DoPoisonStep:: ; 505da ld a, [PartyCount] and a jr z, .no_faint xor a ld c, 7 ld hl, EngineBuffer1 .loop_clearEngineBuffer1 ld [hli], a dec c jr nz, .loop_clearEngineBuffer1 xor a ld [CurPartyMon], a .loop_check_poison call .DamageMonIfPoisoned jr nc, .not_poisoned ; the output flag is stored in c, copy it to the ([CurPartyMon] + 2)nd EngineBuffer ; and set the corresponding flag in EngineBuffer1 ld a, [CurPartyMon] ld e, a ld d, 0 ld hl, EngineBuffer2 add hl, de ld [hl], c ld a, [EngineBuffer1] or c ld [EngineBuffer1], a .not_poisoned ld a, [PartyCount] ld hl, CurPartyMon inc [hl] cp [hl] jr nz, .loop_check_poison ld a, [EngineBuffer1] and %10 jr nz, .someone_has_fainted ld a, [EngineBuffer1] and %01 jr z, .no_faint call .PlayPoisonSFX xor a ret .someone_has_fainted ld a, BANK(.Script_MonFaintedToPoison) ld hl, .Script_MonFaintedToPoison call CallScript scf ret .no_faint xor a ret ; 5062e .DamageMonIfPoisoned: ; 5062e ; check if mon is poisoned, return if not ld a, MON_STATUS call GetPartyParamLocation ld a, [hl] and 1 << PSN ret z ; check if mon is already fainted, return if so ld a, MON_HP call GetPartyParamLocation ld a, [hli] ld b, a ld c, [hl] or c ret z ; do 1 HP damage dec bc ld [hl], c dec hl ld [hl], b ; check if mon has fainted as a result of poison damage ld a, b or c jr nz, .not_fainted ; the mon has fainted, reset its status, set carry, and return %10 ld a, MON_STATUS call GetPartyParamLocation ld [hl], 0 ld c, %10 scf ret .not_fainted ; set carry and return %01 ld c, %01 scf ret ; 50658 .PlayPoisonSFX: ; 50658 ld de, SFX_POISON call PlaySFX ld b, $2 predef LoadPoisonBGPals call DelayFrame ret ; 50669 .Script_MonFaintedToPoison: ; 50669 callasm .PlayPoisonSFX loadfont callasm .CheckWhitedOut iffalse .whiteout closetext end ; 50677 .whiteout: ; 50677 farjump Script_OverworldWhiteout ; 5067b .CheckWhitedOut: ; 5067b xor a ld [CurPartyMon], a ld de, EngineBuffer2 .party_loop push de ld a, [de] and %10 jr z, .mon_not_fainted ld c, HAPPINESS_POISONFAINT callba ChangeHappiness callba GetPartyNick ld hl, .PoisonFaintText call PrintText .mon_not_fainted pop de inc de ld hl, CurPartyMon inc [hl] ld a, [PartyCount] cp [hl] jr nz, .party_loop predef CheckPlayerPartyForFitPkmn ld a, d ld [ScriptVar], a ret ; 506b2 .PoisonFaintText: ; 506b2 text_jump UnknownText_0x1c0acc db "@" ; 506b7 .PoisonWhiteOutText: ; 506b7 text_jump UnknownText_0x1c0ada db "@" ; 506bc