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Move-unique effect commands consistently go in engine/battle/move_effects/
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85
engine/battle/move_effects/future_sight.asm
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85
engine/battle/move_effects/future_sight.asm
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BattleCommand_CheckFutureSight: ; 37d0d
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; checkfuturesight
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ld hl, wPlayerFutureSightCount
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ld de, wPlayerFutureSightDamage
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ld a, [hBattleTurn]
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and a
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jr z, .ok
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ld hl, wEnemyFutureSightCount
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ld de, wEnemyFutureSightDamage
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.ok
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ld a, [hl]
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and a
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ret z
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cp 1
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ret nz
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ld [hl], 0
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ld a, [de]
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inc de
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ld [CurDamage], a
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ld a, [de]
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ld [CurDamage + 1], a
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ld b, futuresight_command
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jp SkipToBattleCommand
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; 37d34
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BattleCommand_FutureSight: ; 37d34
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; futuresight
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call CheckUserIsCharging
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jr nz, .AlreadyChargingFutureSight
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ld a, BATTLE_VARS_MOVE_ANIM
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call GetBattleVar
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ld b, a
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ld a, BATTLE_VARS_LAST_COUNTER_MOVE
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call GetBattleVarAddr
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ld [hl], b
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ld a, BATTLE_VARS_LAST_MOVE
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call GetBattleVarAddr
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ld [hl], b
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.AlreadyChargingFutureSight:
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ld hl, wPlayerFutureSightCount
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ld a, [hBattleTurn]
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and a
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jr z, .GotFutureSightCount
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ld hl, wEnemyFutureSightCount
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.GotFutureSightCount:
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ld a, [hl]
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and a
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jr nz, .failed
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ld a, 4
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ld [hl], a
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call BattleCommand_LowerSub
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call BattleCommand_MoveDelay
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ld hl, ForesawAttackText
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call StdBattleTextBox
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call BattleCommand_RaiseSub
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ld de, wPlayerFutureSightDamage
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ld a, [hBattleTurn]
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and a
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jr z, .StoreDamage
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ld de, wEnemyFutureSightDamage
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.StoreDamage:
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ld hl, CurDamage
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ld a, [hl]
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ld [de], a
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ld [hl], 0
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inc hl
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inc de
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ld a, [hl]
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ld [de], a
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ld [hl], 0
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jp EndMoveEffect
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.failed
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pop bc
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call ResetDamage
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call AnimateFailedMove
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call PrintButItFailed
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jp EndMoveEffect
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; 37d94
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