pokecrystal-board/engine/battle/move_effects/conversion2.asm
Rangi eb1e3636bb Use labels instead of constants for HRAM
Use explicit ldh instruction to access HRAM locations, don't rely on optimizing ld
2018-08-25 14:28:22 -04:00

65 lines
986 B
NASM

BattleCommand_Conversion2:
; conversion2
ld a, [wAttackMissed]
and a
jr nz, .failed
ld hl, wBattleMonType1
ldh a, [hBattleTurn]
and a
jr z, .got_type
ld hl, wEnemyMonType1
.got_type
ld a, BATTLE_VARS_LAST_COUNTER_MOVE_OPP
call GetBattleVar
and a
jr z, .failed
push hl
dec a
ld hl, Moves + MOVE_TYPE
call GetMoveAttr
ld d, a
pop hl
cp CURSE_T
jr z, .failed
call AnimateCurrentMove
call BattleCommand_SwitchTurn
.loop
call BattleRandom
maskbits NUM_TYPES
cp UNUSED_TYPES
jr c, .okay
cp UNUSED_TYPES_END
jr c, .loop
cp TYPES_END
jr nc, .loop
.okay
ld [hli], a
ld [hld], a
push hl
ld a, BATTLE_VARS_MOVE_TYPE
call GetBattleVarAddr
push af
push hl
ld a, d
ld [hl], a
call BattleCheckTypeMatchup
pop hl
pop af
ld [hl], a
pop hl
ld a, [wTypeMatchup]
cp EFFECTIVE
jr nc, .loop
call BattleCommand_SwitchTurn
ld a, [hl]
ld [wNamedObjectIndexBuffer], a
predef GetTypeName
ld hl, TransformedTypeText
jp StdBattleTextBox
.failed
jp FailMove