ref: ecd2eb2447bf4dee4ec3be35f881c7e7102adb1b
dir: /engine/battle/common_text.asm/
PrintBeginningBattleText: ld a, [wIsInBattle] dec a jr nz, .trainerBattle ld a, [wCurMap] cp POKEMON_TOWER_3F jr c, .notPokemonTower cp POKEMON_TOWER_7F + 1 jr c, .pokemonTower .notPokemonTower ld a, [wEnemyMonSpecies2] call PlayCry ld hl, WildMonAppearedText ld a, [wMoveMissed] and a jr z, .notFishing ld hl, HookedMonAttackedText .notFishing jr .wildBattle .trainerBattle call .playSFX ld c, 20 call DelayFrames ld hl, TrainerWantsToFightText .wildBattle push hl callfar DrawAllPokeballs pop hl call PrintText jr .done .pokemonTower ld b, SILPH_SCOPE call IsItemInBag ld a, [wEnemyMonSpecies2] ld [wcf91], a cp RESTLESS_SOUL jr z, .isMarowak ld a, b and a jr z, .noSilphScope callfar LoadEnemyMonData jr .notPokemonTower .noSilphScope ld hl, EnemyAppearedText call PrintText ld hl, GhostCantBeIDdText call PrintText jr .done .isMarowak ld a, b and a jr z, .noSilphScope ld hl, EnemyAppearedText call PrintText ld hl, UnveiledGhostText call PrintText callfar LoadEnemyMonData callfar MarowakAnim ld hl, WildMonAppearedText call PrintText .playSFX xor a ld [wFrequencyModifier], a ld a, $80 ld [wTempoModifier], a ld a, SFX_SILPH_SCOPE call PlaySound jp WaitForSoundToFinish .done ret WildMonAppearedText: text_far _WildMonAppearedText text_end HookedMonAttackedText: text_far _HookedMonAttackedText text_end EnemyAppearedText: text_far _EnemyAppearedText text_end TrainerWantsToFightText: text_far _TrainerWantsToFightText text_end UnveiledGhostText: text_far _UnveiledGhostText text_end GhostCantBeIDdText: text_far _GhostCantBeIDdText text_end PrintSendOutMonMessage: ld hl, wEnemyMonHP ld a, [hli] or [hl] ld hl, GoText jr z, .printText xor a ldh [hMultiplicand], a ld hl, wEnemyMonHP ld a, [hli] ld [wLastSwitchInEnemyMonHP], a ldh [hMultiplicand + 1], a ld a, [hl] ld [wLastSwitchInEnemyMonHP + 1], a ldh [hMultiplicand + 2], a ld a, 25 ldh [hMultiplier], a call Multiply ld hl, wEnemyMonMaxHP ld a, [hli] ld b, [hl] srl a rr b srl a rr b ld a, b ld b, 4 ldh [hDivisor], a ; enemy mon max HP divided by 4 call Divide ldh a, [hQuotient + 3] ; a = (enemy mon current HP * 25) / (enemy max HP / 4); this approximates the current percentage of max HP ld hl, GoText ; 70% or greater cp 70 jr nc, .printText ld hl, DoItText ; 40% - 69% cp 40 jr nc, .printText ld hl, GetmText ; 10% - 39% cp 10 jr nc, .printText ld hl, EnemysWeakText ; 0% - 9% .printText jp PrintText GoText: text_far _GoText text_asm jr PrintPlayerMon1Text DoItText: text_far _DoItText text_asm jr PrintPlayerMon1Text GetmText: text_far _GetmText text_asm jr PrintPlayerMon1Text EnemysWeakText: text_far _EnemysWeakText text_asm PrintPlayerMon1Text: ld hl, PlayerMon1Text ret PlayerMon1Text: text_far _PlayerMon1Text text_end RetreatMon: ld hl, PlayerMon2Text jp PrintText PlayerMon2Text: text_far _PlayerMon2Text text_asm push de push bc ld hl, wEnemyMonHP + 1 ld de, wLastSwitchInEnemyMonHP + 1 ld b, [hl] dec hl ld a, [de] sub b ldh [hMultiplicand + 2], a dec de ld b, [hl] ld a, [de] sbc b ldh [hMultiplicand + 1], a ld a, 25 ldh [hMultiplier], a call Multiply ld hl, wEnemyMonMaxHP ld a, [hli] ld b, [hl] srl a rr b srl a rr b ld a, b ld b, 4 ldh [hDivisor], a call Divide pop bc pop de ldh a, [hQuotient + 3] ; a = ((LastSwitchInEnemyMonHP - CurrentEnemyMonHP) / 25) / (EnemyMonMaxHP / 4) ; Assuming that the enemy mon hasn't gained HP since the last switch in, ; a approximates the percentage that the enemy mon's total HP has decreased ; since the last switch in. ; If the enemy mon has gained HP, then a is garbage due to wrap-around and ; can fall in any of the ranges below. ld hl, EnoughText ; HP stayed the same and a ret z ld hl, ComeBackText ; HP went down 1% - 29% cp 30 ret c ld hl, OKExclamationText ; HP went down 30% - 69% cp 70 ret c ld hl, GoodText ; HP went down 70% or more ret EnoughText: text_far _EnoughText text_asm jr PrintComeBackText OKExclamationText: text_far _OKExclamationText text_asm jr PrintComeBackText GoodText: text_far _GoodText text_asm jr PrintComeBackText PrintComeBackText: ld hl, ComeBackText ret ComeBackText: text_far _ComeBackText text_end