pokecrystal-board/engine/battle/move_effects/teleport.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

90 lines
1.6 KiB
NASM

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