pokecrystal-board/engine/battle/move_effects/bide.asm

97 lines
1.7 KiB
NASM

BattleCommand_StoreEnergy:
ld a, BATTLE_VARS_SUBSTATUS3
call GetBattleVar
bit SUBSTATUS_BIDE, a
ret z
ld hl, wPlayerRolloutCount
ldh a, [hBattleTurn]
and a
jr z, .check_still_storing_energy
ld hl, wEnemyRolloutCount
.check_still_storing_energy
dec [hl]
jr nz, .still_storing
ld a, BATTLE_VARS_SUBSTATUS3
call GetBattleVarAddr
res SUBSTATUS_BIDE, [hl]
ld hl, UnleashedEnergyText
call StdBattleTextbox
ld a, BATTLE_VARS_MOVE_POWER
call GetBattleVarAddr
ld a, 1
ld [hl], a
ld hl, wPlayerDamageTaken + 1
ld de, wPlayerCharging ; player
ldh a, [hBattleTurn]
and a
jr z, .player
ld hl, wEnemyDamageTaken + 1
ld de, wEnemyCharging ; enemy
.player
ld a, [hld]
add a
ld b, a
ld [wCurDamage + 1], a
ld a, [hl]
rl a
ld [wCurDamage], a
jr nc, .not_maxed
ld a, $ff
ld [wCurDamage], a
ld [wCurDamage + 1], a
.not_maxed
or b
jr nz, .built_up_something
ld a, 1
ld [wAttackMissed], a
.built_up_something
xor a
ld [hli], a
ld [hl], a
ld [de], a
ld a, BATTLE_VARS_MOVE_ANIM
call GetBattleVarAddr
ld a, BIDE
ld [hl], a
ld b, unleashenergy_command
jp SkipToBattleCommand
.still_storing
ld hl, StoringEnergyText
call StdBattleTextbox
jp EndMoveEffect
BattleCommand_UnleashEnergy:
ld de, wPlayerDamageTaken
ld bc, wPlayerRolloutCount
ldh a, [hBattleTurn]
and a
jr z, .got_damage
ld de, wEnemyDamageTaken
ld bc, wEnemyRolloutCount
.got_damage
ld a, BATTLE_VARS_SUBSTATUS3
call GetBattleVarAddr
set SUBSTATUS_BIDE, [hl]
xor a
ld [de], a
inc de
ld [de], a
ld [wPlayerMoveStructEffect], a
ld [wEnemyMoveStructEffect], a
call BattleRandom
and 1
inc a
inc a
ld [bc], a
ld a, 1
ld [wBattleAnimParam], a
call AnimateCurrentMove
jp EndMoveEffect