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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
51 lines
852 B
NASM
51 lines
852 B
NASM
BattleCommand_Mimic:
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; mimic
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call ClearLastMove
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call BattleCommand_MoveDelay
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ld a, [wAttackMissed]
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and a
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jr nz, .fail
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ld hl, wBattleMonMoves
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ldh a, [hBattleTurn]
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and a
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jr z, .player_turn
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ld hl, wEnemyMonMoves
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.player_turn
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call CheckHiddenOpponent
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jr nz, .fail
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ld a, BATTLE_VARS_LAST_COUNTER_MOVE_OPP
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call GetBattleVar
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and a
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jr z, .fail
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cp STRUGGLE
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jr z, .fail
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ld b, a
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ld c, NUM_MOVES
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.check_already_knows_move
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ld a, [hli]
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cp b
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jr z, .fail
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dec c
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jr nz, .check_already_knows_move
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dec hl
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.find_mimic
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ld a, [hld]
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cp MIMIC
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jr nz, .find_mimic
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inc hl
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ld a, BATTLE_VARS_LAST_COUNTER_MOVE_OPP
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call GetBattleVar
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ld [hl], a
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ld [wNamedObjectIndexBuffer], a
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ld bc, wBattleMonPP - wBattleMonMoves
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add hl, bc
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ld [hl], 5
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call GetMoveName
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call AnimateCurrentMove
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ld hl, LearnedMoveText
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jp StdBattleTextBox
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.fail
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jp FailMimic
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