UserPartyAttr:: push af ld a, [hBattleTurn] and a jr nz, .ot pop af jr BattlePartyAttr .ot pop af jr OTPartyAttr OpponentPartyAttr:: push af ld a, [hBattleTurn] and a jr z, .ot pop af jr BattlePartyAttr .ot pop af jr OTPartyAttr BattlePartyAttr:: ; Get attribute a from the party struct of the active battle mon. push bc ld c, a ld b, 0 ld hl, wPartyMons add hl, bc ld a, [wCurBattleMon] call GetPartyLocation pop bc ret OTPartyAttr:: ; Get attribute a from the party struct of the active enemy mon. push bc ld c, a ld b, 0 ld hl, wOTPartyMon1Species add hl, bc ld a, [wCurOTMon] call GetPartyLocation pop bc ret ResetDamage:: xor a ld [wCurDamage], a ld [wCurDamage + 1], a ret SetPlayerTurn:: xor a ld [hBattleTurn], a ret SetEnemyTurn:: ld a, 1 ld [hBattleTurn], a ret UpdateOpponentInParty:: ld a, [hBattleTurn] and a jr z, UpdateEnemyMonInParty jr UpdateBattleMonInParty UpdateUserInParty:: ld a, [hBattleTurn] and a jr z, UpdateBattleMonInParty jr UpdateEnemyMonInParty UpdateBattleMonInParty:: ; Update level, status, current HP ld a, [wCurBattleMon] UpdateBattleMon:: ld hl, wPartyMon1Level call GetPartyLocation ld d, h ld e, l ld hl, wBattleMonLevel ld bc, wBattleMonMaxHP - wBattleMonLevel jp CopyBytes UpdateEnemyMonInParty:: ; Update level, status, current HP ; No wildmons. ld a, [wBattleMode] dec a ret z ld a, [wCurOTMon] ld hl, wOTPartyMon1Level call GetPartyLocation ld d, h ld e, l ld hl, wEnemyMonLevel ld bc, wEnemyMonMaxHP - wEnemyMonLevel jp CopyBytes RefreshBattleHuds:: call UpdateBattleHuds ld c, 3 call DelayFrames jp WaitBGMap UpdateBattleHuds:: farcall UpdatePlayerHUD farcall UpdateEnemyHUD ret INCLUDE "home/battle_vars.asm" FarCopyRadioText:: inc hl ld a, [hROMBank] push af ld a, [hli] ld e, a ld a, [hli] ld d, a ld a, [hli] ld [hROMBank], a ld [MBC3RomBank], a ld a, e ld l, a ld a, d ld h, a ld de, wRadioText ld bc, 2 * SCREEN_WIDTH call CopyBytes pop af ld [hROMBank], a ld [MBC3RomBank], a ret MobileTextBorder:: CELL_PHONE_TOP EQU $5e CELL_PHONE_BOTTOM EQU $5f ; For mobile link battles only. ld a, [wLinkMode] cp LINK_MOBILE ret c ; Draw a cell phone icon at the ; top right corner of the border. hlcoord 19, 12 ld [hl], CELL_PHONE_TOP hlcoord 19, 13 ld [hl], CELL_PHONE_BOTTOM ret BattleTextBox:: ; Open a textbox and print text at hl. push hl call SpeechTextBox call MobileTextBorder call UpdateSprites call ApplyTilemap pop hl call PrintTextBoxText ret StdBattleTextBox:: ; Open a textbox and print battle text at 20:hl. ld a, [hROMBank] push af ld a, BANK(BattleText) rst Bankswitch call BattleTextBox pop af rst Bankswitch ret GetBattleAnimPointer:: ld a, BANK(BattleAnimations) rst Bankswitch ld a, [hli] ld [wBattleAnimAddress], a ld a, [hl] ld [wBattleAnimAddress + 1], a ld a, BANK(BattleAnimCommands) rst Bankswitch ret GetBattleAnimByte:: push hl push de ld hl, wBattleAnimAddress ld e, [hl] inc hl ld d, [hl] ld a, BANK(BattleAnimations) rst Bankswitch ld a, [de] ld [wBattleAnimByte], a inc de ld a, BANK(BattleAnimCommands) rst Bankswitch ld [hl], d dec hl ld [hl], e pop de pop hl ld a, [wBattleAnimByte] ret