pokecrystal-board/engine/battle/move_effects/rollout.asm

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MAX_ROLLOUT_COUNT EQU 5
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BattleCommand_CheckCurl:
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; checkcurl
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ld de, wPlayerRolloutCount
ldh a, [hBattleTurn]
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and a
jr z, .ok
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ld de, wEnemyRolloutCount
.ok
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ld a, BATTLE_VARS_SUBSTATUS1
call GetBattleVar
bit SUBSTATUS_ROLLOUT, a
jr z, .reset
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ld b, $4 ; doturn
jp SkipToBattleCommand
.reset
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xor a
ld [de], a
ret
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BattleCommand_RolloutPower:
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; rolloutpower
ld a, BATTLE_VARS_STATUS
call GetBattleVar
and SLP
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ret nz
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ld hl, wPlayerRolloutCount
ldh a, [hBattleTurn]
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and a
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jr z, .got_rollout_count
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ld hl, wEnemyRolloutCount
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.got_rollout_count
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ld a, [hl]
and a
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jr nz, .skip_set_rampage
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ld a, 1
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ld [wSomeoneIsRampaging], a
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.skip_set_rampage
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ld a, [wAttackMissed]
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and a
jr z, .hit
ld a, BATTLE_VARS_SUBSTATUS1
call GetBattleVarAddr
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res 6, [hl]
ret
.hit
inc [hl]
ld a, [hl]
ld b, a
cp MAX_ROLLOUT_COUNT
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jr c, .not_done_with_rollout
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ld a, BATTLE_VARS_SUBSTATUS1
call GetBattleVarAddr
res SUBSTATUS_ROLLOUT, [hl]
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jr .done_with_substatus_flag
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.not_done_with_rollout
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ld a, BATTLE_VARS_SUBSTATUS1
call GetBattleVarAddr
set SUBSTATUS_ROLLOUT, [hl]
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.done_with_substatus_flag
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ld a, BATTLE_VARS_SUBSTATUS2
call GetBattleVar
bit SUBSTATUS_CURLED, a
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jr z, .not_curled
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inc b
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.not_curled
.loop
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dec b
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jr z, .done_damage
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ld hl, wCurDamage + 1
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sla [hl]
dec hl
rl [hl]
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jr nc, .loop
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ld a, $ff
ld [hli], a
ld [hl], a
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.done_damage
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ret