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authorxCrystal <rgr.crystal@gmail.com>2015-04-01 17:03:05 +0200
committerxCrystal <rgr.crystal@gmail.com>2015-04-01 17:05:51 +0200
commit10211cc461b35140c815e18e95f7070eb0dcc586 (patch)
treea3ccfaf788d8b7cb7e743125bfceb3785a1b0d19 /engine/battle/1a.asm
parentRename battle files and split move effects Part 4 (diff)
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Rename battle files and split move effects Part 5
15.asm, 16.asm, 1a.asm, 1c.asm
Diffstat (limited to 'engine/battle/1a.asm')
-rwxr-xr-xengine/battle/1a.asm43
1 files changed, 0 insertions, 43 deletions
diff --git a/engine/battle/1a.asm b/engine/battle/1a.asm
deleted file mode 100755
index ecf5040b..00000000
--- a/engine/battle/1a.asm
+++ /dev/null
@@ -1,43 +0,0 @@
-DecrementPP: ; 68000 (1a:4000)
-; after using a move, decrement pp in battle and (if not transformed?) in party
- ld a, [de]
- cp a, STRUGGLE
- ret z ; if the pokemon is using "struggle", there's nothing to do
- ; we don't decrement PP for "struggle"
- ld hl, W_PLAYERBATTSTATUS1
- ld a, [hli] ; load the W_PLAYERBATTSTATUS1 pokemon status flags and increment hl to load the
- ; W_PLAYERBATTSTATUS2 status flags later
- and a, (1 << StoringEnergy) | (1 << ThrashingAbout) | (1 << AttackingMultipleTimes)
- ret nz ; if any of these statuses are true, don't decrement PP
- bit UsingRage, [hl]
- ret nz ; don't decrement PP either if Pokemon is using Rage
- ld hl, wBattleMonPP ; PP of first move (in battle)
-
-; decrement PP in the battle struct
- call .DecrementPP
-
-; decrement PP in the party struct
- ld a, [W_PLAYERBATTSTATUS3]
- bit Transformed, a
- ret nz ; Return if transformed. Pokemon Red stores the "current pokemon's" PP
- ; separately from the "Pokemon in your party's" PP. This is
- ; duplication -- in all cases *other* than Pokemon with Transform.
- ; Normally, this means we have to go on and make the same
- ; modification to the "party's pokemon" PP that we made to the
- ; "current pokemon's" PP. But, if we're dealing with a Transformed
- ; Pokemon, it has separate PP for the move set that it copied from
- ; its opponent, which is *not* the same as its real PP as part of your
- ; party. So we return, and don't do that part.
-
- ld hl, wPartyMon1PP ; PP of first move (in party)
- ld a, [wPlayerMonNumber] ; which mon in party is active
- ld bc, wPartyMon2 - wPartyMon1
- call AddNTimes ; calculate address of the mon to modify
-.DecrementPP
- ld a, [wPlayerMoveListIndex] ; which move (0, 1, 2, 3) did we use?
- ld c, a
- ld b, 0
- add hl ,bc ; calculate the address in memory of the PP we need to decrement
- ; based on the move chosen.
- dec [hl] ; Decrement PP
- ret