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90 lines
1.6 KiB
NASM
90 lines
1.6 KiB
NASM
BattleCommand_Teleport:
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; teleport
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ld a, [wBattleType]
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cp BATTLETYPE_SHINY
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jr z, .failed
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cp BATTLETYPE_TRAP
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jr z, .failed
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cp BATTLETYPE_CELEBI
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jr z, .failed
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cp BATTLETYPE_SUICUNE
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jr z, .failed
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ld a, BATTLE_VARS_SUBSTATUS5_OPP
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call GetBattleVar
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bit SUBSTATUS_CANT_RUN, a
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jr nz, .failed
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; Only need to check these next things if it's your turn
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ld a, [hBattleTurn]
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and a
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jr nz, .enemy_turn
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; Can't teleport from a trainer battle
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ld a, [wBattleMode]
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dec a
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jr nz, .failed
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; If your level is greater than the opponent's, you run without fail.
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ld a, [wCurPartyLevel]
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ld b, a
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ld a, [wBattleMonLevel]
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cp b
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jr nc, .run_away
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; Generate a number between 0 and (YourLevel + TheirLevel).
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add b
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ld c, a
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inc c
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.loop_player
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call BattleRandom
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cp c
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jr nc, .loop_player
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; If that number is greater than 4 times your level, run away.
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srl b
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srl b
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cp b
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jr nc, .run_away
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.failed
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call AnimateFailedMove
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jp PrintButItFailed
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.enemy_turn
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ld a, [wBattleMode]
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dec a
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jr nz, .failed
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ld a, [wBattleMonLevel]
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ld b, a
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ld a, [wCurPartyLevel]
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cp b
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jr nc, .run_away
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add b
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ld c, a
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inc c
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.loop_enemy
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call BattleRandom
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cp c
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jr nc, .loop_enemy
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srl b
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srl b
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cp b
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; This does the wrong thing. What was
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; probably intended was jr c, .failed
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; The way this is made makes enemy use
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; of Teleport always succeed if able
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jr nc, .run_away
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.run_away
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call UpdateBattleMonInParty
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xor a
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ld [wNumHits], a
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inc a
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ld [wForcedSwitch], a
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ld [wKickCounter], a
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call SetBattleDraw
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call BattleCommand_LowerSub
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call LoadMoveAnim
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ld c, 20
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call DelayFrames
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call SetBattleDraw
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ld hl, FledFromBattleText
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jp StdBattleTextBox
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