set opponent status to 00 ["defrost" a frozen monster] ld hl, wEnemyMon1Status ld a, [wEnemyMonPartyPos] ld bc, wEnemyMon2 - wEnemyMon1 call AddNTimes xor a ld [hl], a ; clear status in roster ld hl, FireDefrostedText jr .common .opponent ld a, [wEnemyMoveType] ; same as above with addresses swapped sub FIRE ret nz ld [wBattleMonStatus], a ld hl, wPartyMon1Status ld a, [wPlayerMonNumber] ld bc, wPartyMon2 - wPartyMon1 call AddNTimes xor a ld [hl], a ld hl, FireDefrostedText .common jp PrintText FireDefrostedText: text_far _FireDefrostedText text_end StatModifierUpEffect: ld hl, wPlayerMonStatMods ld de, wPlayerMoveEffect ldh a, [hWhoseTurn] and a jr z, .statModifierUpEffect ld hl, wEnemyMonStatMods ld de, wEnemyMoveEffect .statModifierUpEffect ld a, [de] sub ATTACK_UP1_EFFECT cp EVASION_UP1_EFFECT + $3 - ATTACK_UP1_EFFECT ; covers all +1 effects jr c, .incrementStatMod sub ATTACK_UP2_EFFECT - ATTACK_UP1_EFFECT ; map +2 effects to equivalent +1 effect .incrementStatMod ld c, a ld b, $0 add hl, bc ld b, [hl] inc b ; increment corresponding stat mod ld a, $d cp b ; can't raise stat past +6 ($d or 13) jp c, PrintNothingHappenedText ld a, [de] cp ATTACK_UP1_EFFECT + $8 ; is it a +2 effect? jr c, .ok inc b ; if so, increment stat mod again ld a, $d cp b ; unless it's already +6 jr nc, .ok ld b, a .ok ld [hl], b ld a, c cp $4 jr nc, UpdateStatDone ; jump if mod affected is evasion/accuracy push hl ld hl, wBattleMonAttack + 1 ld de, wPlayerMonUnmodifiedAttack ldh a, [hWhoseTurn] and a jr z, .pointToStats ld hl, wEnemyMonAttack + 1 ld de, wEnemyMonUnmodifiedAttack .pointToStats push bc sla c ld b, $0 add hl, bc ; hl = modified stat ld a, c add e ld e, a jr nc, .checkIf999 inc d ; de = unmodified (original) stat .checkIf999 pop bc ; check if stat is already 999 ld a, [hld] sub LOW(MAX_STAT_VALUE) jr nz, .recalculateStat ld a, [hl] sbc HIGH(MAX_STAT_VALUE) jp z, RestoreOriginalStatModifier .recalculateStat ; recalculate affected stat ; paralysis and burn penalties, as well as badge boosts are ignored push hl push bc ld hl, StatModifierRatios dec b sla b ld c, b ld b, $0 add hl, bc pop bc xor a ldh [hMultiplicand], a ld a, [de] ldh [hMultiplicand + 1], a inc de ld a, [de] ldh [hMultiplicand + 2], a ld a, [hli] ldh [hMultiplier], a call Multiply ld a, [hl] ldh [hDivisor], a ld b, $4 call Divide pop hl ; cap at MAX_STAT_VALUE (999) ldh a, [hProduct + 3] sub LOW(MAX_STAT_VALUE) ldh a, [hProduct + 2] sbc HIGH(MAX_STAT_VALUE) jp c, UpdateStat ld a, HIGH(MAX_STAT_VALUE) ldh [hMultiplicand + 1], a ld a, LOW(MAX_STAT_VALUE) ldh [hMultiplicand + 2], a UpdateStat: ldh a, [hProduct + 2] ld [hli], a ldh a, [hProduct + 3] ld [hl], a pop hl UpdateStatDone: ld b, c inc b call PrintStatText ld hl, wPlayerBattleStatus2 ld de, wPlayerMoveNum ld bc, wPlayerMonMinimized ldh a, [hWhoseTurn] and a jr z, .playerTurn ld hl, wEnemyBattleStatus2 ld de, wEnemyMoveNum ld bc, wEnemyMonMinimized .playerTurn ld a, [de] cp MINIMIZE jr nz, .notMinimize ; if a substitute is up, slide off the substitute and show the mon pic before ; playing the minimize animation bit HAS_SUBSTITUTE_UP, [hl] push af push bc ld hl, HideSubstituteShowMonAnim ld b, BANK(HideSubstituteShowMonAnim) push de call nz, Bankswitch pop de .notMinimize call PlayCurrentMoveAnimation ld a, [de] cp MINIMIZE jr nz, .applyBadgeBoostsAndStatusPenalties pop bc ld a, $1 ld [bc], a ld hl, ReshowSubstituteAnim ld b, BANK(ReshowSubstituteAnim) pop af call nz, Bankswitch .applyBadgeBoostsAndStatusPenalties ldh a, [hWhoseTurn] and a call z, ApplyBadgeStatBoosts ; whenever the player uses a stat-up move, badge boosts get reapplied again to every stat, ; even to those not affected by the stat-up move (will be boosted further) ld hl, MonsStatsRoseText call PrintText ; these shouldn't be here call QuarterSpeedDueToParalysis ; apply speed penalty to the player whose turn is not, if it's paralyzed jp HalveAttackDueToBurn ; apply attack penalty to the player whose turn is not, if it's burned RestoreOriginalStatModifier: pop hl dec [hl] PrintNothingHappenedText: ld hl, NothingHappenedText jp PrintText MonsStatsRoseText: text_far _MonsStatsRoseText text_asm ld hl, GreatlyRoseText ldh a, [hWhoseTurn] and a ld a, [wPlayerMoveEffect] jr z, .playerTurn ld a, [wEnemyMoveEffect] .playerTurn cp ATTACK_DOWN1_EFFECT ret nc ld hl, RoseText ret GreatlyRoseText: text_pause text_far _GreatlyRoseText ; fallthrough RoseText: text_far _RoseText text_end StatModifierDownEffect: ld hl, wEnemyMonStatMods ld de, wPlayerMoveEffect ld bc, wEnemyBattleStatus1 ldh a, [hWhoseTurn] and a jr z, .statModifierDownEffect ld hl, wPlayerMonStatMods ld de, wEnemyMoveEffect ld bc, wPlayerBattleStatus1 ld a, [wLinkState] cp LINK_STATE_BATTLING jr z, .statModifierDownEffect call BattleRandom cp $40 ; 1/4 chance to miss by in regular battle jp c, MoveMissed .statModifierDownEffect call CheckTargetSubstitute ; can't hit through substitute jp nz, MoveMissed ld a, [de] cp ATTACK_DOWN_SIDE_EFFECT jr c, .nonSideEffect call BattleRandom cp $55 ; 85/256 chance for side effects jp nc, CantLowerAnymore ld a, [de] sub ATTACK_DOWN_SIDE_EFFECT ; map each stat to 0-3 jr .decrementStatMod .nonSideEffect ; non-side effects only push hl push de push bc call MoveHitTest ; apply accuracy tests pop bc pop de pop hl ld a, [wMoveMissed] and a jp nz, MoveMissed ld a, [bc] bit INVULNERABLE, a ; fly/dig jp nz, MoveMissed ld a, [de] sub ATTACK_DOWN1_EFFECT cp EVASION_DOWN1_EFFECT + $3 - ATTACK_DOWN1_EFFECT ; covers all -1 effects jr c, .decrementStatMod sub ATTACK_DOWN2_EFFECT - ATTACK_DOWN1_EFFECT ; map -2 effects to corresponding -1 effect .decrementStatMod ld c, a ld b, $0 add hl, bc ld b, [hl] dec b ; dec corresponding stat mod jp z, CantLowerAnymore ; if stat mod is 1 (-6), can't lower anymore ld a, [de] cp ATTACK_DOWN2_EFFECT - $16 ; $24 jr c, .ok cp EVASION_DOWN2_EFFECT + $5 ; $44 jr nc, .ok dec b ; stat down 2 effects only (dec mod again) jr nz, .ok inc b ; increment mod to 1 (-6) if it would become 0 (-7) .ok ld [hl], b ; save modified mod ld a, c cp $4 jr nc, UpdateLoweredStatDone ; jump for evasion/accuracy push hl push de ld hl, wEnemyMonAttack + 1 ld de, wEnemyMonUnmodifiedAttack ldh a, [hWhoseTurn] and a jr z, .pointToStat ld hl, wBattleMonAttack + 1 ld de, wPlayerMonUnmodifiedAttack .pointToStat push bc sla c ld b, $0 add hl, bc ; hl = modified stat ld a, c add e ld e, a jr nc, .noCarry inc d ; de = unmodified stat .noCarry pop bc ld a, [hld] sub $1 ; can't lower stat below 1 (-6) jr nz, .recalculateStat ld a, [hl] and a jp z, CantLowerAnymore_Pop .recalculateStat ; recalculate affected stat ; paralysis and burn penalties, as well as badge boosts are ignored push hl push bc ld hl, StatModifierRatios dec b sla b ld c, b ld b, $0 add hl, bc pop bc xor a ldh [hMultiplicand], a ld a, [de] ldh [hMultiplicand + 1], a inc de ld a, [de] ldh [hMultiplicand + 2], a ld a, [hli] ldh [hMultiplier], a call Multiply ld a, [hl] ldh [hDivisor], a ld b, $4 call Divide pop hl ldh a, [hProduct + 3] ld b, a ldh a, [hProduct + 2] or b jp nz, UpdateLoweredStat ldh [hMultiplicand + 1], a ld a, $1 ldh [hMultiplicand + 2], a UpdateLoweredStat: ldh a, [hProduct + 2] ld [hli], a ldh a, [hProduct + 3] ld [hl], a pop de pop hl UpdateLoweredStatDone: ld b, c inc b push de call PrintStatText pop de ld a, [de] cp $44 jr nc, .ApplyBadgeBoostsAndStatusPenalties call PlayCurrentMoveAnimation2 .ApplyBadgeBoostsAndStatusPenalties ldh a, [hWhoseTurn] and a call nz, ApplyBadgeStatBoosts ; whenever the player uses a stat-down move, badge boosts get reapplied again to every stat, ; even to those not affected by the stat-up move (will be boosted further) ld hl, MonsStatsFellText call PrintText ; These where probably added given that a stat-down move affecting speed or attack will override ; the stat penalties from paralysis and burn respectively. ; But they are always called regardless of the stat affected by the stat-down move. call QuarterSpeedDueToParalysis jp HalveAttackDueToBurn CantLowerAnymore_Pop: pop de pop hl inc [hl] CantLowerAnymore: ld a, [de] cp ATTACK_DOWN_SIDE_EFFECT ret nc ld hl, NothingHappenedText jp PrintText MoveMissed: ld a, [de] cp $44 ret nc jp ConditionalPrintButItFailed MonsStatsFellText: text_far _MonsStatsFellText text_asm ld hl, FellText ldh a, [hWhoseTurn] and a ld a, [wPlayerMoveEffect] jr z, .playerTurn ld a, [wEnemyMoveEffect] .playerTurn ; check if the move's effect decreases a stat by 2 cp BIDE_EFFECT ret c cp ATTACK_DOWN_SIDE_EFFECT ret nc ld hl, GreatlyFellText ret GreatlyFellText: text_pause text_far _GreatlyFellText ; fallthrough FellText: text_far _FellText text_end PrintStatText: ld hl, StatModTextStrings ld c, "@" .findStatName_outer dec b jr z, .foundStatName .findStatName_inner ld a, [hli] cp c jr z, .findStatName_outer jr .findStatName_inner .foundStatName ld de, wcf4b ld bc, $a jp CopyData INCLUDE "data/battle/stat_mod_names.asm" INCLUDE "data/battle/stat_modifiers.asm" BideEffect: ld hl, wPlayerBattleStatus1 ld de, wPlayerBideAccumulatedDamage ld bc, wPlayerNumAttacksLeft ldh a, [hWhoseTurn] and a jr z, .bideEffect ld hl, wEnemyBattleStatus1 ld de, wEnemyBideAccumulatedDamage ld bc, wEnemyNumAttacksLeft .bideEffect set STORING_ENERGY, [hl] ; mon is now using bide xor a ld [de], a inc de ld [de], a ld [wPlayerMoveEffect], a ld [wEnemyMoveEffect], a call BattleRandom and $1 inc a inc a ld [bc], a ; set Bide counter to 2 or 3 at random ldh a, [hWhoseTurn] add XSTATITEM_ANIM jp PlayBattleAnimation2 ThrashPetalDanceEffect: ld hl, wPlayerBattleStatus1 ld de, wPlayerNumAttacksLeft ldh a, [hWhoseTurn] and a jr z, .thrashPetalDanceEffect ld hl, wEnemyBattleStatus1 ld de, wEnemyNumAttacksLeft .thrashPetalDanceEffect set THRASHING_ABOUT, [hl] ; mon is now using thrash/petal dance call BattleRandom and $1 inc a inc a ld [de], a ; set thrash/petal dance counter to 2 or 3 at random ldh a, [hWhoseTurn] add ANIM_B0 jp PlayBattleAnimation2 SwitchAndTeleportEffect: ldh a, [hWhoseTurn] and a jr nz, .handleEnemy ld a, [wIsInBattle] dec a jr nz, .notWildBattle1 ld a, [wCurEnemyLVL] ld b, a ld a, [wBattleMonLevel] cp b ; is the player's level greater than the enemy's level? jr nc, .playerMoveWasSuccessful ; if so, teleport will always succeed add b ld c, a inc c ; c = sum of player level and enemy level .rejectionSampleLoop1 call BattleRandom cp c ; get a random number between 0 and c jr nc, .rejectionSampleLoop1 srl b srl b ; b = enemyLevel / 4 cp b ; is rand[0, playerLevel + enemyLevel) >= (enemyLevel / 4)? jr nc, .playerMoveWasSuccessful ; if so, allow teleporting ld c, 50 call DelayFrames ld a, [wPlayerMoveNum] cp TELEPORT jp nz, PrintDidntAffectText jp PrintButItFailedText_ .playerMoveWasSuccessful call ReadPlayerMonCurHPAndStatus xor a ld [wAnimationType], a inc a ld [wEscapedFromBattle], a ld a, [wPlayerMoveNum] jr .playAnimAndPrintText .notWildBattle1 ld c, 50 call DelayFrames ld hl, IsUnaffectedText ld a, [wPlayerMoveNum] cp TELEPORT jp nz, PrintText jp PrintButItFailedText_ .handleEnemy ld a, [wIsInBattle] dec a jr nz, .notWildBattle2 ld a, [wBattleMonLevel] ld b, a ld a, [wCurEnemyLVL] cp b jr nc, .enemyMoveWasSuccessful add b ld c, a inc c .rejectionSampleLoop2 call BattleRandom cp c jr nc, .rejectionSampleLoop2 srl b srl b cp b jr nc, .enemyMoveWasSuccessful ld c, 50 call DelayFrames ld a, [wEnemyMoveNum] cp TELEPORT jp nz, PrintDidntAffectText jp PrintButItFailedText_ .enemyMoveWasSuccessful call ReadPlayerMonCurHPAndStatus xor a ld [wAnimationType], a inc a ld [wEscapedFromBattle], a ld a, [wEnemyMoveNum] jr .playAnimAndPrintText .notWildBattle2 ld c, 50 call DelayFrames ld hl, IsUnaffectedText ld a, [wEnemyMoveNum] cp TELEPORT jp nz, PrintText jp ConditionalPrintButItFailed .playAnimAndPrintText push af call PlayBattleAnimation ld c, 20 call DelayFrames pop af ld hl, RanFromBattleText cp TELEPORT jr z, .printText ld hl, RanAwayScaredText cp ROAR jr z, .printText ld hl, WasBlownAwayText .printText jp PrintText RanFromBattleText: text_far _RanFromBattleText text_end RanAwayScaredText: text_far _RanAwayScaredText text_end WasBlownAwayText: text_far _WasBlownAwayText text_end TwoToFiveAttacksEffect: ld hl, wPlayerBattleStatus1 ld de, wPlayerNumAttacksLeft ld bc, wPlayerNumHits ldh a, [hWhoseTurn] and a jr z, .twoToFiveAttacksEffect ld hl, wEnemyBattleStatus1 ld de, wEnemyNumAttacksLeft ld bc, wEnemyNumHits .twoToFiveAttacksEffect bit ATTACKING_MULTIPLE_TIMES, [hl] ; is mon attacking multiple times? ret nz set ATTACKING_MULTIPLE_TIMES, [hl] ; mon is now attacking multiple times ld hl, wPlayerMoveEffect ldh a, [hWhoseTurn] and a jr z, .setNumberOfHits ld hl, wEnemyMoveEffect .setNumberOfHits ld a, [hl] cp TWINEEDLE_EFFECT jr z, .twineedle cp ATTACK_TWICE_EFFECT ld a, $2 ; number of hits it's always 2 for ATTACK_TWICE_EFFECT jr z, .saveNumberOfHits ; for TWO_TO_FIVE_ATTACKS_EFFECT 3/8 chance for 2 and 3 hits, and 1/8 chance for 4 and 5 hits call BattleRandom and $3 cp $2 jr c, .gotNumHits ; if the number of hits was greater than 2, re-roll again for a lower chance call BattleRandom and $3 .gotNumHits inc a inc a .saveNumberOfHits ld [de], a ld [bc], a ret .twineedle ld a, POISON_SIDE_EFFECT1 ld [hl], a ; set Twineedle's effect to poison effect jr .saveNumberOfHits FlinchSideEffect: call CheckTargetSubstitute ret nz ld hl, wEnemyBattleStatus1 ld de, wPlayerMoveEffect ldh a, [hWhoseTurn] and a jr z, .flinchSideEffect ld hl, wPlayerBattleStatus1 ld de, wEnemyMoveEffect .flinchSideEffect ld a, [de] cp FLINCH_SIDE_EFFECT1 ld b, $1a ; ~10% chance of flinch jr z, .gotEffectChance ld b, $4d ; ~30% chance of flinch .gotEffectChance call BattleRandom cp b ret nc set FLINCHED, [hl] ; set mon's status to flinching call ClearHyperBeam ret OneHitKOEffect: jpfar OneHitKOEffect_ ChargeEffect: ld hl, wPlayerBattleStatus1 ld de, wPlayerMoveEffect ldh a, [hWhoseTurn] and a ld b, XSTATITEM_ANIM jr z, .chargeEffect ld hl, wEnemyBattleStatus1 ld de, wEnemyMoveEffect ld b, ANIM_AF .chargeEffect set CHARGING_UP, [hl] ld a, [de] dec de ; de contains enemy or player MOVENUM cp FLY_EFFECT jr nz, .notFly set INVULNERABLE, [hl] ; mon is now invulnerable to typical attacks (fly/dig) ld b, TELEPORT ; load Teleport's animation .notFly ld a, [de] cp DIG jr nz, .notDigOrFly set INVULNERABLE, [hl] ; mon is now invulnerable to typical attacks (fly/dig) ld b, ANIM_C0 .notDigOrFly xor a ld [wAnimationType], a ld a, b call PlayBattleAnimation ld a, [de] ld [wChargeMoveNum], a ld hl, ChargeMoveEffectText jp PrintText ChargeMoveEffectText: text_far _ChargeMoveEffectText text_asm ld a, [wChargeMoveNum] cp RAZOR_WIND ld hl, MadeWhirlwindText jr z, .gotText cp SOLARBEAM ld hl, TookInSunlightText jr z, .gotText cp SKULL_BASH ld hl, LoweredItsHeadText jr z, .gotText cp SKY_ATTACK ld hl, SkyAttackGlowingText jr z, .gotText cp FLY ld hl, FlewUpHighText jr z, .gotText cp DIG ld hl, DugAHoleText .gotText ret MadeWhirlwindText: text_far _MadeWhirlwindText text_end TookInSunlightText: text_far _TookInSunlightText text_end LoweredItsHeadText: text_far _LoweredItsHeadText text_end SkyAttackGlowingText: text_far _SkyAttackGlowingText text_end FlewUpHighText: text_far _FlewUpHighText text_end DugAHoleText: text_far _DugAHoleText text_end TrappingEffect: ld hl, wPlayerBattleStatus1 ld de, wPlayerNumAttacksLeft ldh a, [hWhoseTurn] and a jr z, .trappingEffect ld hl, wEnemyBattleStatus1 ld de, wEnemyNumAttacksLeft .trappingEffect bit USING_TRAPPING_MOVE, [hl] ret nz call ClearHyperBeam ; since this effect is called before testing whether the move will hit, ; the target won't need to recharge even if the trapping move missed set USING_TRAPPING_MOVE, [hl] ; mon is now using a trapping move call BattleRandom ; 3/8 chance for 2 and 3 attacks, and 1/8 chance for 4 and 5 attacks and $3 cp $2 jr c, .setTrappingCounter call BattleRandom and $3 .setTrappingCounter inc a ld [de], a ret MistEffect: jpfar MistEffect_ FocusEnergyEffect: jpfar FocusEnergyEffect_ RecoilEffect: jpfar RecoilEffect_ ConfusionSideEffect: call BattleRandom cp $19 ; ~10% chance ret nc jr ConfusionSideEffectSuccess ConfusionEffect: call CheckTargetSubstitute jr nz, ConfusionEffectFailed call MoveHitTest ld a, [wMoveMissed] and a jr nz, ConfusionEffectFailed ConfusionSideEffectSuccess: ldh a, [hWhoseTurn] and a ld hl, wEnemyBattleStatus1 ld bc, wEnemyConfusedCounter ld a, [wPlayerMoveEffect] jr z, .confuseTarget ld hl, wPlayerBattleStatus1 ld bc, wPlayerConfusedCounter ld a, [wEnemyMoveEffect] .confuseTarget bit CONFUSED, [hl] ; is mon confused? jr nz, ConfusionEffectFailed set CONFUSED, [hl] ; mon is now confused push af call BattleRandom and $3 inc a inc a ld [bc], a ; confusion status will last 2-5 turns pop af cp CONFUSION_SIDE_EFFECT call nz, PlayCurrentMoveAnimation2 ld hl, BecameConfusedText jp PrintText BecameConfusedText: text_far _BecameConfusedText text_end ConfusionEffectFailed: cp CONFUSION_SIDE_EFFECT ret z ld c, 50 call DelayFrames jp ConditionalPrintButItFailed ParalyzeEffect: jpfar ParalyzeEffect_ SubstituteEffect: jpfar SubstituteEffect_ HyperBeamEffect: ld hl, wPlayerBattleStatus2 ldh a, [hWhoseTurn] and a jr z, .hyperBeamEffect ld hl, wEnemyBattleStatus2 .hyperBeamEffect set NEEDS_TO_RECHARGE, [hl] ; mon now needs to recharge ret ClearHyperBeam: push hl ld hl, wEnemyBattleStatus2 ldh a, [hWhoseTurn] and a jr z, .playerTurn ld hl, wPlayerBattleStatus2 .playerTurn res NEEDS_TO_RECHARGE, [hl] ; mon no longer needs to recharge pop hl ret RageEffect: ld hl, wPlayerBattleStatus2 ldh a, [hWhoseTurn] and a jr z, .player ld hl, wEnemyBattleStatus2 .player set USING_RAGE, [hl] ; mon is now in "rage" mode ret MimicEffect: ld c, 50 call DelayFrames call MoveHitTest ld a, [wMoveMissed] and a jr nz, .mimicMissed ldh a, [hWhoseTurn] and a ld hl, wBattleMonMoves ld a, [wPlayerBattleStatus1] jr nz, .enemyTurn ld a, [wLinkState] cp LINK_STATE_BATTLING jr nz, .letPlayerChooseMove ld hl, wEnemyMonMoves ld a, [wEnemyBattleStatus1] .enemyTurn bit INVULNERABLE, a jr nz, .mimicMissed .getRandomMove push hl call BattleRandom and $3 ld c, a ld b, $0 add hl, bc ld a, [hl] pop hl and a jr z, .getRandomMove ld d, a ldh a, [hWhoseTurn] and a ld hl, wBattleMonMoves ld a, [wPlayerMoveListIndex] jr z, .playerTurn ld hl, wEnemyMonMoves ld a, [wEnemyMoveListIndex] jr .playerTurn .letPlayerChooseMove ld a, [wEnemyBattleStatus1] bit INVULNERABLE, a jr nz, .mimicMissed ld a, [wCurrentMenuItem] push af ld a, $1 ld [wMoveMenuType], a call MoveSelectionMenu call LoadScreenTilesFromBuffer1 ld hl, wEnemyMonMoves ld a, [wCurrentMenuItem] ld c, a ld b, $0 add hl, bc ld d, [hl] pop af ld hl, wBattleMonMoves .playerTurn ld c, a ld b, $0 add hl, bc ld a, d ld [hl], a ld [wd11e], a call GetMoveName call PlayCurrentMoveAnimation ld hl, MimicLearnedMoveText jp PrintText .mimicMissed jp PrintButItFailedText_ MimicLearnedMoveText: text_far _MimicLearnedMoveText text_end LeechSeedEffect: jpfar LeechSeedEffect_ SplashEffect: call PlayCurrentMoveAnimation jp PrintNoEffectText DisableEffect: call MoveHitTest ld a, [wMoveMissed] and a jr nz, .moveMissed ld de, wEnemyDisabledMove ld hl, wEnemyMonMoves ldh a, [hWhoseTurn] and a jr z, .disableEffect ld de, wPlayerDisabledMove ld hl, wBattleMonMoves .disableEffect ; no effect if target already has a move disabled ld a, [de] and a jr nz, .moveMissed .pickMoveToDisable push hl call BattleRandom and $3 ld c, a ld b, $0 add hl, bc ld a, [hl] pop hl and a jr z, .pickMoveToDisable ; loop until a non-00 move slot is found ld [wd11e], a ; store move number push hl ldh a, [hWhoseTurn] and a ld hl, wBattleMonPP jr nz, .enemyTurn ld a, [wLinkState] cp LINK_STATE_BATTLING pop hl ; wEnemyMonMoves jr nz, .playerTurnNotLinkBattle ; .playerTurnLinkBattle push hl ld hl, wEnemyMonPP .enemyTurn push hl ld a, [hli] or [hl] inc hl or [hl] inc hl or [hl] and $3f pop hl ; wBattleMonPP or wEnemyMonPP jr z, .moveMissedPopHL ; nothing to do if all moves have no PP left add hl, bc ld a, [hl] pop hl and a jr z, .pickMoveToDisable ; pick another move if this one had 0 PP .playerTurnNotLinkBattle ; non-link battle enemies have unlimited PP so the previous checks aren't needed call BattleRandom and $7 inc a ; 1-8 turns disabled inc c ; move 1-4 will be disabled swap c add c ; map disabled move to high nibble of wEnemyDisabledMove / wPlayerDisabledMove ld [de], a call PlayCurrentMoveAnimation2 ld hl, wPlayerDisabledMoveNumber ldh a, [hWhoseTurn] and a jr nz, .printDisableText inc hl ; wEnemyDisabledMoveNumber .printDisableText ld a, [wd11e] ; move number ld [hl], a call GetMoveName ld hl, MoveWasDisabledText jp PrintText .moveMissedPopHL pop hl .moveMissed jp PrintButItFailedText_ MoveWasDisabledText: text_far _MoveWasDisabledText text_end PayDayEffect: jpfar PayDayEffect_ ConversionEffect: jpfar ConversionEffect_ HazeEffect: jpfar HazeEffect_ HealEffect: jpfar HealEffect_ TransformEffect: jpfar TransformEffect_ ReflectLightScreenEffect: jpfar ReflectLightScreenEffect_ NothingHappenedText: text_far _NothingHappenedText text_end PrintNoEffectText: ld hl, NoEffectText jp PrintText NoEffectText: text_far _NoEffectText text_end ConditionalPrintButItFailed: ld a, [wMoveDidntMiss] and a ret nz ; return if the side effect failed, yet the attack was successful PrintButItFailedText_: ld hl, ButItFailedText jp PrintText ButItFailedText: text_far _ButItFailedText text_end PrintDidntAffectText: ld hl, DidntAffectText jp PrintText DidntAffectText: text_far _DidntAffectText text_end IsUnaffectedText: text_far _IsUnaffectedText text_end PrintMayNotAttackText: ld hl, ParalyzedMayNotAttackText jp PrintText ParalyzedMayNotAttackText: text_far _ParalyzedMayNotAttackText text_end CheckTargetSubstitute: push hl ld hl, wEnemyBattleStatus2 ldh a, [hWhoseTurn] and a jr z, .next1 ld hl, wPlayerBattleStatus2 .next1 bit HAS_SUBSTITUTE_UP, [hl] pop hl ret PlayCurrentMoveAnimation2: ; animation at MOVENUM will be played unless MOVENUM is 0 ; plays wAnimationType 3 or 6 ldh a, [hWhoseTurn] and a ld a, [wPlayerMoveNum] jr z, .notEnemyTurn ld a, [wEnemyMoveNum] .notEnemyTurn and a ret z PlayBattleAnimation2: ; play animation ID at a and animation type 6 or 3 ld [wAnimationID], a ldh a, [hWhoseTurn] and a ld a, $6 jr z, .storeAnimationType ld a, $3 .storeAnimationType ld [wAnimationType], a jp PlayBattleAnimationGotID PlayCurrentMoveAnimation: ; animation at MOVENUM will be played unless MOVENUM is 0 ; resets wAnimationType xor a ld [wAnimationType], a ldh a, [hWhoseTurn] and a ld a, [wPlayerMoveNum] jr z, .notEnemyTurn ld a, [wEnemyMoveNum] .notEnemyTurn and a ret z PlayBattleAnimation: ; play animation ID at a and predefined animation type ld [wAnimationID], a PlayBattleAnimationGotID: ; play animation at wAnimationID push hl push de push bc predef MoveAnimation pop bc pop de pop hl ret