LearnMove: call LoadTilemapToTempTilemap ld a, [wCurPartyMon] ld hl, wPartyMonNicknames call GetNick ld hl, wStringBuffer1 ld de, wMonOrItemNameBuffer ld bc, MON_NAME_LENGTH call CopyBytes .loop ld hl, wPartyMon1Moves ld bc, PARTYMON_STRUCT_LENGTH ld a, [wCurPartyMon] call AddNTimes ld d, h ld e, l ld b, NUM_MOVES ; Get the first empty move slot. This routine also serves to ; determine whether the Pokemon learning the moves already has ; all four slots occupied, in which case one would need to be ; deleted. .next ld a, [hl] and a jr z, .learn inc hl dec b jr nz, .next ; If we're here, we enter the routine for forgetting a move ; to make room for the new move we're trying to learn. push de call ForgetMove pop de jp c, .cancel push hl push de ld [wNamedObjectIndexBuffer], a ld b, a ld a, [wBattleMode] and a jr z, .not_disabled ld a, [wDisabledMove] cp b jr nz, .not_disabled xor a ld [wDisabledMove], a ld [wPlayerDisableCount], a .not_disabled call GetMoveName ld hl, Text_1_2_and_Poof ; 1, 2 and… call PrintText pop de pop hl .learn ld a, [wPutativeTMHMMove] ld [hl], a ld bc, MON_PP - MON_MOVES add hl, bc push hl push de dec a ld hl, Moves + MOVE_PP ld bc, MOVE_LENGTH call AddNTimes ld a, BANK(Moves) call GetFarByte pop de pop hl ld [hl], a ld a, [wBattleMode] and a jp z, .learned ld a, [wCurPartyMon] ld b, a ld a, [wCurBattleMon] cp b jp nz, .learned ld a, [wPlayerSubStatus5] bit SUBSTATUS_TRANSFORMED, a jp nz, .learned ld h, d ld l, e ld de, wBattleMonMoves ld bc, NUM_MOVES call CopyBytes ld bc, wPartyMon1PP - (wPartyMon1Moves + NUM_MOVES) add hl, bc ld de, wBattleMonPP ld bc, NUM_MOVES call CopyBytes jp .learned .cancel ld hl, StopLearningMoveText call PrintText call YesNoBox jp c, .loop ld hl, DidNotLearnMoveText call PrintText ld b, 0 ret .learned ld hl, LearnedMoveText call PrintText ld b, 1 ret ForgetMove: push hl ld hl, AskForgetMoveText call PrintText call YesNoBox pop hl ret c ld bc, -NUM_MOVES add hl, bc push hl ld de, wListMoves_MoveIndicesBuffer ld bc, NUM_MOVES call CopyBytes pop hl .loop push hl ld hl, MoveAskForgetText call PrintText hlcoord 5, 2 ld b, NUM_MOVES * 2 ld c, MOVE_NAME_LENGTH call Textbox hlcoord 5 + 2, 2 + 2 ld a, SCREEN_WIDTH * 2 ld [wBuffer1], a predef ListMoves ; w2DMenuData ld a, $4 ld [w2DMenuCursorInitY], a ld a, $6 ld [w2DMenuCursorInitX], a ld a, [wNumMoves] inc a ld [w2DMenuNumRows], a ld a, $1 ld [w2DMenuNumCols], a ld [wMenuCursorY], a ld [wMenuCursorX], a ld a, $3 ld [wMenuJoypadFilter], a ld a, $20 ld [w2DMenuFlags1], a xor a ld [w2DMenuFlags2], a ld a, $20 ld [w2DMenuCursorOffsets], a call StaticMenuJoypad push af call SafeLoadTempTilemapToTilemap pop af pop hl bit 1, a jr nz, .cancel push hl ld a, [wMenuCursorY] dec a ld c, a ld b, 0 add hl, bc ld a, [hl] push af push bc call IsHMMove pop bc pop de ld a, d jr c, .hmmove pop hl add hl, bc and a ret .hmmove ld hl, MoveCantForgetHMText call PrintText pop hl jr .loop .cancel scf ret LearnedMoveText: text_far _LearnedMoveText text_end MoveAskForgetText: text_far _MoveAskForgetText text_end StopLearningMoveText: text_far _StopLearningMoveText text_end DidNotLearnMoveText: text_far _DidNotLearnMoveText text_end AskForgetMoveText: text_far _AskForgetMoveText text_end Text_1_2_and_Poof: text_far Text_MoveForgetCount ; 1, 2 and… text_asm push de ld de, SFX_SWITCH_POKEMON call PlaySFX pop de ld hl, .MoveForgotText ret .MoveForgotText: text_far _MoveForgotText text_end MoveCantForgetHMText: text_far _MoveCantForgetHMText text_end