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d4025863cf
`hittarget` was misleading, as it doesn't actually "hit" the target, it only plays the animation. As such, I've renamed it to `moveanim`. `checkfaint` has nothing to do with checking if the user or target has fainted, instead, it applies wCurDamage onto the target's HP, hitting the substitute if applicable. I've renamed the command to `applydamage` and all of its subfunctions accordingly.
51 lines
515 B
NASM
51 lines
515 B
NASM
BattleCommand_FalseSwipe: ; 35c94
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; falseswipe
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; Makes sure wCurDamage < MonHP
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ld hl, wEnemyMonHP
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ld a, [hBattleTurn]
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and a
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jr z, .got_hp
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ld hl, wBattleMonHP
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.got_hp
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ld de, wCurDamage
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ld c, 2
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push hl
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push de
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call StringCmp
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pop de
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pop hl
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jr c, .done
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ld a, [hli]
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ld [de], a
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inc de
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ld a, [hl]
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dec a
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ld [de], a
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inc a
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jr nz, .okay
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dec de
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ld a, [de]
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dec a
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ld [de], a
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.okay
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ld a, [wCriticalHit]
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cp 2
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jr nz, .carry
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xor a
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ld [wCriticalHit], a
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.carry
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scf
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ret
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.done
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and a
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ret
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; 35cc9
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