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https://gitlab.com/xCrystal/pokecrystal-board.git
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eb1e3636bb
Use explicit ldh instruction to access HRAM locations, don't rely on optimizing ld
89 lines
1.4 KiB
NASM
89 lines
1.4 KiB
NASM
BattleCommand_Present:
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; present
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ld a, [wLinkMode]
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cp LINK_COLOSSEUM
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jr z, .colosseum_skippush
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push bc
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push de
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.colosseum_skippush
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call BattleCommand_Stab
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ld a, [wLinkMode]
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cp LINK_COLOSSEUM
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jr z, .colosseum_skippop
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pop de
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pop bc
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.colosseum_skippop
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ld a, [wTypeMatchup]
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and a
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jp z, AnimateFailedMove
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ld a, [wAttackMissed]
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and a
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jp nz, AnimateFailedMove
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push bc
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call BattleRandom
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ld b, a
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ld hl, PresentPower
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ld c, 0
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.next
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ld a, [hli]
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cp -1
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jr z, .heal_effect
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cp b
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jr nc, .got_power
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inc c
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inc hl
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jr .next
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.got_power
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ld a, c
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ld [wPresentPower], a
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call AnimateCurrentMoveEitherSide
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ld d, [hl]
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pop bc
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ret
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.heal_effect
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pop bc
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ld a, 3
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ld [wPresentPower], a
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call AnimateCurrentMove
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call BattleCommand_SwitchTurn
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ld hl, AICheckPlayerMaxHP
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ldh a, [hBattleTurn]
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and a
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jr z, .got_hp_fn_pointer
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ld hl, AICheckEnemyMaxHP
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.got_hp_fn_pointer
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ld a, BANK(AICheckPlayerMaxHP)
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rst FarCall
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jr c, .already_fully_healed
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ld hl, GetQuarterMaxHP
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call CallBattleCore
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call BattleCommand_SwitchTurn
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ld hl, RestoreHP
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call CallBattleCore
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call BattleCommand_SwitchTurn
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ld hl, RegainedHealthText
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call StdBattleTextBox
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call BattleCommand_SwitchTurn
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call UpdateOpponentInParty
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jr .do_animation
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.already_fully_healed
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call BattleCommand_SwitchTurn
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call _CheckBattleScene
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jr nc, .do_animation
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call AnimateFailedMove
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ld hl, RefusedGiftText
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call StdBattleTextBox
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.do_animation
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jp EndMoveEffect
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INCLUDE "data/moves/present_power.asm"
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