pokecrystal-board/event/move_deleter.asm

167 lines
2.5 KiB
NASM
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MoveDeletion:
ld hl, .IntroText
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call PrintText
call YesNoBox
jr c, .declined
ld hl, .AskWhichMonText
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call PrintText
callba SelectMonFromParty
jr c, .declined
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ld a, [CurPartySpecies]
cp EGG
jr z, .egg
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ld a, [CurPartyMon]
ld hl, PartyMon1Moves + 1
ld bc, PARTYMON_STRUCT_LENGTH
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call AddNTimes
ld a, [hl]
and a
jr z, .onlyonemove
ld hl, .AskWhichMoveText
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call PrintText
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call LoadStandardMenuDataHeader
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callba ChooseMoveToDelete
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push af
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call ReturnToMapWithSpeechTextbox
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pop af
jr c, .declined
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ld a, [wMenuCursorY]
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push af
ld a, [CurSpecies]
ld [wd265], a
call GetMoveName
ld hl, .ConfirmDeleteText
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call PrintText
call YesNoBox
pop bc
jr c, .declined
call .DeleteMove
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call WaitSFX
ld de, SFX_MOVE_DELETED
call PlaySFX
call WaitSFX
ld hl, .MoveDeletedText
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call PrintText
ret
.egg
ld hl, .EggText
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call PrintText
ret
.declined
ld hl, .DeclinedDeletionText
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call PrintText
ret
.onlyonemove
ld hl, .OnlyOneMoveText
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call PrintText
ret
.OnlyOneMoveText: ; 0x2c5d1
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; That #MON knows only one move.
text_jump UnknownText_0x1c5eba
db "@"
; 0x2c5d6
.ConfirmDeleteText: ; 0x2c5d6
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; Oh, make it forget @ ?
text_jump UnknownText_0x1c5eda
db "@"
; 0x2c5db
.MoveDeletedText: ; 0x2c5db
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; Done! Your #MON forgot the move.
text_jump UnknownText_0x1c5ef5
db "@"
; 0x2c5e0
.EggText: ; 0x2c5e0
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; An EGG doesn't know any moves!
text_jump UnknownText_0x1c5f17
db "@"
; 0x2c5e5
.DeclinedDeletionText: ; 0x2c5e5
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; No? Come visit me again.
text_jump UnknownText_0x1c5f36
db "@"
; 0x2c5ea
.AskWhichMoveText: ; 0x2c5ea
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; Which move should it forget, then?
text_jump UnknownText_0x1c5f50
db "@"
; 0x2c5ef
.IntroText: ; 0x2c5ef
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; Um… Oh, yes, I'm the MOVE DELETER. I can make #MON forget moves. Shall I make a #MON forget?
text_jump UnknownText_0x1c5f74
db "@"
; 0x2c5f4
.AskWhichMonText: ; 0x2c5f4
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; Which #MON?
text_jump UnknownText_0x1c5fd1
db "@"
; 0x2c5f9
.DeleteMove: ; 2c5f9
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ld a, b
push bc
dec a
ld c, a
ld b, 0
ld hl, PartyMon1Moves
add hl, bc
ld a, [CurPartyMon]
ld bc, PARTYMON_STRUCT_LENGTH
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call AddNTimes
pop bc
push bc
inc b
.loop
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ld a, b
cp NUM_MOVES + 1
jr z, .okay
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inc hl
ld a, [hld]
ld [hl], a
inc hl
inc b
jr .loop
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.okay
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xor a
ld [hl], a
pop bc
ld a, b
push bc
dec a
ld c, a
ld b, 0
ld hl, PartyMon1PP
add hl, bc
ld a, [CurPartyMon]
ld bc, PARTYMON_STRUCT_LENGTH
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call AddNTimes
pop bc
inc b
.loop2
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ld a, b
cp NUM_MOVES + 1
jr z, .done
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inc hl
ld a, [hld]
ld [hl], a
inc hl
inc b
jr .loop2
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.done
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xor a
ld [hl], a
ret