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Split battle/ into data/ and engine/ components
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99
engine/battle/effect_commands/rollout.asm
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99
engine/battle/effect_commands/rollout.asm
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MAX_ROLLOUT_COUNT EQU 5
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BattleCommand_CheckCurl: ; 37718
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; checkcurl
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ld de, PlayerRolloutCount
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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 de, EnemyRolloutCount
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.ok
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ld a, BATTLE_VARS_SUBSTATUS1
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call GetBattleVar
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bit SUBSTATUS_ROLLOUT, a
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jr z, .reset
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ld b, $4 ; doturn
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jp SkipToBattleCommand
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.reset
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xor a
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ld [de], a
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ret
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; 37734
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BattleCommand_RolloutPower: ; 37734
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; rolloutpower
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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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ret nz
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ld hl, PlayerRolloutCount
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ld a, [hBattleTurn]
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and a
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jr z, .got_rollout_count
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ld hl, EnemyRolloutCount
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.got_rollout_count
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ld a, [hl]
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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, [AttackMissed]
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and a
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jr z, .hit
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ld a, BATTLE_VARS_SUBSTATUS1
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call GetBattleVarAddr
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res 6, [hl]
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ret
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.hit
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inc [hl]
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ld a, [hl]
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ld b, a
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cp MAX_ROLLOUT_COUNT
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jr c, .not_done_with_rollout
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ld a, BATTLE_VARS_SUBSTATUS1
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call GetBattleVarAddr
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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
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call GetBattleVarAddr
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set SUBSTATUS_ROLLOUT, [hl]
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.done_with_substatus_flag
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ld a, BATTLE_VARS_SUBSTATUS2
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call GetBattleVar
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bit SUBSTATUS_CURLED, a
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jr z, .not_curled
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inc b
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.not_curled
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.loop
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dec b
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jr z, .done_damage
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ld hl, CurDamage + 1
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sla [hl]
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dec hl
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rl [hl]
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jr nc, .loop
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ld a, $ff
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ld [hli], a
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ld [hl], a
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.done_damage
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ret
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; 37791
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