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Move-unique effect commands consistently go in engine/battle/move_effects/
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241
engine/battle/move_effects/baton_pass.asm
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241
engine/battle/move_effects/baton_pass.asm
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BattleCommand_BatonPass: ; 379c9
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; batonpass
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ld a, [hBattleTurn]
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and a
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jp nz, .Enemy
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; Need something to switch to
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call CheckAnyOtherAlivePartyMons
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jp z, FailedBatonPass
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call UpdateBattleMonInParty
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call AnimateCurrentMove
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ld c, 50
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call DelayFrames
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; Transition into switchmon menu
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call LoadStandardMenuHeader
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farcall SetUpBattlePartyMenu_NoLoop
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farcall ForcePickSwitchMonInBattle
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; Return to battle scene
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call ClearPalettes
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farcall _LoadBattleFontsHPBar
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call CloseWindow
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call ClearSprites
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hlcoord 1, 0
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lb bc, 4, 10
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call ClearBox
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ld b, SCGB_BATTLE_COLORS
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call GetSGBLayout
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call SetPalettes
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call BatonPass_LinkPlayerSwitch
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; Mobile link battles handle entrances differently
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farcall CheckMobileBattleError
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jp c, EndMoveEffect
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ld hl, PassedBattleMonEntrance
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call CallBattleCore
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call ResetBatonPassStatus
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ret
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.Enemy:
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; Wildmons don't have anything to switch to
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ld a, [wBattleMode]
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dec a ; WILDMON
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jp z, FailedBatonPass
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call CheckAnyOtherAliveEnemyMons
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jp z, FailedBatonPass
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call UpdateEnemyMonInParty
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call AnimateCurrentMove
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call BatonPass_LinkEnemySwitch
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; Mobile link battles handle entrances differently
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farcall CheckMobileBattleError
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jp c, EndMoveEffect
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; Passed enemy PartyMon entrance
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xor a
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ld [wEnemySwitchMonIndex], a
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ld hl, EnemySwitch_SetMode
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call CallBattleCore
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ld hl, ResetBattleParticipants
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call CallBattleCore
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ld a, 1
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ld [wTypeMatchup], a
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ld hl, ApplyStatLevelMultiplierOnAllStats
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call CallBattleCore
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ld hl, SpikesDamage
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call CallBattleCore
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jr ResetBatonPassStatus
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; 37a67
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BatonPass_LinkPlayerSwitch: ; 37a67
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ld a, [wLinkMode]
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and a
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ret z
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ld a, 1
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ld [wPlayerAction], a
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call LoadStandardMenuHeader
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ld hl, LinkBattleSendReceiveAction
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call CallBattleCore
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call CloseWindow
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xor a
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ld [wPlayerAction], a
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ret
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; 37a82
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BatonPass_LinkEnemySwitch: ; 37a82
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ld a, [wLinkMode]
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and a
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ret z
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call LoadStandardMenuHeader
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ld hl, LinkBattleSendReceiveAction
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call CallBattleCore
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ld a, [OTPartyCount]
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add BATTLEACTION_SWITCH1
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ld b, a
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ld a, [wBattleAction]
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cp BATTLEACTION_SWITCH1
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jr c, .baton_pass
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cp b
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jr c, .switch
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.baton_pass
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ld a, [CurOTMon]
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add BATTLEACTION_SWITCH1
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ld [wBattleAction], a
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.switch
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jp CloseWindow
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; 37aab
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FailedBatonPass: ; 37aab
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call AnimateFailedMove
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jp PrintButItFailed
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; 37ab1
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ResetBatonPassStatus: ; 37ab1
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; Reset status changes that aren't passed by Baton Pass.
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; Nightmare isn't passed.
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ld a, BATTLE_VARS_STATUS
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call GetBattleVar
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and SLP
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jr nz, .ok
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ld a, BATTLE_VARS_SUBSTATUS1
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call GetBattleVarAddr
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res SUBSTATUS_NIGHTMARE, [hl]
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.ok
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; Disable isn't passed.
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call ResetActorDisable
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; Attraction isn't passed.
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ld hl, PlayerSubStatus1
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res SUBSTATUS_IN_LOVE, [hl]
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ld hl, EnemySubStatus1
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res SUBSTATUS_IN_LOVE, [hl]
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ld hl, PlayerSubStatus5
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ld a, BATTLE_VARS_SUBSTATUS5
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call GetBattleVarAddr
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res SUBSTATUS_TRANSFORMED, [hl]
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res SUBSTATUS_ENCORED, [hl]
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; New mon hasn't used a move yet.
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ld a, BATTLE_VARS_LAST_MOVE
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call GetBattleVarAddr
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ld [hl], 0
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xor a
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ld [wPlayerWrapCount], a
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ld [wEnemyWrapCount], a
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ret
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; 37ae9
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CheckAnyOtherAlivePartyMons: ; 37ae9
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ld hl, PartyMon1HP
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ld a, [PartyCount]
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ld d, a
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ld a, [CurBattleMon]
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ld e, a
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jr CheckAnyOtherAliveMons
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; 37af6
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CheckAnyOtherAliveEnemyMons: ; 37af6
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ld hl, OTPartyMon1HP
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ld a, [OTPartyCount]
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ld d, a
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ld a, [CurOTMon]
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ld e, a
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; fallthrough
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; 37b01
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CheckAnyOtherAliveMons: ; 37b01
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; Check for nonzero HP starting from partymon
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; HP at hl for d partymons, besides current mon e.
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; Return nz if any are alive.
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xor a
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ld b, a
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ld c, a
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.loop
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ld a, c
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cp d
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jr z, .done
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cp e
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jr z, .next
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ld a, [hli]
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or b
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ld b, a
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ld a, [hld]
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or b
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ld b, a
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.next
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push bc
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ld bc, PARTYMON_STRUCT_LENGTH
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add hl, bc
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pop bc
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inc c
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jr .loop
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.done
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ld a, b
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and a
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ret
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; 37b1d
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