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32ed487a47
# Conflicts: # audio/engine.asm # constants/gfx_constants.asm # constants/map_data_constants.asm # constants/pokemon_data_constants.asm # constants/sprite_constants.asm # constants/wram_constants.asm # data/maps/data.asm # engine/battle/ai/scoring.asm # engine/battle/core.asm # engine/battle/effect_commands.asm # engine/battle/misc.asm # engine/battle_anims/getpokeballwobble.asm # engine/breeding.asm # engine/buy_sell_toss.asm # engine/decorations.asm # engine/events/battle_tower/battle_tower.asm # engine/events/battle_tower/rules.asm # engine/events/buena.asm # engine/events/bug_contest/contest_2.asm # engine/events/daycare.asm # engine/events/dratini.asm # engine/events/halloffame.asm # engine/events/happiness_egg.asm # engine/events/kurt.asm # engine/events/lucky_number.asm # engine/events/magnet_train.asm # engine/events/overworld.asm # engine/events/pokerus/pokerus.asm # engine/events/print_unown.asm # engine/events/print_unown_2.asm # engine/events/unown_walls.asm # engine/item_effects.asm # engine/link.asm # engine/mon_menu.asm # engine/player_object.asm # engine/routines/playslowcry.asm # engine/scripting.asm # engine/search.asm # engine/search2.asm # engine/specials.asm # engine/start_menu.asm # engine/timeset.asm # home/battle_vars.asm # home/map.asm # maps/GoldenrodUndergroundSwitchRoomEntrances.asm # maps/IlexForest.asm # maps/KrissHouse2F.asm # maps/Route39Barn.asm # mobile/mobile_12_2.asm # mobile/mobile_40.asm # mobile/mobile_5f.asm # wram.asm
92 lines
1.6 KiB
NASM
92 lines
1.6 KiB
NASM
BattleCommand_Teleport: ; 36778
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; teleport
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ld a, [wBattleType]
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cp BATTLETYPE_SHINY
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jr z, .failed
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cp BATTLETYPE_TRAP
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jr z, .failed
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cp BATTLETYPE_CELEBI
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jr z, .failed
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cp BATTLETYPE_SUICUNE
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jr z, .failed
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ld a, BATTLE_VARS_SUBSTATUS5_OPP
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call GetBattleVar
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bit SUBSTATUS_CANT_RUN, a
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jr nz, .failed
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; Only need to check these next things if it's your turn
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ld a, [hBattleTurn]
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and a
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jr nz, .enemy_turn
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; Can't teleport from a trainer battle
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ld a, [wBattleMode]
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dec a
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jr nz, .failed
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; If your level is greater than the opponent's, you run without fail.
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ld a, [wCurPartyLevel]
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ld b, a
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ld a, [wBattleMonLevel]
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cp b
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jr nc, .run_away
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; Generate a number between 0 and (YourLevel + TheirLevel).
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add b
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ld c, a
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inc c
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.loop_player
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call BattleRandom
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cp c
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jr nc, .loop_player
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; If that number is greater than 4 times your level, run away.
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srl b
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srl b
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cp b
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jr nc, .run_away
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.failed
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call AnimateFailedMove
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jp PrintButItFailed
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.enemy_turn
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ld a, [wBattleMode]
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dec a
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jr nz, .failed
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ld a, [wBattleMonLevel]
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ld b, a
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ld a, [wCurPartyLevel]
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cp b
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jr nc, .run_away
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add b
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ld c, a
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inc c
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.loop_enemy
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call BattleRandom
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cp c
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jr nc, .loop_enemy
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srl b
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srl b
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cp b
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; This does the wrong thing. What was
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; probably intended was jr c, .failed
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; The way this is made makes enemy use
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; of Teleport always succeed if able
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jr nc, .run_away
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.run_away
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call UpdateBattleMonInParty
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xor a
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ld [wNumHits], a
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inc a
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ld [wForcedSwitch], a
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ld [wKickCounter], a
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call SetBattleDraw
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call BattleCommand_LowerSub
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call LoadMoveAnim
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ld c, 20
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call DelayFrames
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call SetBattleDraw
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ld hl, FledFromBattleText
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jp StdBattleTextBox
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; 36804
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