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|
BattleCore:
; These are move effects (second value from the Moves table in bank $E).
ResidualEffects1: ; 3c000 (f:4000)
; most non-side effects
db CONVERSION_EFFECT
db HAZE_EFFECT
db SWITCH_AND_TELEPORT_EFFECT
db MIST_EFFECT
db FOCUS_ENERGY_EFFECT
db CONFUSION_EFFECT
db HEAL_EFFECT
db TRANSFORM_EFFECT
db LIGHT_SCREEN_EFFECT
db REFLECT_EFFECT
db POISON_EFFECT
db PARALYZE_EFFECT
db SUBSTITUTE_EFFECT
db MIMIC_EFFECT
db LEECH_SEED_EFFECT
db SPLASH_EFFECT
db -1
SetDamageEffects: ; 3c011 (f:4011)
; moves that do damage but not through normal calculations
; e.g., Super Fang, Psywave
db SUPER_FANG_EFFECT
db SPECIAL_DAMAGE_EFFECT
db -1
ResidualEffects2: ; 3c014 (f:4014)
; non-side effects not included in ResidualEffects1
; stat-affecting moves, sleep-inflicting moves, and Bide
; e.g., Meditate, Bide, Hypnosis
db $01
db ATTACK_UP1_EFFECT
db DEFENSE_UP1_EFFECT
db SPEED_UP1_EFFECT
db SPECIAL_UP1_EFFECT
db ACCURACY_UP1_EFFECT
db EVASION_UP1_EFFECT
db ATTACK_DOWN1_EFFECT
db DEFENSE_DOWN1_EFFECT
db SPEED_DOWN1_EFFECT
db SPECIAL_DOWN1_EFFECT
db ACCURACY_DOWN1_EFFECT
db EVASION_DOWN1_EFFECT
db BIDE_EFFECT
db SLEEP_EFFECT
db ATTACK_UP2_EFFECT
db DEFENSE_UP2_EFFECT
db SPEED_UP2_EFFECT
db SPECIAL_UP2_EFFECT
db ACCURACY_UP2_EFFECT
db EVASION_UP2_EFFECT
db ATTACK_DOWN2_EFFECT
db DEFENSE_DOWN2_EFFECT
db SPEED_DOWN2_EFFECT
db SPECIAL_DOWN2_EFFECT
db ACCURACY_DOWN2_EFFECT
db EVASION_DOWN2_EFFECT
db -1
AlwaysHappenSideEffects: ; 3c030 (f:4030)
; Attacks that aren't finished after they faint the opponent.
db DRAIN_HP_EFFECT
db EXPLODE_EFFECT
db DREAM_EATER_EFFECT
db PAY_DAY_EFFECT
db TWO_TO_FIVE_ATTACKS_EFFECT
db $1E
db ATTACK_TWICE_EFFECT
db RECOIL_EFFECT
db TWINEEDLE_EFFECT
db RAGE_EFFECT
db -1
SpecialEffects: ; 3c03b (f:403b)
; Effects from arrays 2, 4, and 5B, minus Twineedle and Rage.
; Includes all effects that do not need to be called at the end of
; ExecutePlayerMove (or ExecuteEnemyMove), because they have already been handled
db DRAIN_HP_EFFECT
db EXPLODE_EFFECT
db DREAM_EATER_EFFECT
db PAY_DAY_EFFECT
db SWIFT_EFFECT
db TWO_TO_FIVE_ATTACKS_EFFECT
db $1E
db CHARGE_EFFECT
db SUPER_FANG_EFFECT
db SPECIAL_DAMAGE_EFFECT
db FLY_EFFECT
db ATTACK_TWICE_EFFECT
db JUMP_KICK_EFFECT
db RECOIL_EFFECT
; fallthrough to Next EffectsArray
SpecialEffectsCont: ; 3c049 (f:4049)
; damaging moves whose effect is executed prior to damage calculation
db THRASH_PETAL_DANCE_EFFECT
db TRAPPING_EFFECT
db -1
SlidePlayerAndEnemySilhouettesOnScreen: ; 3c04c (f:404c)
call LoadPlayerBackPic
ld a, MESSAGE_BOX ; the usual text box at the bottom of the screen
ld [wTextBoxID], a
call DisplayTextBoxID
coord hl, 1, 5
lb bc, 3, 7
call ClearScreenArea
call DisableLCD
call LoadFontTilePatterns
call LoadHudAndHpBarAndStatusTilePatterns
ld hl, vBGMap0
ld bc, $400
.clearBackgroundLoop
ld a, " "
ld [hli], a
dec bc
ld a, b
or c
jr nz, .clearBackgroundLoop
; copy the work RAM tile map to VRAM
coord hl, 0, 0
ld de, vBGMap0
ld b, 18 ; number of rows
.copyRowLoop
ld c, 20 ; number of columns
.copyColumnLoop
ld a, [hli]
ld [de], a
inc e
dec c
jr nz, .copyColumnLoop
ld a, 12 ; number of off screen tiles to the right of screen in VRAM
add e ; skip the off screen tiles
ld e, a
jr nc, .noCarry
inc d
.noCarry
dec b
jr nz, .copyRowLoop
call EnableLCD
ld a, $90
ld [hWY], a
ld [rWY], a
xor a
ld [hTilesetType], a
ld [hSCY], a
dec a
ld [wUpdateSpritesEnabled], a
call Delay3
xor a
ld [H_AUTOBGTRANSFERENABLED], a
ld b, $70
ld c, $90
ld a, c
ld [hSCX], a
call DelayFrame
ld a, %11100100 ; inverted palette for silhouette effect
ld [rBGP], a
ld [rOBP0], a
ld [rOBP1], a
call UpdateGBCPal_BGP
call UpdateGBCPal_OBP0
call UpdateGBCPal_OBP1
.slideSilhouettesLoop ; slide silhouettes of the player's pic and the enemy's pic onto the screen
ld h, b
ld l, $40
call SetScrollXForSlidingPlayerBodyLeft ; begin background scrolling on line $40
inc b
inc b
ld h, $0
ld l, $60
call SetScrollXForSlidingPlayerBodyLeft ; end background scrolling on line $60
call SlidePlayerHeadLeft
ld a, c
ld [hSCX], a
dec c
dec c
jr nz, .slideSilhouettesLoop
ld a, $1
ld [H_AUTOBGTRANSFERENABLED], a
ld a, $31
ld [hStartTileID], a
coord hl, 1, 5
predef CopyUncompressedPicToTilemap
xor a
ld [hWY], a
ld [rWY], a
inc a
ld [H_AUTOBGTRANSFERENABLED], a
call Delay3
ld b, SET_PAL_BATTLE
call RunPaletteCommand
call HideSprites
jpab PrintBeginningBattleText
; when a battle is starting, silhouettes of the player's pic and the enemy's pic are slid onto the screen
; the lower of the player's pic (his body) is part of the background, but his head is a sprite
; the reason for this is that it shares Y coordinates with the lower part of the enemy pic, so background scrolling wouldn't work for both pics
; instead, the enemy pic is part of the background and uses the scroll register, while the player's head is a sprite and is slid by changing its X coordinates in a loop
SlidePlayerHeadLeft: ; 3c108 (f:4108)
push bc
ld hl, wOAMBuffer + $01
ld c, $15 ; number of OAM entries
ld de, $4 ; size of OAM entry
.loop
dec [hl] ; decrement X
dec [hl] ; decrement X
add hl, de ; next OAM entry
dec c
jr nz, .loop
pop bc
ret
SetScrollXForSlidingPlayerBodyLeft: ; 3c119 (f:4119)
ld a, [rLY]
cp l
jr nz, SetScrollXForSlidingPlayerBodyLeft
ld a, h
ld [rSCX], a
.loop
ld a, [rLY]
cp h
jr z, .loop
ret
StartBattle: ; 3c127 (f:4127)
xor a
ld [wPartyGainExpFlags], a
ld [wPartyFoughtCurrentEnemyFlags], a
ld [wActionResultOrTookBattleTurn], a
inc a
ld [wFirstMonsNotOutYet], a
ld hl, wEnemyMon1HP
ld bc, wEnemyMon2 - wEnemyMon1 - 1
ld d, $3
.findFirstAliveEnemyMonLoop
inc d
ld a, [hli]
or [hl]
jr nz, .foundFirstAliveEnemyMon
add hl, bc
jr .findFirstAliveEnemyMonLoop
.foundFirstAliveEnemyMon
ld a, d
ld [wSerialExchangeNybbleReceiveData], a
ld a, [wIsInBattle]
dec a ; is it a trainer battle?
call nz, EnemySendOutFirstMon ; if it is a trainer battle, send out enemy mon
ld c, 40
call DelayFrames
call SaveScreenTilesToBuffer1
.checkAnyPartyAlive
ld a, [wBattleType]
cp $3
jp z, .specialBattle
cp $4
jp z, .specialBattle
call AnyPartyAlive
ld a, d
and a
jp z, HandlePlayerBlackOut ; jump if no mon is alive
.specialBattle
call LoadScreenTilesFromBuffer1
ld a, [wBattleType]
and a ; is it a normal battle?
jp z, .playerSendOutFirstMon ; if so, send out player mon
; safari zone battle
.displaySafariZoneBattleMenu
call DisplayBattleMenu
ret c ; return if the player ran from battle
ld a, [wActionResultOrTookBattleTurn]
and a ; was the item used successfully?
jr z, .displaySafariZoneBattleMenu ; if not, display the menu again; XXX does this ever jump?
ld a, [wNumSafariBalls]
and a
jr nz, .notOutOfSafariBalls
call LoadScreenTilesFromBuffer1
ld hl, .outOfSafariBallsText
jp PrintText
.notOutOfSafariBalls
callab PrintSafariZoneBattleText
ld a, [wEnemyMonSpeed + 1]
add a
ld b, a ; init b (which is later compared with random value) to (enemy speed % 256) * 2
jp c, EnemyRan ; if (enemy speed % 256) > 127, the enemy runs
ld a, [wSafariBaitFactor]
and a ; is bait factor 0?
jr z, .checkEscapeFactor
; bait factor is not 0
; divide b by 4 (making the mon less likely to run)
srl b
srl b
.checkEscapeFactor
ld a, [wSafariEscapeFactor]
and a ; is escape factor 0?
jr z, .compareWithRandomValue
; escape factor is not 0
; multiply b by 2 (making the mon more likely to run)
sla b
jr nc, .compareWithRandomValue
; cap b at 255
ld b, $ff
.compareWithRandomValue
call Random
cp b
jr nc, .checkAnyPartyAlive
jr EnemyRan ; if b was greater than the random value, the enemy runs
.outOfSafariBallsText
TX_FAR _OutOfSafariBallsText
db "@"
.playerSendOutFirstMon
xor a
ld [wWhichPokemon], a
.findFirstAliveMonLoop
call HasMonFainted
jr nz, .foundFirstAliveMon
; fainted, go to the next one
ld hl, wWhichPokemon
inc [hl]
jr .findFirstAliveMonLoop
.foundFirstAliveMon
ld a, [wWhichPokemon]
ld [wPlayerMonNumber], a
inc a
ld hl, wPartySpecies - 1
ld c, a
ld b, 0
add hl, bc
ld a, [hl] ; species
ld [wcf91], a
ld [wBattleMonSpecies2], a
call LoadScreenTilesFromBuffer1
coord hl, 1, 5
ld a, $9
call SlideTrainerPicOffScreen
call SaveScreenTilesToBuffer1
ld a, [wWhichPokemon]
ld c, a
ld b, FLAG_SET
push bc
ld hl, wPartyGainExpFlags
predef FlagActionPredef
ld hl, wPartyFoughtCurrentEnemyFlags
pop bc
predef FlagActionPredef
call LoadBattleMonFromParty
call LoadScreenTilesFromBuffer1
call SendOutMon
jr MainInBattleLoop
; wild mon or link battle enemy ran from battle
EnemyRan: ; 3c202 (f:4218)
call LoadScreenTilesFromBuffer1
ld a, [wLinkState]
cp LINK_STATE_BATTLING
ld hl, WildRanText
jr nz, .printText
; link battle
xor a
ld [wBattleResult], a
ld hl, EnemyRanText
.printText
call PrintText
ld a, SFX_RUN
call PlaySoundWaitForCurrent
xor a
ld [H_WHOSETURN], a
jpab AnimationSlideEnemyMonOff
WildRanText: ; 3c23f (f:423f)
TX_FAR _WildRanText
db "@"
EnemyRanText: ; 3c23f (f:423f)
TX_FAR _EnemyRanText
db "@"
MainInBattleLoop: ; 3c249 (f:4249)
call ReadPlayerMonCurHPAndStatus
ld hl, wBattleMonHP
ld a, [hli]
or [hl] ; is battle mon HP 0?
jp z, HandlePlayerMonFainted ; if battle mon HP is 0, jump
ld hl, wEnemyMonHP
ld a, [hli]
or [hl] ; is enemy mon HP 0?
jp z, HandleEnemyMonFainted ; if enemy mon HP is 0, jump
call SaveScreenTilesToBuffer1
xor a
ld [wFirstMonsNotOutYet], a
ld a, [wPlayerBattleStatus2]
and (1 << NeedsToRecharge) | (1 << UsingRage) ; check if the player is using Rage or needs to recharge
jr nz, .selectEnemyMove
; the player is not using Rage and doesn't need to recharge
ld hl, wEnemyBattleStatus1
res Flinched, [hl] ; reset flinch bit
ld hl, wPlayerBattleStatus1
res Flinched, [hl] ; reset flinch bit
ld a, [hl]
and (1 << ThrashingAbout) | (1 << ChargingUp) ; check if the player is thrashing about or charging for an attack
jr nz, .selectEnemyMove ; if so, jump
; the player is neither thrashing about nor charging for an attack
call DisplayBattleMenu ; show battle menu
ret c ; return if player ran from battle
ld a, [wEscapedFromBattle]
and a
ret nz ; return if pokedoll was used to escape from battle
ld a, [wBattleMonStatus]
and (1 << FRZ) | SLP ; is mon frozen or asleep?
jr nz, .selectEnemyMove ; if so, jump
ld a, [wPlayerBattleStatus1]
and (1 << StoringEnergy) | (1 << UsingTrappingMove) ; check player is using Bide or using a multi-turn attack like wrap
jr nz, .selectEnemyMove ; if so, jump
ld a, [wEnemyBattleStatus1]
bit UsingTrappingMove, a ; check if enemy is using a multi-turn attack like wrap
jr z, .selectPlayerMove ; if not, jump
; enemy is using a mult-turn attack like wrap, so player is trapped and cannot execute a move
ld a, $ff
ld [wPlayerSelectedMove], a
jr .selectEnemyMove
.selectPlayerMove
ld a, [wActionResultOrTookBattleTurn]
and a ; has the player already used the turn (e.g. by using an item, trying to run or switching pokemon)
jr nz, .selectEnemyMove
ld [wMoveMenuType], a
inc a
ld [W_ANIMATIONID], a
xor a
ld [wMenuItemToSwap], a
call MoveSelectionMenu
push af
call LoadScreenTilesFromBuffer1
call DrawHUDsAndHPBars
pop af
jr nz, MainInBattleLoop ; if the player didn't select a move, jump
.selectEnemyMove
call SelectEnemyMove
ld a, [wLinkState]
cp LINK_STATE_BATTLING
jr nz, .noLinkBattle
; link battle
ld a, [wSerialExchangeNybbleReceiveData]
cp $f
jp z, EnemyRan
cp $e
jr z, .noLinkBattle
cp $d
jr z, .noLinkBattle
sub $4
jr c, .noLinkBattle
; the link battle enemy has switched mons
ld a, [wPlayerBattleStatus1]
bit UsingTrappingMove, a ; check if using multi-turn move like Wrap
jr z, .specialMoveNotUsed
ld a, [wPlayerMoveListIndex]
ld hl, wBattleMonMoves
ld c, a
ld b, 0
add hl, bc
ld a, [hl]
cp METRONOME ; a MIRROR MOVE check is missing, might lead to a desync in link battles
; when combined with multi-turn moves
jr nz, .specialMoveNotUsed
ld [wPlayerSelectedMove], a
.specialMoveNotUsed
callab SwitchEnemyMon
.noLinkBattle
ld a, [wPlayerSelectedMove]
cp QUICK_ATTACK
jr nz, .playerDidNotUseQuickAttack
ld a, [wEnemySelectedMove]
cp QUICK_ATTACK
jr z, .compareSpeed ; if both used Quick Attack
jp .playerMovesFirst ; if player used Quick Attack and enemy didn't
.playerDidNotUseQuickAttack
ld a, [wEnemySelectedMove]
cp QUICK_ATTACK
jr z, .enemyMovesFirst ; if enemy used Quick Attack and player didn't
ld a, [wPlayerSelectedMove]
cp COUNTER
jr nz, .playerDidNotUseCounter
ld a, [wEnemySelectedMove]
cp COUNTER
jr z, .compareSpeed ; if both used Counter
jr .enemyMovesFirst ; if player used Counter and enemy didn't
.playerDidNotUseCounter
ld a, [wEnemySelectedMove]
cp COUNTER
jr z, .playerMovesFirst ; if enemy used Counter and player didn't
.compareSpeed
ld de, wBattleMonSpeed ; player speed value
ld hl, wEnemyMonSpeed ; enemy speed value
ld c, $2
call StringCmp ; compare speed values
jr z, .speedEqual
jr nc, .playerMovesFirst ; if player is faster
jr .enemyMovesFirst ; if enemy is faster
.speedEqual ; 50/50 chance for both players
ld a, [$ffaa]
cp $2
jr z, .invertOutcome
call BattleRandom
cp $80
jr c, .playerMovesFirst
jr .enemyMovesFirst
.invertOutcome
call BattleRandom
cp $80
jr c, .enemyMovesFirst
jr .playerMovesFirst
.enemyMovesFirst
ld a, $1
ld [H_WHOSETURN], a
callab TrainerAI
jr c, .AIActionUsedEnemyFirst
call ExecuteEnemyMove
ld a, [wEscapedFromBattle]
and a ; was Teleport, Road, or Whirlwind used to escape from battle?
ret nz ; if so, return
ld a, b
and a
jp z, HandlePlayerMonFainted
.AIActionUsedEnemyFirst
call HandlePoisonBurnLeechSeed
jp z, HandleEnemyMonFainted
call DrawHUDsAndHPBars
call ExecutePlayerMove
ld a, [wEscapedFromBattle]
and a ; was Teleport, Road, or Whirlwind used to escape from battle?
ret nz ; if so, return
ld a, b
and a
jp z, HandleEnemyMonFainted
call HandlePoisonBurnLeechSeed
jp z, HandlePlayerMonFainted
call DrawHUDsAndHPBars
call CheckNumAttacksLeft
jp MainInBattleLoop
.playerMovesFirst
call ExecutePlayerMove
ld a, [wEscapedFromBattle]
and a ; was Teleport, Road, or Whirlwind used to escape from battle?
ret nz ; if so, return
ld a, b
and a
jp z, HandleEnemyMonFainted
call HandlePoisonBurnLeechSeed
jp z, HandlePlayerMonFainted
call DrawHUDsAndHPBars
ld a, $1
ld [H_WHOSETURN], a
callab TrainerAI
jr c, .AIActionUsedPlayerFirst
call ExecuteEnemyMove
ld a, [wEscapedFromBattle]
and a ; was Teleport, Road, or Whirlwind used to escape from battle?
ret nz ; if so, return
ld a, b
and a
jp z, HandlePlayerMonFainted
.AIActionUsedPlayerFirst
call HandlePoisonBurnLeechSeed
jp z, HandleEnemyMonFainted
call DrawHUDsAndHPBars
call CheckNumAttacksLeft
jp MainInBattleLoop
HandlePoisonBurnLeechSeed: ; 3c3d3 (f:43d3)
ld hl, wBattleMonHP
ld de, wBattleMonStatus
ld a, [H_WHOSETURN]
and a
jr z, .playersTurn
ld hl, wEnemyMonHP
ld de, wEnemyMonStatus
.playersTurn
ld a, [de]
and (1 << BRN) | (1 << PSN)
jr z, .notBurnedOrPoisoned
push hl
ld hl, HurtByPoisonText
ld a, [de]
and 1 << BRN
jr z, .poisoned
ld hl, HurtByBurnText
.poisoned
call PrintText
xor a
ld [wAnimationType], a
ld a,BURN_PSN_ANIM
call PlayMoveAnimation ; play burn/poison animation
pop hl
call HandlePoisonBurnLeechSeed_DecreaseOwnHP
.notBurnedOrPoisoned
ld de, wPlayerBattleStatus2
ld a, [H_WHOSETURN]
and a
jr z, .playersTurn2
ld de, wEnemyBattleStatus2
.playersTurn2
ld a, [de]
add a
jr nc, .notLeechSeeded
push hl
ld a, [H_WHOSETURN]
push af
xor $1
ld [H_WHOSETURN], a
xor a
ld [wAnimationType], a
ld a,ABSORB
call PlayMoveAnimation ; play leech seed animation (from opposing mon)
pop af
ld [H_WHOSETURN], a
pop hl
call HandlePoisonBurnLeechSeed_DecreaseOwnHP
call HandlePoisonBurnLeechSeed_IncreaseEnemyHP
push hl
ld hl, HurtByLeechSeedText
call PrintText
pop hl
.notLeechSeeded
ld a, [hli]
or [hl]
ret nz ; test if fainted
call DrawHUDsAndHPBars
ld c, 20
call DelayFrames
xor a
ret
HurtByPoisonText: ; 3c444 (f:4444)
TX_FAR _HurtByPoisonText
db "@"
HurtByBurnText: ; 3c449 (f:4449)
TX_FAR _HurtByBurnText
db "@"
HurtByLeechSeedText: ; 3c44e (f:444e)
TX_FAR _HurtByLeechSeedText
db "@"
; decreases the mon's current HP by 1/16 of the Max HP (multiplied by number of toxic ticks if active)
; note that the toxic ticks are considered even if the damage is not poison (hence the Leech Seed glitch)
; hl: HP pointer
; bc (out): total damage
HandlePoisonBurnLeechSeed_DecreaseOwnHP: ; 3c43d (f:443d)
push hl
push hl
ld bc, $e ; skip to max HP
add hl, bc
ld a, [hli] ; load max HP
ld [wHPBarMaxHP+1], a
ld b, a
ld a, [hl]
ld [wHPBarMaxHP], a
ld c, a
srl b
rr c
srl b
rr c
srl c
srl c ; c = max HP/16 (assumption: HP < 1024)
ld a, c
and a
jr nz, .nonZeroDamage
inc c ; damage is at least 1
.nonZeroDamage
ld hl, wPlayerBattleStatus3
ld de, wPlayerToxicCounter
ld a, [H_WHOSETURN]
and a
jr z, .playersTurn
ld hl, wEnemyBattleStatus3
ld de, wEnemyToxicCounter
.playersTurn
bit BadlyPoisoned, [hl]
jr z, .noToxic
ld a, [de] ; increment toxic counter
inc a
ld [de], a
ld hl, $0000
.toxicTicksLoop
add hl, bc
dec a
jr nz, .toxicTicksLoop
ld b, h ; bc = damage * toxic counter
ld c, l
.noToxic
pop hl
inc hl
ld a, [hl] ; subtract total damage from current HP
ld [wHPBarOldHP], a
sub c
ld [hld], a
ld [wHPBarNewHP], a
ld a, [hl]
ld [wHPBarOldHP+1], a
sbc b
ld [hl], a
ld [wHPBarNewHP+1], a
jr nc, .noOverkill
xor a ; overkill: zero HP
ld [hli], a
ld [hl], a
ld [wHPBarNewHP], a
ld [wHPBarNewHP+1], a
.noOverkill
call UpdateCurMonHPBar
pop hl
ret
; adds bc to enemy HP
; bc isn't updated if HP substracted was capped to prevent overkill
HandlePoisonBurnLeechSeed_IncreaseEnemyHP: ; 3c4b9 (f:44b9)
push hl
ld hl, wEnemyMonMaxHP
ld a, [H_WHOSETURN]
and a
jr z, .playersTurn
ld hl, wBattleMonMaxHP
.playersTurn
ld a, [hli]
ld [wHPBarMaxHP+1], a
ld a, [hl]
ld [wHPBarMaxHP], a
ld de, wBattleMonHP - wBattleMonMaxHP
add hl, de ; skip back from max hp to current hp
ld a, [hl]
ld [wHPBarOldHP], a ; add bc to current HP
add c
ld [hld], a
ld [wHPBarNewHP], a
ld a, [hl]
ld [wHPBarOldHP+1], a
adc b
ld [hli], a
ld [wHPBarNewHP+1], a
ld a, [wHPBarMaxHP]
ld c, a
ld a, [hld]
sub c
ld a, [wHPBarMaxHP+1]
ld b, a
ld a, [hl]
sbc b
jr c, .noOverfullHeal
ld a, b ; overfull heal, set HP to max HP
ld [hli], a
ld [wHPBarNewHP+1], a
ld a, c
ld [hl], a
ld [wHPBarNewHP], a
.noOverfullHeal
ld a, [H_WHOSETURN]
xor $1
ld [H_WHOSETURN], a
call UpdateCurMonHPBar
ld a, [H_WHOSETURN]
xor $1
ld [H_WHOSETURN], a
pop hl
ret
UpdateCurMonHPBar: ; 3c50c (f:450c)
coord hl, 10, 9 ; tile pointer to player HP bar
ld a, [H_WHOSETURN]
and a
ld a, $1
jr z, .playersTurn
coord hl, 2, 2 ; tile pointer to enemy HP bar
xor a
.playersTurn
push bc
ld [wHPBarType], a
predef UpdateHPBar2
pop bc
ret
CheckNumAttacksLeft: ; 3c525 (f:4525)
ld a, [wPlayerNumAttacksLeft]
and a
jr nz, .checkEnemy
; player has 0 attacks left
ld hl, wPlayerBattleStatus1
res UsingTrappingMove, [hl] ; player not using multi-turn attack like wrap any more
.checkEnemy
ld a, [wEnemyNumAttacksLeft]
and a
ret nz
; enemy has 0 attacks left
ld hl, wEnemyBattleStatus1
res UsingTrappingMove, [hl] ; enemy not using multi-turn attack like wrap any more
ret
HandleEnemyMonFainted: ; 3c53b (f:453b)
xor a
ld [wInHandlePlayerMonFainted], a
call FaintEnemyPokemon
call AnyPartyAlive
ld a, d
and a
jp z, HandlePlayerBlackOut ; if no party mons are alive, the player blacks out
ld hl, wBattleMonHP
ld a, [hli]
or [hl] ; is battle mon HP zero?
call nz, DrawPlayerHUDAndHPBar ; if battle mon HP is not zero, draw player HD and HP bar
ld a, [wIsInBattle]
dec a
ret z ; return if it's a wild battle
call AnyEnemyPokemonAliveCheck
jp z, TrainerBattleVictory
ld hl, wBattleMonHP
ld a, [hli]
or [hl] ; does battle mon have 0 HP?
jr nz, .skipReplacingBattleMon ; if not, skip replacing battle mon
call DoUseNextMonDialogue ; this call is useless in a trainer battle. it shouldn't be here
ret c
call ChooseNextMon
.skipReplacingBattleMon
ld a, $1
ld [wActionResultOrTookBattleTurn], a
call ReplaceFaintedEnemyMon
jp z, EnemyRan
xor a
ld [wActionResultOrTookBattleTurn], a
jp MainInBattleLoop
FaintEnemyPokemon: ; 3c57d (f:457d)
call ReadPlayerMonCurHPAndStatus
ld a, [wIsInBattle]
dec a
jr z, .wild
ld a, [wEnemyMonPartyPos]
ld hl, wEnemyMon1HP
ld bc, wEnemyMon2 - wEnemyMon1
call AddNTimes
xor a
ld [hli], a
ld [hl], a
.wild
ld hl, wPlayerBattleStatus1
res AttackingMultipleTimes, [hl]
; Bug. This only zeroes the high byte of the player's accumulated damage,
; setting the accumulated damage to itself mod 256 instead of 0 as was probably
; intended. That alone is problematic, but this mistake has another more severe
; effect. This function's counterpart for when the player mon faints,
; RemoveFaintedPlayerMon, zeroes both the high byte and the low byte. In a link
; battle, the other player's Game Boy will call that function in response to
; the enemy mon (the player mon from the other side's perspective) fainting,
; and the states of the two Game Boys will go out of sync unless the damage
; was congruent to 0 modulo 256.
xor a
ld [wPlayerBideAccumulatedDamage], a
ld hl, wEnemyStatsToDouble ; clear enemy statuses
ld [hli], a
ld [hli], a
ld [hli], a
ld [hli], a
ld [hl], a
ld [wEnemyDisabledMove], a
ld [wEnemyDisabledMoveNumber], a
ld [wEnemyMonMinimized], a
ld hl, wPlayerUsedMove
ld [hli], a
ld [hl], a
coord hl, 12, 5
coord de, 12, 6
call SlideDownFaintedMonPic
coord hl, 0, 0
lb bc, 4, 11
call ClearScreenArea
ld a, [wIsInBattle]
dec a
jr z, .wild_win
xor a
ld [wFrequencyModifier], a
ld [wTempoModifier], a
ld a, SFX_FAINT_FALL
call PlaySoundWaitForCurrent
.sfxwait
ld a, [wChannelSoundIDs + CH4]
cp SFX_FAINT_FALL
jr z, .sfxwait
ld a, SFX_FAINT_THUD
call PlaySound
call WaitForSoundToFinish
jr .sfxplayed
.wild_win
call EndLowHealthAlarm
ld a, MUSIC_DEFEATED_WILD_MON
call PlayBattleVictoryMusic
.sfxplayed
; bug: win sfx is played for wild battles before checking for player mon HP
; this can lead to odd scenarios where both player and enemy faint, as the win sfx plays yet the player never won the battle
ld hl, wBattleMonHP
ld a, [hli]
or [hl]
jr nz, .playermonnotfaint
ld a, [wInHandlePlayerMonFainted]
and a ; was this called by HandlePlayerMonFainted?
jr nz, .playermonnotfaint ; if so, don't call RemoveFaintedPlayerMon twice
call RemoveFaintedPlayerMon
.playermonnotfaint
call AnyPartyAlive
ld a, d
and a
ret z
ld hl, EnemyMonFaintedText
call PrintText
call PrintEmptyString
call SaveScreenTilesToBuffer1
xor a
ld [wBattleResult], a
ld b, EXP_ALL
call IsItemInBag
push af
jr z, .giveExpToMonsThatFought ; if no exp all, then jump
; the player has exp all
; first, we halve the values that determine exp gain
; the enemy mon base stats are added to stat exp, so they are halved
; the base exp (which determines normal exp) is also halved
ld hl, wEnemyMonBaseStats
ld b, $7
.halveExpDataLoop
srl [hl]
inc hl
dec b
jr nz, .halveExpDataLoop
; give exp (divided evenly) to the mons that actually fought in battle against the enemy mon that has fainted
; if exp all is in the bag, this will be only be half of the stat exp and normal exp, due to the above loop
.giveExpToMonsThatFought
xor a
ld [wBoostExpByExpAll], a
callab GainExperience
pop af
ret z ; return if no exp all
; the player has exp all
; now, set the gain exp flag for every party member
; half of the total stat exp and normal exp will divided evenly amongst every party member
ld a, $1
ld [wBoostExpByExpAll], a
ld a, [wPartyCount]
ld b, 0
.gainExpFlagsLoop
scf
rl b
dec a
jr nz, .gainExpFlagsLoop
ld a, b
ld [wPartyGainExpFlags], a
jpab GainExperience
EnemyMonFaintedText: ; 3c654 (f:4654)
TX_FAR _EnemyMonFaintedText
db "@"
EndLowHealthAlarm: ; 3c659 (f:4659)
; This function is called when the player has the won the battle. It turns off
; the low health alarm and prevents it from reactivating until the next battle.
xor a
ld [wLowHealthAlarm], a ; turn off low health alarm
ld [wChannelSoundIDs + CH4], a
inc a
ld [wLowHealthAlarmDisabled], a ; prevent it from reactivating
ret
AnyEnemyPokemonAliveCheck: ; 3c665 (f:4665)
ld a, [wEnemyPartyCount]
ld b, a
xor a
ld hl, wEnemyMon1HP
ld de, wEnemyMon2 - wEnemyMon1
.nextPokemon
or [hl]
inc hl
or [hl]
dec hl
add hl, de
dec b
jr nz, .nextPokemon
and a
ret
; stores whether enemy ran in Z flag
ReplaceFaintedEnemyMon: ; 3c67a (f:467a)
ld hl, wEnemyHPBarColor
ld e, $30
call GetBattleHealthBarColor
setpal SHADE_BLACK, SHADE_DARK, SHADE_LIGHT, SHADE_WHITE
ld [rOBP0], a
ld [rOBP1], a
call UpdateGBCPal_OBP0
call UpdateGBCPal_OBP1
callab DrawEnemyPokeballs
ld a, [wLinkState]
cp LINK_STATE_BATTLING
jr nz, .notLinkBattle
; link battle
call LinkBattleExchangeData
ld a, [wSerialExchangeNybbleReceiveData]
cp $f
ret z
call LoadScreenTilesFromBuffer1
.notLinkBattle
call EnemySendOut
xor a
ld [wEnemyMoveNum], a
ld [wActionResultOrTookBattleTurn], a
ld [wAILayer2Encouragement], a
inc a ; reset Z flag
ret
TrainerBattleVictory: ; 3c6b8 (f:46b8)
call EndLowHealthAlarm
ld b, MUSIC_DEFEATED_GYM_LEADER
ld a, [wGymLeaderNo]
and a
jr nz, .gymleader
ld b, MUSIC_DEFEATED_TRAINER
.gymleader
ld a, [wTrainerClass]
cp SONY3 ; final battle against rival
jr nz, .notrival
ld b, MUSIC_DEFEATED_GYM_LEADER
ld hl, wFlags_D733
set 1, [hl]
.notrival
ld a, [wLinkState]
cp LINK_STATE_BATTLING
ld a, b
call nz, PlayBattleVictoryMusic
ld hl, TrainerDefeatedText
call PrintText
ld a, [wLinkState]
cp LINK_STATE_BATTLING
ret z
call ScrollTrainerPicAfterBattle
ld c, 40
call DelayFrames
call PrintEndBattleText
; win money
ld hl, MoneyForWinningText
call PrintText
ld de, wPlayerMoney + 2
ld hl, wAmountMoneyWon + 2
ld c, $3
predef_jump AddBCDPredef
MoneyForWinningText: ; 3c706 (f:4706)
TX_FAR _MoneyForWinningText
db "@"
TrainerDefeatedText: ; 3c70b (f:470b)
TX_FAR _TrainerDefeatedText
db "@"
PlayBattleVictoryMusic: ; 3c710 (f:4710)
push af
call StopAllMusic
ld c, BANK(Music_DefeatedTrainer)
pop af
call PlayMusic
jp Delay3
HandlePlayerMonFainted: ; 3c71d (f:471d)
ld a, 1
ld [wInHandlePlayerMonFainted], a
call RemoveFaintedPlayerMon
call AnyPartyAlive ; test if any more mons are alive
ld a, d
and a
jp z, HandlePlayerBlackOut
ld hl, wEnemyMonHP
ld a, [hli]
or [hl] ; is enemy mon's HP 0?
jr nz, .doUseNextMonDialogue ; if not, jump
; the enemy mon has 0 HP
call FaintEnemyPokemon
ld a, [wIsInBattle]
dec a
ret z ; if wild encounter, battle is over
call AnyEnemyPokemonAliveCheck
jp z, TrainerBattleVictory
.doUseNextMonDialogue
call DoUseNextMonDialogue
ret c ; return if the player ran from battle
call ChooseNextMon
jp nz, MainInBattleLoop ; if the enemy mon has more than 0 HP, go back to battle loop
; the enemy mon has 0 HP
ld a, $1
ld [wActionResultOrTookBattleTurn], a
call ReplaceFaintedEnemyMon
jp z, EnemyRan ; if enemy ran from battle rather than sending out another mon, jump
xor a
ld [wActionResultOrTookBattleTurn], a
jp MainInBattleLoop
; resets flags, slides mon's pic down, plays cry, and prints fainted message
RemoveFaintedPlayerMon: ; 3c75e (f:475e)
ld a, [wPlayerMonNumber]
ld c, a
ld hl, wPartyGainExpFlags
ld b, FLAG_RESET
predef FlagActionPredef ; clear gain exp flag for fainted mon
ld hl, wEnemyBattleStatus1
res 2, [hl] ; reset "attacking multiple times" flag
ld a, [wLowHealthAlarm]
bit 7, a ; skip sound flag (red bar (?))
jr z, .skipWaitForSound
ld a, $ff
ld [wLowHealthAlarm], a ;disable low health alarm
call WaitForSoundToFinish
xor a
.skipWaitForSound
; a is 0, so this zeroes the enemy's accumulated damage.
ld hl, wEnemyBideAccumulatedDamage
ld [hli], a
ld [hl], a
ld [wBattleMonStatus], a
call ReadPlayerMonCurHPAndStatus
coord hl, 9, 7
lb bc, 5, 11
call ClearScreenArea
coord hl, 1, 10
coord de, 1, 11
call SlideDownFaintedMonPic
ld a, $1
ld [wBattleResult], a
; When the player mon and enemy mon faint at the same time and the fact that the
; enemy mon has fainted is detected first (e.g. when the player mon knocks out
; the enemy mon using a move with recoil and faints due to the recoil), don't
; play the player mon's cry or show the "[player mon] fainted!" message.
ld a, [wInHandlePlayerMonFainted]
and a ; was this called by HandleEnemyMonFainted?
ret z ; if so, return
ld a, [wPlayerMonNumber]
ld [wWhichPokemon], a
callab IsThisPartymonStarterPikachu_Party
jr nc, .notPlayerPikachu
ld e, $3
callab PlayPikachuSoundClip
jr .printText
.notPlayerPikachu
ld a, [wBattleMonSpecies]
call PlayCry
.printText
ld hl, PlayerMonFaintedText
call PrintText
ld a, [wPlayerMonNumber]
ld [wWhichPokemon], a
ld a, [wBattleMonLevel]
ld b, a
ld a, [wEnemyMonLevel]
sub b ; enemylevel - playerlevel
; are we stronger than the opposing pokemon?
jr c, .regularFaint ; if so, deduct happiness regularly
cp 30 ; is the enemy 30 levels greater than us?
jr nc, .carelessTrainer ; if so, punish the player for being careless, as they shouldn't be fighting a very high leveled trainer with such a level difference
.regularFaint
callabd_ModifyPikachuHappiness PIKAHAPPY_FAINTED
ret
.carelessTrainer
callabd_ModifyPikachuHappiness PIKAHAPPY_CARELESSTRAINER
ret
PlayerMonFaintedText: ; 3c7fa (f:47fa)
TX_FAR _PlayerMonFaintedText
db "@"
; asks if you want to use next mon
; stores whether you ran in C flag
DoUseNextMonDialogue: ; 3c7ff (f:47ff)
call PrintEmptyString
call SaveScreenTilesToBuffer1
ld a, [wIsInBattle]
and a
dec a
ret nz ; return if it's a trainer battle
ld hl, UseNextMonText
call PrintText
.displayYesNoBox
coord hl, 13, 9
lb bc, 10, 14
ld a, TWO_OPTION_MENU
ld [wTextBoxID], a
call DisplayTextBoxID
ld a, [wMenuExitMethod]
cp CHOSE_SECOND_ITEM ; did the player choose NO?
jr z, .tryRunning ; if the player chose NO, try running
and a ; reset carry
ret
.tryRunning
ld a, [wCurrentMenuItem]
and a
jr z, .displayYesNoBox ; xxx when does this happen?
ld hl, wPartyMon1Speed
ld de, wEnemyMonSpeed
jp TryRunningFromBattle
UseNextMonText: ; 3c837 (f:4837)
TX_FAR _UseNextMonText
db "@"
; choose next player mon to send out
; stores whether enemy mon has no HP left in Z flag
ChooseNextMon: ; 3c83c (f:483c)
ld a, BATTLE_PARTY_MENU
ld [wPartyMenuTypeOrMessageID], a
call DisplayPartyMenu
.checkIfMonChosen
jr nc, .monChosen
.goBackToPartyMenu
call GoBackToPartyMenu
jr .checkIfMonChosen
.monChosen
call HasMonFainted
jr z, .goBackToPartyMenu ; if mon fainted, you have to choose another
ld a, [wLinkState]
cp LINK_STATE_BATTLING
jr nz, .notLinkBattle
ld a, $1
ld [wActionResultOrTookBattleTurn], a
call LinkBattleExchangeData
.notLinkBattle
xor a
ld [wActionResultOrTookBattleTurn], a
call ClearSprites
ld a, [wWhichPokemon]
ld [wPlayerMonNumber], a
ld c, a
ld hl, wPartyGainExpFlags
ld b, FLAG_SET
push bc
predef FlagActionPredef
pop bc
ld hl, wPartyFoughtCurrentEnemyFlags
predef FlagActionPredef
call LoadBattleMonFromParty
call GBPalWhiteOut
call LoadHudTilePatterns
call LoadScreenTilesFromBuffer1
call RunDefaultPaletteCommand
call GBPalNormal
call SendOutMon
ld hl, wEnemyMonHP
ld a, [hli]
or [hl]
ret
; called when player is out of usable mons.
; prints approriate lose message, sets carry flag if player blacked out (special case for initial rival fight)
HandlePlayerBlackOut: ; 3c89c (f:489c)
ld a, [wLinkState]
cp LINK_STATE_BATTLING
jr z, .notSony1Battle
ld a, [wCurOpponent]
cp OPP_SONY1
jr nz, .notSony1Battle
coord hl, 0, 0 ; sony 1 battle
lb bc, 8, 21
call ClearScreenArea
call ScrollTrainerPicAfterBattle
ld c, 40
call DelayFrames
ld hl, Sony1WinText
call PrintText
ld a, [wCurMap]
cp OAKS_LAB
ret z ; starter battle in oak's lab: don't black out
.notSony1Battle
ld b, SET_PAL_BATTLE_BLACK
call RunPaletteCommand
ld hl, PlayerBlackedOutText2
ld a, [wLinkState]
cp LINK_STATE_BATTLING
jr nz, .noLinkBattle
ld hl, LinkBattleLostText
.noLinkBattle
call PrintText
ld a, [wd732]
res 5, a
ld [wd732], a
call ClearScreen
scf
ret
Sony1WinText: ; 3c8e9 (f:48e9)
TX_FAR _Sony1WinText
db "@"
PlayerBlackedOutText2: ; 3c8ee (f:48ee)
TX_FAR _PlayerBlackedOutText2
db "@"
LinkBattleLostText: ; 3c8f3 (f:48f3)
TX_FAR _LinkBattleLostText
db "@"
; slides pic of fainted mon downwards until it disappears
; bug: when this is called, [H_AUTOBGTRANSFERENABLED] is non-zero, so there is screen tearing
SlideDownFaintedMonPic: ; 3c8f8 (f:48f8)
ld a, [wd730]
push af
set 6, a
ld [wd730], a
ld b, 7 ; number of times to slide
.slideStepLoop ; each iteration, the mon is slid down one row
push bc
push de
push hl
ld b, 6 ; number of rows
.rowLoop
push bc
push hl
push de
ld bc, $7
call CopyData
pop de
pop hl
ld bc, -SCREEN_WIDTH
add hl, bc
push hl
ld h, d
ld l, e
add hl, bc
ld d, h
ld e, l
pop hl
pop bc
dec b
jr nz, .rowLoop
ld bc, SCREEN_WIDTH
add hl, bc
ld de, SevenSpacesText
call PlaceString
ld c, 2
call DelayFrames
pop hl
pop de
pop bc
dec b
jr nz, .slideStepLoop
pop af
ld [wd730], a
ret
SevenSpacesText: ; 3c93c (f:493c)
db " @"
; slides the player or enemy trainer off screen
; a is the number of tiles to slide it horizontally (always 9 for the player trainer or 8 for the enemy trainer)
; if a is 8, the slide is to the right, else it is to the left
; bug: when this is called, [H_AUTOBGTRANSFERENABLED] is non-zero, so there is screen tearing
SlideTrainerPicOffScreen: ; 3c944 (f:4944)
ld [hSlideAmount], a
ld c, a
.slideStepLoop ; each iteration, the trainer pic is slid one tile left/right
push bc
push hl
ld b, 7 ; number of rows
.rowLoop
push hl
ld a, [hSlideAmount]
ld c, a
.columnLoop
ld a, [hSlideAmount]
cp 8
jr z, .slideRight
.slideLeft ; slide player sprite off screen
ld a, [hld]
ld [hli], a
inc hl
jr .nextColumn
.slideRight ; slide enemy trainer sprite off screen
ld a, [hli]
ld [hld], a
dec hl
.nextColumn
dec c
jr nz, .columnLoop
pop hl
ld de, 20
add hl, de
dec b
jr nz, .rowLoop
ld c, 2
call DelayFrames
pop hl
pop bc
dec c
jr nz, .slideStepLoop
ret
; send out a trainer's mon
EnemySendOut: ; 3c973 (f:4973)
ld hl,wPartyGainExpFlags
xor a
ld [hl],a
ld a,[wPlayerMonNumber]
ld c,a
ld b,FLAG_SET
push bc
predef FlagActionPredef
ld hl,wPartyFoughtCurrentEnemyFlags
xor a
ld [hl],a
pop bc
predef FlagActionPredef
; don't change wPartyGainExpFlags or wPartyFoughtCurrentEnemyFlags
EnemySendOutFirstMon: ; 3c98f (f:498f)
xor a
ld hl,wEnemyStatsToDouble ; clear enemy statuses
ld [hli],a
ld [hli],a
ld [hli],a
ld [hli],a
ld [hl],a
ld [wEnemyDisabledMove],a
ld [wEnemyDisabledMoveNumber],a
ld [wEnemyMonMinimized],a
ld hl,wPlayerUsedMove
ld [hli],a
ld [hl],a
dec a
ld [wAICount],a
ld hl,wPlayerBattleStatus1
res 5,[hl]
coord hl, 18, 0
ld a,8
call SlideTrainerPicOffScreen
call PrintEmptyString
call SaveScreenTilesToBuffer1
ld a,[wLinkState]
cp LINK_STATE_BATTLING
jr nz,.next
ld a,[wSerialExchangeNybbleReceiveData]
sub 4
ld [wWhichPokemon],a
jr .next3
.next
ld b,$FF
.next2
inc b
ld a,[wEnemyMonPartyPos]
cp b
jr z,.next2
ld hl,wEnemyMon1
ld a,b
ld [wWhichPokemon],a
push bc
ld bc,wEnemyMon2 - wEnemyMon1
call AddNTimes
pop bc
inc hl
ld a,[hli]
ld c,a
ld a,[hl]
or c
jr z,.next2
.next3
ld a,[wWhichPokemon]
ld hl,wEnemyMon1Level
ld bc,wEnemyMon2 - wEnemyMon1
call AddNTimes
ld a,[hl]
ld [wCurEnemyLVL],a
ld a,[wWhichPokemon]
inc a
ld hl,wEnemyPartyCount
ld c,a
ld b,0
add hl,bc
ld a,[hl]
ld [wEnemyMonSpecies2],a
ld [wcf91],a
call LoadEnemyMonData
ld hl,wEnemyMonHP
ld a,[hli]
ld [wLastSwitchInEnemyMonHP],a
ld a,[hl]
ld [wLastSwitchInEnemyMonHP + 1],a
ld a,1
ld [wCurrentMenuItem],a
ld a,[wFirstMonsNotOutYet]
dec a
jr z,.next4
ld a,[wPartyCount]
dec a
jr z,.next4
ld a,[wLinkState]
cp LINK_STATE_BATTLING
jr z,.next4
ld a,[wOptions]
bit 6,a
jr nz,.next4
ld hl, TrainerAboutToUseText
call PrintText
coord hl, 0, 7
lb bc, 8, 1
ld a,TWO_OPTION_MENU
ld [wTextBoxID],a
call DisplayTextBoxID
ld a,[wCurrentMenuItem]
and a
jr nz,.next4
ld a,BATTLE_PARTY_MENU
ld [wPartyMenuTypeOrMessageID],a
call DisplayPartyMenu
.next9
ld a,1
ld [wCurrentMenuItem],a
jr c,.next7
ld hl,wPlayerMonNumber
ld a,[wWhichPokemon]
cp [hl]
jr nz,.next6
ld hl,AlreadyOutText
call PrintText
.next8
call GoBackToPartyMenu
jr .next9
.next6
call HasMonFainted
jr z,.next8
xor a
ld [wCurrentMenuItem],a
.next7
call GBPalWhiteOut
call LoadHudTilePatterns
call LoadScreenTilesFromBuffer1
.next4
call ClearSprites
coord hl, 0, 0
lb bc, 4, 11
call ClearScreenArea
ld b, SET_PAL_BATTLE
call RunPaletteCommand
call GBPalNormal
ld hl,TrainerSentOutText
call PrintText
ld a,[wEnemyMonSpecies2]
ld [wcf91],a
ld [wd0b5],a
call GetMonHeader
ld de,vFrontPic
call LoadMonFrontSprite
ld a,-$31
ld [hStartTileID],a
coord hl, 15, 6
predef AnimateSendingOutMon
ld a,[wEnemyMonSpecies2]
call PlayCry
call DrawEnemyHUDAndHPBar
ld a,[wCurrentMenuItem]
and a
ret nz
xor a
ld [wPartyGainExpFlags],a
ld [wPartyFoughtCurrentEnemyFlags],a
call SaveScreenTilesToBuffer1
jp SwitchPlayerMon
TrainerAboutToUseText: ; 3cade (f:4ade)
TX_FAR _TrainerAboutToUseText
db "@"
TrainerSentOutText: ; 3cae3 (f:4ae3)
TX_FAR _TrainerSentOutText
db "@"
; tests if the player has any pokemon that are not fainted
; sets d = 0 if all fainted, d != 0 if some mons are still alive
AnyPartyAlive: ; 3cae8 (f:4ae8)
ld a, [wPartyCount]
ld e, a
xor a
ld hl, wPartyMon1HP
ld bc, wPartyMon2 - wPartyMon1 - 1
.partyMonsLoop
or [hl]
inc hl
or [hl]
add hl, bc
dec e
jr nz, .partyMonsLoop
ld d, a
ret
HasMonFainted: ; 3cafc (f:4afc)
dr $3cafc,$3cb1e
TryRunningFromBattle: ; 3cb1e (f:4b1e)
dr $3cb1e,$3cc10
LoadBattleMonFromParty: ; 3cc10 (f:4c10)
dr $3cc10,$3ccfb
SendOutMon: ; 3ccfb (f:4cfb)
dr $3ccfb,$3ce08
ReadPlayerMonCurHPAndStatus: ; 3ce08 (f:4e08)
dr $3ce08,$3ce1f
DrawHUDsAndHPBars: ; 3ce1f (f:4e1f)
dr $3ce1f,$3ce25
DrawPlayerHUDAndHPBar: ; 3ce25 (f:4e25)
dr $3ce25,$3ceb1
DrawEnemyHUDAndHPBar: ; 3ceb1 (f:4eb1)
dr $3ceb1,$3cf55
GetBattleHealthBarColor: ; 3cf55 (f:4f55)
dr $3cf55,$3cf78
DisplayBattleMenu: ; 3cf78 (f:4f78)
dr $3cf78,$3d2c1
SwitchPlayerMon: ; 3d2c1 (f:52c1)
dr $3d2c1,$3d2fc
AlreadyOutText: ; 3d2fc (f:52fc)
dr $3d2fc,$3d320
MoveSelectionMenu: ; 3d320 (f:5320)
dr $3d320,$3d6d6
SelectEnemyMove: ; 3d6d6 (f:56d6)
dr $3d6d6,$3d777
LinkBattleExchangeData: ; 3d777 (f:5777)
dr $3d777,$3d7d0
ExecutePlayerMove: ; 3d7d0 (f:57d0)
dr $3d7d0,$3d9ac
IsGhostBattle: ; 3d9ac (f:59ac)
dr $3d9ac,$3ddc3
PrintDoesntAffectText: ; 3ddc3 (f:5dc3)
dr $3ddc3,$3e5bb
AIGetTypeEffectiveness: ; 3e5bb (f:65bb)
ld a,[wEnemyMoveType]
ld d,a ; d = type of enemy move
ld hl,wBattleMonType
ld b,[hl] ; b = type 1 of player's pokemon
inc hl
ld c,[hl] ; c = type 2 of player's pokemon
ld a,$10
ld [wd11e],a ; initialize [wd11e] to neutral effectiveness
ld hl,TypeEffects
.loop
ld a,[hli]
cp a,$ff
ret z
cp d ; match the type of the move
jr nz,.nextTypePair1
ld a,[hli]
cp b ; match with type 1 of pokemon
jr z,.done
cp c ; or match with type 2 of pokemon
jr z,.done
jr .nextTypePair2
.nextTypePair1
inc hl
.nextTypePair2
inc hl
jr .loop
.done
ld a, [wTrainerClass]
cp LORELEI
jr nz, .ok
ld a, [wEnemyMonSpecies]
cp DEWGONG
jr nz, .ok
call BattleRandom
cp $66 ; 40 percent
ret c
.ok
ld a,[hl]
ld [wd11e],a ; store damage multiplier
ret
INCLUDE "data/type_effects.asm"
MoveHitTest: ; 3e6f1 (f:66f1)
dr $3e6f1,$3e842
ExecuteEnemyMove: ; 3e842 (f:6842)
dr $3e842,$3ec87
LoadEnemyMonData: ; 3ec87 (f:6c87)
dr $3ec87,$3edb8
DoBattleTransitionAndInitBattleVariables: ; 3edb8 (f:6db8)
dr $3edb8,$3ee18
LoadPlayerBackPic: ; 3ee18 (f:6e18)
dr $3ee18,$3ee9e
ScrollTrainerPicAfterBattle: ; 3ee9e (f:6e9e)
dr $3ee9e,$3eeb3
QuarterSpeedDueToParalysis: ; 3eeb3 (f:6eb3)
dr $3eeb3,$3efe4
LoadHudAndHpBarAndStatusTilePatterns: ; 3efe4 (f:6fe4)
dr $3efe4,$3efe7
LoadHudTilePatterns: ; 3efe7 (f:6fe7)
dr $3efe7,$3f020
PrintEmptyString: ; 3f020 (f:7020)
dr $3f020,$3f027
BattleRandom: ; 3f027 (f:7027)
dr $3f027,$3f093
PlayMoveAnimation: ; 3f093 (f:7093)
dr $3f093,$3f3de
StatModifierUpEffect: ; 3f3de (f:73de)
dr $3f3de,$3fb2e
PrintButItFailedText_: ; 3fb2e (f:7b2e)
dr $3fb2e,$3fb39
PrintDidntAffectText: ; 3fb39 (f:7b39)
dr $3fb39,$3fb49
PrintMayNotAttackText: ; 3fb49 (f:7b49)
dr $3fb49,$3fb83
PlayCurrentMoveAnimation: ; 3fb83 (f:7b83)
dr $3fb83,$40000
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