diff options
Diffstat (limited to 'engine/battle/effect_commands.asm')
-rw-r--r-- | engine/battle/effect_commands.asm | 3292 |
1 files changed, 3292 insertions, 0 deletions
diff --git a/engine/battle/effect_commands.asm b/engine/battle/effect_commands.asm index 7734c66f..815cc17d 100644 --- a/engine/battle/effect_commands.asm +++ b/engine/battle/effect_commands.asm @@ -3571,3 +3571,3295 @@ DoSubstituteDamage: call RefreshBattleHuds .done jp ResetDamage + +UpdateMoveData: + ld a, BATTLE_VARS_MOVE_ANIM + call GetBattleVarAddr + ld d, h + ld e, l + + ld a, BATTLE_VARS_MOVE + call GetBattleVar + ld [wCurSpecies], a + ld [wNamedObjectIndexBuffer], a + + dec a + call GetMoveData + call GetMoveName + jp CopyName1 + +BattleCommand_SleepTarget: +; sleeptarget + + call GetOpponentItem + ld a, b + cp HELD_PREVENT_SLEEP + jr nz, .not_protected_by_item + + ld a, [hl] + ld [wNamedObjectIndexBuffer], a + call GetItemName + ld hl, ProtectedByText + jr .fail + +.not_protected_by_item + ld a, BATTLE_VARS_STATUS_OPP + call GetBattleVarAddr + ld d, h + ld e, l + ld a, [de] + and SLP + ld hl, AlreadyAsleepText + jr nz, .fail + + ld a, [wAttackMissed] + and a + jp nz, PrintDidntAffect2 + + ld hl, DidntAffect1Text + call .CheckAIRandomFail + jr c, .fail + + ld a, [de] + and a + jr nz, .fail + + call CheckSubstituteOpp + jr nz, .fail + + call AnimateCurrentMove + +.random_loop + call BattleRandom + and 7 + jr z, .random_loop + cp 7 + jr z, .random_loop + inc a + ld [de], a + call UpdateOpponentInParty + call RefreshBattleHuds + + ld hl, FellAsleepText + call StdBattleTextbox + + farcall UseHeldStatusHealingItem + ret nz + + call OpponentCantMove + ret + +.fail + call AnimateFailedMove + jp StdBattleTextbox + +.CheckAIRandomFail: + ; Enemy turn + ldh a, [hBattleTurn] + and a + jr z, .dont_fail + + ; Not in link battle + ld a, [wLinkMode] + and a + jr nz, .dont_fail + + ; Not locked-on by the enemy + ld a, [wPlayerSubStatus5] + bit SUBSTATUS_LOCK_ON, a + jr nz, .dont_fail + + call BattleRandom + cp 25 percent + 1 ; 25% chance AI fails + ret c + +.dont_fail + xor a + ret + +BattleCommand_PoisonTarget: +; poisontarget + + call CheckSubstituteOpp + ret nz + ld a, BATTLE_VARS_STATUS_OPP + call GetBattleVarAddr + and a + ret nz + ld a, [wTypeModifier] + and $7f + ret z + call CheckIfTargetIsPoisonType + ret z + call GetOpponentItem + ld a, b + cp HELD_PREVENT_POISON + ret z + ld a, [wEffectFailed] + and a + ret nz + call SafeCheckSafeguard + ret nz + + call PoisonOpponent + ld de, ANIM_PSN + call PlayOpponentBattleAnim + call RefreshBattleHuds + + ld hl, WasPoisonedText + call StdBattleTextbox + + farcall UseHeldStatusHealingItem + ret + +BattleCommand_Poison: +; poison + + ld hl, DoesntAffectText + ld a, [wTypeModifier] + and $7f + jp z, .failed + + call CheckIfTargetIsPoisonType + jp z, .failed + + ld a, BATTLE_VARS_STATUS_OPP + call GetBattleVar + ld b, a + ld hl, AlreadyPoisonedText + and 1 << PSN + jp nz, .failed + + call GetOpponentItem + ld a, b + cp HELD_PREVENT_POISON + jr nz, .do_poison + ld a, [hl] + ld [wNamedObjectIndexBuffer], a + call GetItemName + ld hl, ProtectedByText + jr .failed + +.do_poison + ld hl, DidntAffect1Text + ld a, BATTLE_VARS_STATUS_OPP + call GetBattleVar + and a + jr nz, .failed + + ldh a, [hBattleTurn] + and a + jr z, .dont_sample_failure + + ld a, [wLinkMode] + and a + jr nz, .dont_sample_failure + + ld a, [wPlayerSubStatus5] + bit SUBSTATUS_LOCK_ON, a + jr nz, .dont_sample_failure + + call BattleRandom + cp 25 percent + 1 ; 25% chance AI fails + jr c, .failed + +.dont_sample_failure + call CheckSubstituteOpp + jr nz, .failed + ld a, [wAttackMissed] + and a + jr nz, .failed + call .check_toxic + jr z, .toxic + + call .apply_poison + ld hl, WasPoisonedText + call StdBattleTextbox + jr .finished + +.toxic + set SUBSTATUS_TOXIC, [hl] + xor a + ld [de], a + call .apply_poison + + ld hl, BadlyPoisonedText + call StdBattleTextbox + +.finished + farcall UseHeldStatusHealingItem + ret + +.failed + call AnimateFailedMove + jp StdBattleTextbox + +.apply_poison + call AnimateCurrentMove + call PoisonOpponent + jp RefreshBattleHuds + +.check_toxic + ld a, BATTLE_VARS_SUBSTATUS5_OPP + call GetBattleVarAddr + ldh a, [hBattleTurn] + and a + ld de, wEnemyToxicCount + jr z, .ok + ld de, wPlayerToxicCount +.ok + ld a, BATTLE_VARS_MOVE_EFFECT + call GetBattleVar + cp EFFECT_TOXIC + ret + +CheckIfTargetIsPoisonType: + ld de, wEnemyMonType1 + ldh a, [hBattleTurn] + and a + jr z, .ok + ld de, wBattleMonType1 +.ok + ld a, [de] + inc de + cp POISON + ret z + ld a, [de] + cp POISON + ret + +PoisonOpponent: + ld a, BATTLE_VARS_STATUS_OPP + call GetBattleVarAddr + set PSN, [hl] + jp UpdateOpponentInParty + +BattleCommand_DrainTarget: +; draintarget + call SapHealth + ld hl, SuckedHealthText + jp StdBattleTextbox + +BattleCommand_EatDream: +; eatdream + call SapHealth + ld hl, DreamEatenText + jp StdBattleTextbox + +SapHealth: + ; Divide damage by 2, store it in hDividend + ld hl, wCurDamage + ld a, [hli] + srl a + ldh [hDividend], a + ld b, a + ld a, [hl] + rr a + ldh [hDividend + 1], a + or b + jr nz, .at_least_one + ld a, 1 + ldh [hDividend + 1], a +.at_least_one + + ld hl, wBattleMonHP + ld de, wBattleMonMaxHP + ldh a, [hBattleTurn] + and a + jr z, .battlemonhp + ld hl, wEnemyMonHP + ld de, wEnemyMonMaxHP +.battlemonhp + + ; Store current HP in little endian wBuffer3/4 + ld bc, wBuffer4 + ld a, [hli] + ld [bc], a + ld a, [hl] + dec bc + ld [bc], a + + ; Store max HP in little endian wBuffer1/2 + ld a, [de] + dec bc + ld [bc], a + inc de + ld a, [de] + dec bc + ld [bc], a + + ; Add hDividend to current HP and copy it to little endian wBuffer5/6 + ldh a, [hDividend + 1] + ld b, [hl] + add b + ld [hld], a + ld [wBuffer5], a + ldh a, [hDividend] + ld b, [hl] + adc b + ld [hli], a + ld [wBuffer6], a + jr c, .max_hp + + ; Substract current HP from max HP (to see if we have more than max HP) + ld a, [hld] + ld b, a + ld a, [de] + dec de + sub b + ld a, [hli] + ld b, a + ld a, [de] + inc de + sbc b + jr nc, .finish + +.max_hp + ; Load max HP into current HP and copy it to little endian wBuffer5/6 + ld a, [de] + ld [hld], a + ld [wBuffer5], a + dec de + ld a, [de] + ld [hli], a + ld [wBuffer6], a + inc de + +.finish + ldh a, [hBattleTurn] + and a + hlcoord 10, 9 + ld a, $1 + jr z, .hp_bar + hlcoord 2, 2 + xor a +.hp_bar + ld [wWhichHPBar], a + predef AnimateHPBar + call RefreshBattleHuds + jp UpdateBattleMonInParty + +BattleCommand_BurnTarget: +; burntarget + + xor a + ld [wNumHits], a + call CheckSubstituteOpp + ret nz + ld a, BATTLE_VARS_STATUS_OPP + call GetBattleVarAddr + and a + jp nz, Defrost + ld a, [wTypeModifier] + and $7f + ret z + call CheckMoveTypeMatchesTarget ; Don't burn a Fire-type + ret z + call GetOpponentItem + ld a, b + cp HELD_PREVENT_BURN + ret z + ld a, [wEffectFailed] + and a + ret nz + call SafeCheckSafeguard + ret nz + ld a, BATTLE_VARS_STATUS_OPP + call GetBattleVarAddr + set BRN, [hl] + call UpdateOpponentInParty + ld hl, ApplyBrnEffectOnAttack + call CallBattleCore + ld de, ANIM_BRN + call PlayOpponentBattleAnim + call RefreshBattleHuds + + ld hl, WasBurnedText + call StdBattleTextbox + + farcall UseHeldStatusHealingItem + ret + +Defrost: + ld a, [hl] + and 1 << FRZ + ret z + + xor a + ld [hl], a + + ldh a, [hBattleTurn] + and a + ld a, [wCurOTMon] + ld hl, wOTPartyMon1Status + jr z, .ok + ld hl, wPartyMon1Status + ld a, [wCurBattleMon] +.ok + + call GetPartyLocation + xor a + ld [hl], a + call UpdateOpponentInParty + + ld hl, DefrostedOpponentText + jp StdBattleTextbox + +BattleCommand_FreezeTarget: +; freezetarget + + xor a + ld [wNumHits], a + call CheckSubstituteOpp + ret nz + ld a, BATTLE_VARS_STATUS_OPP + call GetBattleVarAddr + and a + ret nz + ld a, [wTypeModifier] + and $7f + ret z + ld a, [wBattleWeather] + cp WEATHER_SUN + ret z + call CheckMoveTypeMatchesTarget ; Don't freeze an Ice-type + ret z + call GetOpponentItem + ld a, b + cp HELD_PREVENT_FREEZE + ret z + ld a, [wEffectFailed] + and a + ret nz + call SafeCheckSafeguard + ret nz + ld a, BATTLE_VARS_STATUS_OPP + call GetBattleVarAddr + set FRZ, [hl] + call UpdateOpponentInParty + ld de, ANIM_FRZ + call PlayOpponentBattleAnim + call RefreshBattleHuds + + ld hl, WasFrozenText + call StdBattleTextbox + + farcall UseHeldStatusHealingItem + ret nz + + call OpponentCantMove + call EndRechargeOpp + ld hl, wEnemyJustGotFrozen + ldh a, [hBattleTurn] + and a + jr z, .finish + ld hl, wPlayerJustGotFrozen +.finish + ld [hl], $1 + ret + +BattleCommand_ParalyzeTarget: +; paralyzetarget + + xor a + ld [wNumHits], a + call CheckSubstituteOpp + ret nz + ld a, BATTLE_VARS_STATUS_OPP + call GetBattleVarAddr + and a + ret nz + ld a, [wTypeModifier] + and $7f + ret z + call GetOpponentItem + ld a, b + cp HELD_PREVENT_PARALYZE + ret z + ld a, [wEffectFailed] + and a + ret nz + call SafeCheckSafeguard + ret nz + ld a, BATTLE_VARS_STATUS_OPP + call GetBattleVarAddr + set PAR, [hl] + call UpdateOpponentInParty + ld hl, ApplyPrzEffectOnSpeed + call CallBattleCore + ld de, ANIM_PAR + call PlayOpponentBattleAnim + call RefreshBattleHuds + call PrintParalyze + ld hl, UseHeldStatusHealingItem + jp CallBattleCore + +BattleCommand_AttackUp: +; attackup + ld b, ATTACK + jr BattleCommand_StatUp + +BattleCommand_DefenseUp: +; defenseup + ld b, DEFENSE + jr BattleCommand_StatUp + +BattleCommand_SpeedUp: +; speedup + ld b, SPEED + jr BattleCommand_StatUp + +BattleCommand_SpecialAttackUp: +; specialattackup + ld b, SP_ATTACK + jr BattleCommand_StatUp + +BattleCommand_SpecialDefenseUp: +; specialdefenseup + ld b, SP_DEFENSE + jr BattleCommand_StatUp + +BattleCommand_AccuracyUp: +; accuracyup + ld b, ACCURACY + jr BattleCommand_StatUp + +BattleCommand_EvasionUp: +; evasionup + ld b, EVASION + jr BattleCommand_StatUp + +BattleCommand_AttackUp2: +; attackup2 + ld b, $10 | ATTACK + jr BattleCommand_StatUp + +BattleCommand_DefenseUp2: +; defenseup2 + ld b, $10 | DEFENSE + jr BattleCommand_StatUp + +BattleCommand_SpeedUp2: +; speedup2 + ld b, $10 | SPEED + jr BattleCommand_StatUp + +BattleCommand_SpecialAttackUp2: +; specialattackup2 + ld b, $10 | SP_ATTACK + jr BattleCommand_StatUp + +BattleCommand_SpecialDefenseUp2: +; specialdefenseup2 + ld b, $10 | SP_DEFENSE + jr BattleCommand_StatUp + +BattleCommand_AccuracyUp2: +; accuracyup2 + ld b, $10 | ACCURACY + jr BattleCommand_StatUp + +BattleCommand_EvasionUp2: +; evasionup2 + ld b, $10 | EVASION + jr BattleCommand_StatUp + +BattleCommand_StatUp: +; statup + call RaiseStat + ld a, [wFailedMessage] + and a + ret nz + jp MinimizeDropSub + +RaiseStat: + ld a, b + ld [wLoweredStat], a + ld hl, wPlayerStatLevels + ldh a, [hBattleTurn] + and a + jr z, .got_stat_levels + ld hl, wEnemyStatLevels +.got_stat_levels + ld a, [wAttackMissed] + and a + jp nz, .stat_raise_failed + ld a, [wEffectFailed] + and a + jp nz, .stat_raise_failed + ld a, [wLoweredStat] + and $f + ld c, a + ld b, 0 + add hl, bc + ld b, [hl] + inc b + ld a, $d + cp b + jp c, .cant_raise_stat + ld a, [wLoweredStat] + and $f0 + jr z, .got_num_stages + inc b + ld a, $d + cp b + jr nc, .got_num_stages + ld b, a +.got_num_stages + ld [hl], b + push hl + ld a, c + cp $5 + jr nc, .done_calcing_stats + ld hl, wBattleMonStats + 1 + ld de, wPlayerStats + ldh a, [hBattleTurn] + and a + jr z, .got_stats_pointer + ld hl, wEnemyMonStats + 1 + ld de, wEnemyStats +.got_stats_pointer + push bc + sla c + ld b, 0 + add hl, bc + ld a, c + add e + ld e, a + jr nc, .no_carry + inc d +.no_carry + pop bc + ld a, [hld] + sub LOW(MAX_STAT_VALUE) + jr nz, .not_already_max + ld a, [hl] + sbc HIGH(MAX_STAT_VALUE) + jp z, .stats_already_max +.not_already_max + ldh a, [hBattleTurn] + and a + jr z, .calc_player_stats + call CalcEnemyStats + jr .done_calcing_stats + +.calc_player_stats + call CalcPlayerStats +.done_calcing_stats + pop hl + xor a + ld [wFailedMessage], a + ret + +.stats_already_max + pop hl + dec [hl] + ; fallthrough + +.cant_raise_stat + ld a, $2 + ld [wFailedMessage], a + ld a, $1 + ld [wAttackMissed], a + ret + +.stat_raise_failed + ld a, $1 + ld [wFailedMessage], a + ret + +MinimizeDropSub: +; Lower the substitute if we're minimizing + + ld bc, wPlayerMinimized + ld hl, DropPlayerSub + ldh a, [hBattleTurn] + and a + jr z, .do_player + ld bc, wEnemyMinimized + ld hl, DropEnemySub +.do_player + ld a, BATTLE_VARS_MOVE_ANIM + call GetBattleVar + cp MINIMIZE + ret nz + + ld a, $1 + ld [bc], a + ; check battle scene + ld a, [wOptions] + add a + ret nc + + xor a + ldh [hBGMapMode], a + call CallBattleCore + call WaitBGMap + jp BattleCommand_MoveDelay + +BattleCommand_AttackDown: +; attackdown + ld a, ATTACK + jr BattleCommand_StatDown + +BattleCommand_DefenseDown: +; defensedown + ld a, DEFENSE + jr BattleCommand_StatDown + +BattleCommand_SpeedDown: +; speeddown + ld a, SPEED + jr BattleCommand_StatDown + +BattleCommand_SpecialAttackDown: +; specialattackdown + ld a, SP_ATTACK + jr BattleCommand_StatDown + +BattleCommand_SpecialDefenseDown: +; specialdefensedown + ld a, SP_DEFENSE + jr BattleCommand_StatDown + +BattleCommand_AccuracyDown: +; accuracydown + ld a, ACCURACY + jr BattleCommand_StatDown + +BattleCommand_EvasionDown: +; evasiondown + ld a, EVASION + jr BattleCommand_StatDown + +BattleCommand_AttackDown2: +; attackdown2 + ld a, $10 | ATTACK + jr BattleCommand_StatDown + +BattleCommand_DefenseDown2: +; defensedown2 + ld a, $10 | DEFENSE + jr BattleCommand_StatDown + +BattleCommand_SpeedDown2: +; speeddown2 + ld a, $10 | SPEED + jr BattleCommand_StatDown + +BattleCommand_SpecialAttackDown2: +; specialattackdown2 + ld a, $10 | SP_ATTACK + jr BattleCommand_StatDown + +BattleCommand_SpecialDefenseDown2: +; specialdefensedown2 + ld a, $10 | SP_DEFENSE + jr BattleCommand_StatDown + +BattleCommand_AccuracyDown2: +; accuracydown2 + ld a, $10 | ACCURACY + jr BattleCommand_StatDown + +BattleCommand_EvasionDown2: +; evasiondown2 + ld a, $10 | EVASION + +BattleCommand_StatDown: +; statdown + + ld [wLoweredStat], a + + call CheckMist + jp nz, .Mist + + ld hl, wEnemyStatLevels + ldh a, [hBattleTurn] + and a + jr z, .GetStatLevel + ld hl, wPlayerStatLevels + +.GetStatLevel: +; Attempt to lower the stat. + ld a, [wLoweredStat] + and $f + ld c, a + ld b, 0 + add hl, bc + ld b, [hl] + dec b + jp z, .CantLower + +; Sharply lower the stat if applicable. + ld a, [wLoweredStat] + and $f0 + jr z, .ComputerMiss + dec b + jr nz, .ComputerMiss + inc b + +.ComputerMiss: +; Computer opponents have a 25% chance of failing. + ldh a, [hBattleTurn] + and a + jr z, .DidntMiss + + ld a, [wLinkMode] + and a + jr nz, .DidntMiss + +; Lock-On still always works. + ld a, [wPlayerSubStatus5] + bit SUBSTATUS_LOCK_ON, a + jr nz, .DidntMiss + +; Attacking moves that also lower accuracy are unaffected. + ld a, BATTLE_VARS_MOVE_EFFECT + call GetBattleVar + cp EFFECT_ACCURACY_DOWN_HIT + jr z, .DidntMiss + + call BattleRandom + cp 25 percent + 1 ; 25% chance AI fails + jr c, .Failed + +.DidntMiss: + call CheckSubstituteOpp + jr nz, .Failed + + ld a, [wAttackMissed] + and a + jr nz, .Failed + + ld a, [wEffectFailed] + and a + jr nz, .Failed + + call CheckHiddenOpponent + jr nz, .Failed + +; Accuracy/Evasion reduction don't involve stats. + ld [hl], b + ld a, c + cp ACCURACY + jr nc, .Hit + + push hl + ld hl, wEnemyMonAttack + 1 + ld de, wEnemyStats + ldh a, [hBattleTurn] + and a + jr z, .do_enemy + ld hl, wBattleMonAttack + 1 + ld de, wPlayerStats +.do_enemy + call TryLowerStat + pop hl + jr z, .CouldntLower + +.Hit: + xor a + ld [wFailedMessage], a + ret + +.CouldntLower: + inc [hl] +.CantLower: + ld a, 3 + ld [wFailedMessage], a + ld a, 1 + ld [wAttackMissed], a + ret + +.Failed: + ld a, 1 + ld [wFailedMessage], a + ld [wAttackMissed], a + ret + +.Mist: + ld a, 2 + ld [wFailedMessage], a + ld a, 1 + ld [wAttackMissed], a + ret + +CheckMist: + ld a, BATTLE_VARS_MOVE_EFFECT + call GetBattleVar + cp EFFECT_ATTACK_DOWN + jr c, .dont_check_mist + cp EFFECT_EVASION_DOWN + 1 + jr c, .check_mist + cp EFFECT_ATTACK_DOWN_2 + jr c, .dont_check_mist + cp EFFECT_EVASION_DOWN_2 + 1 + jr c, .check_mist + cp EFFECT_ATTACK_DOWN_HIT + jr c, .dont_check_mist + cp EFFECT_EVASION_DOWN_HIT + 1 + jr c, .check_mist +.dont_check_mist + xor a + ret + +.check_mist + ld a, BATTLE_VARS_SUBSTATUS4_OPP + call GetBattleVar + bit SUBSTATUS_MIST, a + ret + +BattleCommand_StatUpMessage: + ld a, [wFailedMessage] + and a + ret nz + ld a, [wLoweredStat] + and $f + ld b, a + inc b + call GetStatName + ld hl, .stat + jp PrintText + +.stat + text_far Text_BattleEffectActivate + text_asm + ld hl, .BattleStatWentUpText + ld a, [wLoweredStat] + and $f0 + ret z + ld hl, .BattleStatWentWayUpText + ret + +.BattleStatWentWayUpText: + text_far _BattleStatWentWayUpText + text_end + +.BattleStatWentUpText: + text_far _BattleStatWentUpText + text_end + +BattleCommand_StatDownMessage: + ld a, [wFailedMessage] + and a + ret nz + ld a, [wLoweredStat] + and $f + ld b, a + inc b + call GetStatName + ld hl, .stat + jp PrintText + +.stat + text_far Text_BattleFoeEffectActivate + text_asm + ld hl, .BattleStatFellText + ld a, [wLoweredStat] + and $f0 + ret z + ld hl, .BattleStatSharplyFellText + ret + +.BattleStatSharplyFellText: + text_far _BattleStatSharplyFellText + text_end + +.BattleStatFellText: + text_far _BattleStatFellText + text_end + +TryLowerStat: +; Lower stat c from stat struct hl (buffer de). + + push bc + sla c + ld b, 0 + add hl, bc + ; add de, c + ld a, c + add e + ld e, a + jr nc, .no_carry + inc d +.no_carry + pop bc + +; The lowest possible stat is 1. + ld a, [hld] + sub 1 + jr nz, .not_min + ld a, [hl] + and a + ret z + +.not_min + ldh a, [hBattleTurn] + and a + jr z, .Player + + call BattleCommand_SwitchTurn + call CalcPlayerStats + call BattleCommand_SwitchTurn + jr .end + +.Player: + call BattleCommand_SwitchTurn + call CalcEnemyStats + call BattleCommand_SwitchTurn +.end + ld a, 1 + and a + ret + +BattleCommand_StatUpFailText: +; statupfailtext + ld a, [wFailedMessage] + and a + ret z + push af + call BattleCommand_MoveDelay + pop af + dec a + jp z, TryPrintButItFailed + ld a, [wLoweredStat] + and $f + ld b, a + inc b + call GetStatName + ld hl, WontRiseAnymoreText + jp StdBattleTextbox + +BattleCommand_StatDownFailText: +; statdownfailtext + ld a, [wFailedMessage] + and a + ret z + push af + call BattleCommand_MoveDelay + pop af + dec a + jp z, TryPrintButItFailed + dec a + ld hl, ProtectedByMistText + jp z, StdBattleTextbox + ld a, [wLoweredStat] + and $f + ld b, a + inc b + call GetStatName + ld hl, WontDropAnymoreText + jp StdBattleTextbox + +GetStatName: + ld hl, StatNames + ld c, "@" +.CheckName: + dec b + jr z, .Copy +.GetName: + ld a, [hli] + cp c + jr z, .CheckName + jr .GetName + +.Copy: + ld de, wStringBuffer2 + ld bc, 10 + jp CopyBytes + +INCLUDE "data/battle/stat_names.asm" + +INCLUDE "data/battle/stat_multipliers.asm" + +BattleCommand_AllStatsUp: +; allstatsup + +; Attack + call ResetMiss + call BattleCommand_AttackUp + call BattleCommand_StatUpMessage + +; Defense + call ResetMiss + call BattleCommand_DefenseUp + call BattleCommand_StatUpMessage + +; Speed + call ResetMiss + call BattleCommand_SpeedUp + call BattleCommand_StatUpMessage + +; Special Attack + call ResetMiss + call BattleCommand_SpecialAttackUp + call BattleCommand_StatUpMessage + +; Special Defense + call ResetMiss + call BattleCommand_SpecialDefenseUp + jp BattleCommand_StatUpMessage + +ResetMiss: + xor a + ld [wAttackMissed], a + ret + +LowerStat: + ld [wLoweredStat], a + + ld hl, wPlayerStatLevels + ldh a, [hBattleTurn] + and a + jr z, .got_target + ld hl, wEnemyStatLevels + +.got_target + ld a, [wLoweredStat] + and $f + ld c, a + ld b, 0 + add hl, bc + ld b, [hl] + dec b + jr z, .cant_lower_anymore + + ld a, [wLoweredStat] + and $f0 + jr z, .got_num_stages + dec b + jr nz, .got_num_stages + inc b + +.got_num_stages + ld [hl], b + ld a, c + cp 5 + jr nc, .accuracy_evasion + + push hl + ld hl, wBattleMonStats + 1 + ld de, wPlayerStats + ldh a, [hBattleTurn] + and a + jr z, .got_target_2 + ld hl, wEnemyMonStats + 1 + ld de, wEnemyStats + +.got_target_2 + call TryLowerStat + pop hl + jr z, .failed + +.accuracy_evasion + ldh a, [hBattleTurn] + and a + jr z, .player + + call CalcEnemyStats + + jr .finish + +.player + call CalcPlayerStats + +.finish + xor a + ld [wFailedMessage], a + ret + +.failed + inc [hl] + +.cant_lower_anymore + ld a, 2 + ld [wFailedMessage], a + ret + +BattleCommand_TriStatusChance: +; tristatuschance + + call BattleCommand_EffectChance + +.loop + ; 1/3 chance of each status + call BattleRandom + swap a + and %11 + jr z, .loop + dec a + ld hl, .ptrs + rst JumpTable + ret + +.ptrs + dw BattleCommand_ParalyzeTarget ; paralyze + dw BattleCommand_FreezeTarget ; freeze + dw BattleCommand_BurnTarget ; burn + +BattleCommand_Curl: +; curl + ld a, BATTLE_VARS_SUBSTATUS2 + call GetBattleVarAddr + set SUBSTATUS_CURLED, [hl] + ret + +BattleCommand_RaiseSubNoAnim: + ld hl, GetBattleMonBackpic + ldh a, [hBattleTurn] + and a + jr z, .PlayerTurn + ld hl, GetEnemyMonFrontpic +.PlayerTurn: + xor a + ldh [hBGMapMode], a + call CallBattleCore + jp WaitBGMap + +BattleCommand_LowerSubNoAnim: + ld hl, DropPlayerSub + ldh a, [hBattleTurn] + and a + jr z, .PlayerTurn + ld hl, DropEnemySub +.PlayerTurn: + xor a + ldh [hBGMapMode], a + call CallBattleCore + jp WaitBGMap + +CalcPlayerStats: + ld hl, wPlayerAtkLevel + ld de, wPlayerStats + ld bc, wBattleMonAttack + + ld a, 5 + call CalcBattleStats + + ld hl, BadgeStatBoosts + call CallBattleCore + + call BattleCommand_SwitchTurn + + ld hl, ApplyPrzEffectOnSpeed + call CallBattleCore + + ld hl, ApplyBrnEffectOnAttack + call CallBattleCore + + jp BattleCommand_SwitchTurn + +CalcEnemyStats: + ld hl, wEnemyAtkLevel + ld de, wEnemyStats + ld bc, wEnemyMonAttack + + ld a, 5 + call CalcBattleStats + + call BattleCommand_SwitchTurn + + ld hl, ApplyPrzEffectOnSpeed + call CallBattleCore + + ld hl, ApplyBrnEffectOnAttack + call CallBattleCore + + jp BattleCommand_SwitchTurn + +CalcBattleStats: +.loop + push af + ld a, [hli] + push hl + push bc + + ld c, a + dec c + ld b, 0 + ld hl, StatLevelMultipliers + add hl, bc + add hl, bc + + xor a + ldh [hMultiplicand + 0], a + ld a, [de] + ldh [hMultiplicand + 1], a + inc de + ld a, [de] + ldh [hMultiplicand + 2], a + inc de + + ld a, [hli] + ldh [hMultiplier], a + call Multiply + + ld a, [hl] + ldh [hDivisor], a + ld b, 4 + call Divide + + ldh a, [hQuotient + 2] + ld b, a + ldh a, [hQuotient + 3] + or b + jr nz, .check_maxed_out + + ld a, 1 + ldh [hQuotient + 3], a + jr .not_maxed_out + +.check_maxed_out + ldh a, [hQuotient + 3] + cp LOW(MAX_STAT_VALUE) + ld a, b + sbc HIGH(MAX_STAT_VALUE) + jr c, .not_maxed_out + + ld a, LOW(MAX_STAT_VALUE) + ldh [hQuotient + 3], a + ld a, HIGH(MAX_STAT_VALUE) + ldh [hQuotient + 2], a + +.not_maxed_out + pop bc + ldh a, [hQuotient + 2] + ld [bc], a + inc bc + ldh a, [hQuotient + 3] + ld [bc], a + inc bc + pop hl + pop af + dec a + jr nz, .loop + + ret + +INCLUDE "engine/battle/move_effects/bide.asm" + +BattleCommand_CheckRampage: +; checkrampage + + ld de, wPlayerRolloutCount + ldh a, [hBattleTurn] + and a + jr z, .player + ld de, wEnemyRolloutCount +.player + ld a, BATTLE_VARS_SUBSTATUS3 + call GetBattleVarAddr + bit SUBSTATUS_RAMPAGE, [hl] + ret z + ld a, [de] + dec a + ld [de], a + jr nz, .continue_rampage + + res SUBSTATUS_RAMPAGE, [hl] + call BattleCommand_SwitchTurn + call SafeCheckSafeguard + push af + call BattleCommand_SwitchTurn + pop af + jr nz, .continue_rampage + + set SUBSTATUS_CONFUSED, [hl] + call BattleRandom + and %00000001 + inc a + inc a + inc de ; ConfuseCount + ld [de], a +.continue_rampage + ld b, rampage_command + jp SkipToBattleCommand + +BattleCommand_Rampage: +; rampage + +; No rampage during Sleep Talk. + ld a, BATTLE_VARS_STATUS + call GetBattleVar + and SLP + ret nz + + ld de, wPlayerRolloutCount + ldh a, [hBattleTurn] + and a + jr z, .ok + ld de, wEnemyRolloutCount +.ok + ld a, BATTLE_VARS_SUBSTATUS3 + call GetBattleVarAddr + set SUBSTATUS_RAMPAGE, [hl] +; Rampage for 1 or 2 more turns + call BattleRandom + and %00000001 + inc a + ld [de], a + ld a, 1 + ld [wSomeoneIsRampaging], a + ret + +INCLUDE "engine/battle/move_effects/teleport.asm" + +BattleCommand_ForceSwitch: +; forceswitch + + ld a, [wBattleType] + cp BATTLETYPE_SHINY + jp z, .fail + cp BATTLETYPE_TRAP + jp z, .fail + ldh a, [hBattleTurn] + and a + jp nz, .force_player_switch + ld a, [wAttackMissed] + and a + jr nz, .missed + ld a, [wBattleMode] + dec a + jr nz, .trainer + ld a, [wCurPartyLevel] + ld b, a + ld a, [wBattleMonLevel] + cp b + jr nc, .wild_force_flee + add b + ld c, a + inc c +.random_loop_wild + call BattleRandom + cp c + jr nc, .random_loop_wild + srl b + srl b + cp b + jr nc, .wild_force_flee +.missed + jp .fail + +.wild_force_flee + call UpdateBattleMonInParty + xor a + ld [wNumHits], a + inc a + ld [wForcedSwitch], a + ; set battle draw + inc a + ld [wBattleResult], a + ld a, [wPlayerMoveStructAnimation] + jp .succeed + +.trainer + call FindAliveEnemyMons + jr c, .switch_fail + ld a, [wEnemyGoesFirst] + and a + jr z, .switch_fail + call UpdateEnemyMonInParty + ld a, $1 + ld [wKickCounter], a + call AnimateCurrentMove + ld c, $14 + call DelayFrames + hlcoord 1, 0 + lb bc, 4, 10 + call ClearBox + ld c, 20 + call DelayFrames + ld a, [wOTPartyCount] + ld b, a + ld a, [wCurOTMon] + ld c, a +; select a random enemy mon to switch to +.random_loop_trainer + call BattleRandom + and $7 + cp b + jr nc, .random_loop_trainer + cp c + jr z, .random_loop_trainer + push af + push bc + ld hl, wOTPartyMon1HP + call GetPartyLocation + ld a, [hli] + or [hl] + pop bc + pop de + jr z, .random_loop_trainer + ld a, d + inc a + ld [wEnemySwitchMonIndex], a + callfar ForceEnemySwitch + + ld hl, DraggedOutText + call StdBattleTextbox + + ld hl, SpikesDamage + jp CallBattleCore + +.switch_fail + jp .fail + +.force_player_switch + ld a, [wAttackMissed] + and a + jr nz, .player_miss + + ld a, [wBattleMode] + dec a + jr nz, .vs_trainer + + ld a, [wBattleMonLevel] + ld b, a + ld a, [wCurPartyLevel] + cp b + jr nc, .wild_succeed_playeristarget + + add b + ld c, a + inc c +.wild_random_loop_playeristarget + call BattleRandom + cp c + jr nc, .wild_random_loop_playeristarget + + srl b + srl b + cp b + jr nc, .wild_succeed_playeristarget + +.player_miss + jp .fail + +.wild_succeed_playeristarget + call UpdateBattleMonInParty + xor a + ld [wNumHits], a + inc a + ld [wForcedSwitch], a + ; set battle draw + inc a + ld [wBattleResult], a + ld a, [wEnemyMoveStructAnimation] + jr .succeed + +.vs_trainer + call CheckPlayerHasMonToSwitchTo + jr c, .switch_fail2 + + ld a, [wEnemyGoesFirst] + cp $1 + jr z, .switch_fail + + call UpdateBattleMonInParty + ld a, $1 + ld [wKickCounter], a + call AnimateCurrentMove + ld c, 20 + call DelayFrames + hlcoord 9, 7 + lb bc, 5, 11 + call ClearBox + ld c, 20 + call DelayFrames + ld a, [wPartyCount] + ld b, a + ld a, [wCurBattleMon] + ld c, a +.random_loop_trainer_playeristarget + call BattleRandom + and $7 + cp b + jr nc, .random_loop_trainer_playeristarget + + cp c + jr z, .random_loop_trainer_playeristarget + + push af + push bc + ld hl, wPartyMon1HP + call GetPartyLocation + ld a, [hli] + or [hl] + pop bc + pop de + jr z, .random_loop_trainer_playeristarget + + ld a, d + ld [wCurPartyMon], a + ld hl, SwitchPlayerMon + call CallBattleCore + + ld hl, DraggedOutText + call StdBattleTextbox + + ld hl, SpikesDamage + jp CallBattleCore + +.switch_fail2 + jr .fail + +.succeed + push af + ld a, DRAW + ld [wBattleResult], a + ld a, $1 + ld [wKickCounter], a + call AnimateCurrentMove + ld c, 20 + call DelayFrames + pop af + + ld hl, FledInFearText + cp ROAR + jr z, .do_text + ld hl, BlownAwayText +.do_text + jp StdBattleTextbox + +.fail + call BattleCommand_LowerSub + call BattleCommand_MoveDelay + call BattleCommand_RaiseSub + jp PrintButItFailed + +CheckPlayerHasMonToSwitchTo: + ld a, [wPartyCount] + ld d, a + ld e, 0 + ld bc, PARTYMON_STRUCT_LENGTH +.loop + ld a, [wCurBattleMon] + cp e + jr z, .next + + ld a, e + ld hl, wPartyMon1HP + call AddNTimes + ld a, [hli] + or [hl] + jr nz, .not_fainted + +.next + inc e + dec d + jr nz, .loop + + scf + ret + +.not_fainted + and a + ret + +BattleCommand_EndLoop: +; endloop + +; Loop back to 'critical'. + + ld de, wPlayerRolloutCount + ld bc, wPlayerDamageTaken + ldh a, [hBattleTurn] + and a + jr z, .got_addrs + ld de, wEnemyRolloutCount + ld bc, wEnemyDamageTaken +.got_addrs + + ld a, BATTLE_VARS_SUBSTATUS3 + call GetBattleVarAddr + bit SUBSTATUS_IN_LOOP, [hl] + jp nz, .in_loop + set SUBSTATUS_IN_LOOP, [hl] + ld a, BATTLE_VARS_MOVE_EFFECT + call GetBattleVarAddr + ld a, [hl] + cp EFFECT_POISON_MULTI_HIT + jr z, .twineedle + cp EFFECT_DOUBLE_HIT + ld a, 1 + jr z, .double_hit + ld a, [hl] + cp EFFECT_BEAT_UP + jr z, .beat_up + cp EFFECT_TRIPLE_KICK + jr nz, .not_triple_kick +.reject_triple_kick_sample + call BattleRandom + and $3 + jr z, .reject_triple_kick_sample + dec a + jr nz, .double_hit + ld a, 1 + ld [bc], a + jr .done_loop + +.beat_up + ldh a, [hBattleTurn] + and a + jr nz, .check_ot_beat_up + ld a, [wPartyCount] + cp 1 + jp z, .only_one_beatup + dec a + jr .double_hit + +.check_ot_beat_up + ld a, [wBattleMode] + cp WILD_BATTLE + jp z, .only_one_beatup + ld a, [wOTPartyCount] + cp 1 + jp z, .only_one_beatup + dec a + jr .double_hit + +.only_one_beatup + ld a, BATTLE_VARS_SUBSTATUS3 + call GetBattleVarAddr + res SUBSTATUS_IN_LOOP, [hl] + call BattleCommand_BeatUpFailText + jp EndMoveEffect + +.not_triple_kick + call BattleRandom + and $3 + cp 2 + jr c, .got_number_hits + call BattleRandom + and $3 +.got_number_hits + inc a +.double_hit + ld [de], a + inc a + ld [bc], a + jr .loop_back_to_critical + +.twineedle + ld a, 1 + jr .double_hit + +.in_loop + ld a, [de] + dec a + ld [de], a + jr nz, .loop_back_to_critical +.done_loop + ld a, BATTLE_VARS_SUBSTATUS3 + call GetBattleVarAddr + res SUBSTATUS_IN_LOOP, [hl] + + ld hl, PlayerHitTimesText + ldh a, [hBattleTurn] + and a + jr z, .got_hit_n_times_text + ld hl, EnemyHitTimesText +.got_hit_n_times_text + + push bc + ld a, BATTLE_VARS_MOVE_EFFECT + call GetBattleVar + cp EFFECT_BEAT_UP + jr z, .beat_up_2 + call StdBattleTextbox +.beat_up_2 + + pop bc + xor a + ld [bc], a + ret + +.loop_back_to_critical + ld a, [wBattleScriptBufferAddress + 1] + ld h, a + ld a, [wBattleScriptBufferAddress] + ld l, a +.not_critical + ld a, [hld] + cp critical_command + jr nz, .not_critical + inc hl + ld a, h + ld [wBattleScriptBufferAddress + 1], a + ld a, l + ld [wBattleScriptBufferAddress], a + ret + +BattleCommand_FakeOut: + ld a, [wAttackMissed] + and a + ret nz + + call CheckSubstituteOpp + jr nz, .fail + + ld a, BATTLE_VARS_STATUS_OPP + call GetBattleVar + and 1 << FRZ | SLP + jr nz, .fail + + call CheckOpponentWentFirst + jr z, FlinchTarget + +.fail + ld a, 1 + ld [wAttackMissed], a + ret + +BattleCommand_FlinchTarget: + call CheckSubstituteOpp + ret nz + + ld a, BATTLE_VARS_STATUS_OPP + call GetBattleVar + and 1 << FRZ | SLP + ret nz + + call CheckOpponentWentFirst + ret nz + + ld a, [wEffectFailed] + and a + ret nz + + ; fallthrough + +FlinchTarget: + ld a, BATTLE_VARS_SUBSTATUS3_OPP + call GetBattleVarAddr + set SUBSTATUS_FLINCHED, [hl] + jp EndRechargeOpp + +CheckOpponentWentFirst: +; Returns a=0, z if user went first +; Returns a=1, nz if opponent went first + push bc + ld a, [wEnemyGoesFirst] ; 0 if player went first + ld b, a + ldh a, [hBattleTurn] ; 0 if it's the player's turn + xor b ; 1 if opponent went first + pop bc + ret + +BattleCommand_HeldFlinch: +; kingsrock + + ld a, [wAttackMissed] + and a + ret nz + + call GetUserItem + ld a, b + cp HELD_FLINCH + ret nz + + call CheckSubstituteOpp + ret nz + ld a, BATTLE_VARS_MOVE_EFFECT + call GetBattleVarAddr + ld d, h + ld e, l + call GetUserItem + call BattleRandom + cp c + ret nc + call EndRechargeOpp + ld a, BATTLE_VARS_SUBSTATUS3_OPP + call GetBattleVarAddr + set SUBSTATUS_FLINCHED, [hl] + ret + +BattleCommand_OHKO: +; ohko + + call ResetDamage + ld a, [wTypeModifier] + and $7f + jr z, .no_effect + ld hl, wEnemyMonLevel + ld de, wBattleMonLevel + ld bc, wPlayerMoveStruct + MOVE_ACC + ldh a, [hBattleTurn] + and a + jr z, .got_move_accuracy + push hl + ld h, d + ld l, e + pop de + ld bc, wEnemyMoveStruct + MOVE_ACC +.got_move_accuracy + ld a, [de] + sub [hl] + jr c, .no_effect + add a + ld e, a + ld a, [bc] + add e + jr nc, .finish_ohko + ld a, $ff +.finish_ohko + ld [bc], a + call BattleCommand_CheckHit + ld hl, wCurDamage + ld a, $ff + ld [hli], a + ld [hl], a + ld a, $2 + ld [wCriticalHit], a + ret + +.no_effect + ld a, $ff + ld [wCriticalHit], a + ld a, $1 + ld [wAttackMissed], a + ret + +BattleCommand_CheckCharge: +; checkcharge + + ld a, BATTLE_VARS_SUBSTATUS3 + call GetBattleVarAddr + bit SUBSTATUS_CHARGED, [hl] + ret z + res SUBSTATUS_CHARGED, [hl] + res SUBSTATUS_UNDERGROUND, [hl] + res SUBSTATUS_FLYING, [hl] + ld b, charge_command + jp SkipToBattleCommand + +BattleCommand_Charge: +; charge + + call BattleCommand_ClearText + ld a, BATTLE_VARS_STATUS + call GetBattleVar + and SLP + jr z, .awake + + call BattleCommand_MoveDelay + call BattleCommand_RaiseSub + call PrintButItFailed + jp EndMoveEffect + +.awake + ld a, BATTLE_VARS_SUBSTATUS3 + call GetBattleVarAddr + set SUBSTATUS_CHARGED, [hl] + + ld hl, IgnoredOrders2Text + ld a, [wAlreadyDisobeyed] + and a + call nz, StdBattleTextbox + + call BattleCommand_LowerSub + xor a + ld [wNumHits], a + inc a + ld [wKickCounter], a + call LoadMoveAnim + ld a, BATTLE_VARS_MOVE_ANIM + call GetBattleVar + cp FLY + jr z, .flying + cp DIG + jr z, .flying + call BattleCommand_RaiseSub + jr .not_flying + +.flying + call DisappearUser +.not_flying + ld a, BATTLE_VARS_SUBSTATUS3 + call GetBattleVarAddr + ld a, BATTLE_VARS_MOVE_ANIM + call GetBattleVar + ld b, a + cp FLY + jr z, .set_flying + cp DIG + jr nz, .dont_set_digging + set SUBSTATUS_UNDERGROUND, [hl] + jr .dont_set_digging + +.set_flying + set SUBSTATUS_FLYING, [hl] + +.dont_set_digging + call CheckUserIsCharging + jr nz, .mimic + ld a, BATTLE_VARS_LAST_COUNTER_MOVE + call GetBattleVarAddr + ld [hl], b + ld a, BATTLE_VARS_LAST_MOVE + call GetBattleVarAddr + ld [hl], b + +.mimic + call ResetDamage + + ld hl, .UsedText + call PrintText + + ld a, BATTLE_VARS_MOVE_EFFECT + call GetBattleVar + cp EFFECT_SKULL_BASH + ld b, endturn_command + jp z, SkipToBattleCommand + jp EndMoveEffect + +.UsedText: + text_far Text_BattleUser ; "<USER>" + text_asm + ld a, BATTLE_VARS_MOVE_ANIM + call GetBattleVar + cp RAZOR_WIND + ld hl, .BattleMadeWhirlwindText + jr z, .done + + cp SOLARBEAM + ld hl, .BattleTookSunlightText + jr z, .done + + cp SKULL_BASH + ld hl, .BattleLoweredHeadText + jr z, .done + + cp SKY_ATTACK + ld hl, .BattleGlowingText + jr z, .done + + cp FLY + ld hl, .BattleFlewText + jr z, .done + + cp DIG + ld hl, .BattleDugText + +.done + ret + +.BattleMadeWhirlwindText: + text_far _BattleMadeWhirlwindText + text_end + +.BattleTookSunlightText: + text_far _BattleTookSunlightText + text_end + +.BattleLoweredHeadText: + text_far _BattleLoweredHeadText + text_end + +.BattleGlowingText: + text_far _BattleGlowingText + text_end + +.BattleFlewText: + text_far _BattleFlewText + text_end + +.BattleDugText: + text_far _BattleDugText + text_end + +BattleCommand3c: +; unused + ret + +BattleCommand_TrapTarget: +; traptarget + + ld a, [wAttackMissed] + and a + ret nz + ld hl, wEnemyWrapCount + ld de, wEnemyTrappingMove + ldh a, [hBattleTurn] + and a + jr z, .got_trap + ld hl, wPlayerWrapCount + ld de, wPlayerTrappingMove + +.got_trap + ld a, [hl] + and a + ret nz + ld a, BATTLE_VARS_SUBSTATUS4_OPP + call GetBattleVar + bit SUBSTATUS_SUBSTITUTE, a + ret nz + call BattleRandom + ; trapped for 2-5 turns + and %11 + inc a + inc a + inc a + ld [hl], a + ld a, BATTLE_VARS_MOVE_ANIM + call GetBattleVar + ld [de], a + ld b, a + ld hl, .Traps + +.find_trap_text + ld a, [hli] + cp b + jr z, .found_trap_text + inc hl + inc hl + jr .find_trap_text + +.found_trap_text + ld a, [hli] + ld h, [hl] + ld l, a + jp StdBattleTextbox + +.Traps: + dbw BIND, UsedBindText ; 'used BIND on' + dbw WRAP, WrappedByText ; 'was WRAPPED by' + dbw FIRE_SPIN, WasTrappedText ; 'was trapped!' + dbw CLAMP, ClampedByText ; 'was CLAMPED by' + dbw WHIRLPOOL, WasTrappedText ; 'was trapped!' + +INCLUDE "engine/battle/move_effects/mist.asm" + +INCLUDE "engine/battle/move_effects/focus_energy.asm" + +BattleCommand_Recoil: +; recoil + + ld hl, wBattleMonMaxHP + ldh a, [hBattleTurn] + and a + jr z, .got_hp + ld hl, wEnemyMonMaxHP +.got_hp + ld a, BATTLE_VARS_MOVE_ANIM + call GetBattleVar + ld d, a +; get 1/4 damage or 1 HP, whichever is higher + ld a, [wCurDamage] + ld b, a + ld a, [wCurDamage + 1] + ld c, a + srl b + rr c + srl b + rr c + ld a, b + or c + jr nz, .min_damage + inc c +.min_damage + ld a, [hli] + ld [wBuffer2], a + ld a, [hl] + ld [wBuffer1], a + dec hl + dec hl + ld a, [hl] + ld [wBuffer3], a + sub c + ld [hld], a + ld [wBuffer5], a + ld a, [hl] + ld [wBuffer4], a + sbc b + ld [hl], a + ld [wBuffer6], a + jr nc, .dont_ko + xor a + ld [hli], a + ld [hl], a + ld hl, wBuffer5 + ld [hli], a + ld [hl], a +.dont_ko + hlcoord 10, 9 + ldh a, [hBattleTurn] + and a + ld a, 1 + jr z, .animate_hp_bar + hlcoord 2, 2 + xor a +.animate_hp_bar + ld [wWhichHPBar], a + predef AnimateHPBar + call RefreshBattleHuds + ld hl, RecoilText + jp StdBattleTextbox + +BattleCommand_ConfuseTarget: +; confusetarget + + call GetOpponentItem + ld a, b + cp HELD_PREVENT_CONFUSE + ret z + ld a, [wEffectFailed] + and a + ret nz + call SafeCheckSafeguard + ret nz + call CheckSubstituteOpp + ret nz + ld a, BATTLE_VARS_SUBSTATUS3_OPP + call GetBattleVarAddr + bit SUBSTATUS_CONFUSED, [hl] + ret nz + jr BattleCommand_FinishConfusingTarget + +BattleCommand_Confuse: +; confuse + + call GetOpponentItem + ld a, b + cp HELD_PREVENT_CONFUSE + jr nz, .no_item_protection + ld a, [hl] + ld [wNamedObjectIndexBuffer], a + call GetItemName + call AnimateFailedMove + ld hl, ProtectedByText + jp StdBattleTextbox + +.no_item_protection + ld a, BATTLE_VARS_SUBSTATUS3_OPP + call GetBattleVarAddr + bit SUBSTATUS_CONFUSED, [hl] + jr z, .not_already_confused + call AnimateFailedMove + ld hl, AlreadyConfusedText + jp StdBattleTextbox + +.not_already_confused + call CheckSubstituteOpp + jr nz, BattleCommand_Confuse_CheckSnore_Swagger_ConfuseHit + ld a, [wAttackMissed] + and a + jr nz, BattleCommand_Confuse_CheckSnore_Swagger_ConfuseHit +BattleCommand_FinishConfusingTarget: + ld bc, wEnemyConfuseCount + ldh a, [hBattleTurn] + and a + jr z, .got_confuse_count + ld bc, wPlayerConfuseCount + +.got_confuse_count + set SUBSTATUS_CONFUSED, [hl] + ; confused for 2-5 turns + call BattleRandom + and %11 + inc a + inc a + ld [bc], a + + ld a, BATTLE_VARS_MOVE_EFFECT + call GetBattleVar + cp EFFECT_CONFUSE_HIT + jr z, .got_effect + cp EFFECT_SNORE + jr z, .got_effect + cp EFFECT_SWAGGER + jr z, .got_effect + call AnimateCurrentMove + +.got_effect + ld de, ANIM_CONFUSED + call PlayOpponentBattleAnim + + ld hl, BecameConfusedText + call StdBattleTextbox + + call GetOpponentItem + ld a, b + cp HELD_HEAL_STATUS + jr z, .heal_confusion + cp HELD_HEAL_CONFUSION + ret nz +.heal_confusion + ld hl, UseConfusionHealingItem + jp CallBattleCore + +BattleCommand_Confuse_CheckSnore_Swagger_ConfuseHit: + ld a, BATTLE_VARS_MOVE_EFFECT + call GetBattleVar + cp EFFECT_CONFUSE_HIT + ret z + cp EFFECT_SNORE + ret z + cp EFFECT_SWAGGER + ret z + jp PrintDidntAffect2 + +BattleCommand_Paralyze: +; paralyze + + ld a, BATTLE_VARS_STATUS_OPP + call GetBattleVar + bit PAR, a + jr nz, .paralyzed + ld a, [wTypeModifier] + and $7f + jr z, .didnt_affect + call GetOpponentItem + ld a, b + cp HELD_PREVENT_PARALYZE + jr nz, .no_item_protection + ld a, [hl] + ld [wNamedObjectIndexBuffer], a + call GetItemName + call AnimateFailedMove + ld hl, ProtectedByText + jp StdBattleTextbox + +.no_item_protection + ldh a, [hBattleTurn] + and a + jr z, .dont_sample_failure + + ld a, [wLinkMode] + and a + jr nz, .dont_sample_failure + + ld a, [wPlayerSubStatus5] + bit SUBSTATUS_LOCK_ON, a + jr nz, .dont_sample_failure + + call BattleRandom + cp 25 percent + 1 ; 25% chance AI fails + jr c, .failed + +.dont_sample_failure + ld a, BATTLE_VARS_STATUS_OPP + call GetBattleVarAddr + and a + jr nz, .failed + ld a, [wAttackMissed] + and a + jr nz, .failed + call CheckSubstituteOpp + jr nz, .failed + ld c, 30 + call DelayFrames + call AnimateCurrentMove + ld a, $1 + ldh [hBGMapMode], a + ld a, BATTLE_VARS_STATUS_OPP + call GetBattleVarAddr + set PAR, [hl] + call UpdateOpponentInParty + ld hl, ApplyPrzEffectOnSpeed + call CallBattleCore + call UpdateBattleHuds + call PrintParalyze + ld hl, UseHeldStatusHealingItem + jp CallBattleCore + +.paralyzed + call AnimateFailedMove + ld hl, AlreadyParalyzedText + jp StdBattleTextbox + +.failed + jp PrintDidntAffect2 + +.didnt_affect + call AnimateFailedMove + jp PrintDoesntAffect + +CheckMoveTypeMatchesTarget: +; Compare move type to opponent type. +; Return z if matching the opponent type, +; unless the move is Normal (Tri Attack). + + push hl + + ld hl, wEnemyMonType1 + ldh a, [hBattleTurn] + and a + jr z, .ok + ld hl, wBattleMonType1 +.ok + + ld a, BATTLE_VARS_MOVE_TYPE + call GetBattleVar + cp NORMAL + jr z, .normal + + cp [hl] + jr z, .return + + inc hl + cp [hl] + +.return + pop hl + ret + +.normal + ld a, 1 + and a + pop hl + ret + +INCLUDE "engine/battle/move_effects/substitute.asm" + +BattleCommand_RechargeNextTurn: +; rechargenextturn + ld a, BATTLE_VARS_SUBSTATUS4 + call GetBattleVarAddr + set SUBSTATUS_RECHARGE, [hl] + ret + +EndRechargeOpp: + push hl + ld a, BATTLE_VARS_SUBSTATUS4_OPP + call GetBattleVarAddr + res SUBSTATUS_RECHARGE, [hl] + pop hl + ret + +INCLUDE "engine/battle/move_effects/rage.asm" + +BattleCommand_DoubleFlyingDamage: +; doubleflyingdamage + ld a, BATTLE_VARS_SUBSTATUS3_OPP + call GetBattleVar + bit SUBSTATUS_FLYING, a + ret z + jr DoubleDamage + +BattleCommand_DoubleUndergroundDamage: +; doubleundergrounddamage + ld a, BATTLE_VARS_SUBSTATUS3_OPP + call GetBattleVar + bit SUBSTATUS_UNDERGROUND, a + ret z + + ; fallthrough + +DoubleDamage: + ld hl, wCurDamage + 1 + sla [hl] + dec hl + rl [hl] + jr nc, .quit + + ld a, $ff + ld [hli], a + ld [hl], a +.quit + ret + +INCLUDE "engine/battle/move_effects/mimic.asm" + +INCLUDE "engine/battle/move_effects/leech_seed.asm" + +INCLUDE "engine/battle/move_effects/splash.asm" + +INCLUDE "engine/battle/move_effects/disable.asm" + +INCLUDE "engine/battle/move_effects/pay_day.asm" + +INCLUDE "engine/battle/move_effects/conversion.asm" + +BattleCommand_ResetStats: +; resetstats + + ld a, 7 ; neutral + ld hl, wPlayerStatLevels + call .Fill + ld hl, wEnemyStatLevels + call .Fill + + ldh a, [hBattleTurn] + push af + + call SetPlayerTurn + call CalcPlayerStats + call SetEnemyTurn + call CalcEnemyStats + + pop af + ldh [hBattleTurn], a + + call AnimateCurrentMove + + ld hl, EliminatedStatsText + jp StdBattleTextbox + +.Fill: + ld b, wPlayerStatLevelsEnd - wPlayerStatLevels +.next + ld [hli], a + dec b + jr nz, .next + ret + +BattleCommand_Heal: +; heal + + ld de, wBattleMonHP + ld hl, wBattleMonMaxHP + ldh a, [hBattleTurn] + and a + jr z, .got_hp + ld de, wEnemyMonHP + ld hl, wEnemyMonMaxHP +.got_hp + ld a, BATTLE_VARS_MOVE_ANIM + call GetBattleVar + ld b, a + push hl + push de + push bc + ld c, 2 + call CompareBytes + pop bc + pop de + pop hl + jp z, .hp_full + ld a, b + cp REST + jr nz, .not_rest + + push hl + push de + push af + call BattleCommand_MoveDelay + ld a, BATTLE_VARS_SUBSTATUS5 + call GetBattleVarAddr + res SUBSTATUS_TOXIC, [hl] + ld a, BATTLE_VARS_STATUS + call GetBattleVarAddr + ld a, [hl] + and a + ld [hl], REST_SLEEP_TURNS + 1 + ld hl, WentToSleepText + jr z, .no_status_to_heal + ld hl, RestedText +.no_status_to_heal + call StdBattleTextbox + ldh a, [hBattleTurn] + and a + jr nz, .calc_enemy_stats + call CalcPlayerStats + jr .got_stats + +.calc_enemy_stats + call CalcEnemyStats +.got_stats + pop af + pop de + pop hl + +.not_rest + jr z, .restore_full_hp + ld hl, GetHalfMaxHP + call CallBattleCore + jr .finish + +.restore_full_hp + ld hl, GetMaxHP + call CallBattleCore +.finish + call AnimateCurrentMove + call BattleCommand_SwitchTurn + ld hl, RestoreHP + call CallBattleCore + call BattleCommand_SwitchTurn + call UpdateUserInParty + call RefreshBattleHuds + ld hl, RegainedHealthText + jp StdBattleTextbox + +.hp_full + call AnimateFailedMove + ld hl, HPIsFullText + jp StdBattleTextbox + +INCLUDE "engine/battle/move_effects/transform.asm" + +BattleEffect_ButItFailed: + call AnimateFailedMove + jp PrintButItFailed + +ClearLastMove: + ld a, BATTLE_VARS_LAST_COUNTER_MOVE + call GetBattleVarAddr + xor a + ld [hl], a + + ld a, BATTLE_VARS_LAST_MOVE + call GetBattleVarAddr + xor a + ld [hl], a + ret + +ResetActorDisable: + ldh a, [hBattleTurn] + and a + jr z, .player + + xor a + ld [wEnemyDisableCount], a + ld [wEnemyDisabledMove], a + ret + +.player + xor a + ld [wPlayerDisableCount], a + ld [wDisabledMove], a + ret + +BattleCommand_Screen: +; screen + + ld hl, wPlayerScreens + ld bc, wPlayerLightScreenCount + ldh a, [hBattleTurn] + and a + jr z, .got_screens_pointer + ld hl, wEnemyScreens + ld bc, wEnemyLightScreenCount + +.got_screens_pointer + ld a, BATTLE_VARS_MOVE_EFFECT + call GetBattleVar + cp EFFECT_LIGHT_SCREEN + jr nz, .Reflect + + bit SCREENS_LIGHT_SCREEN, [hl] + jr nz, .failed + set SCREENS_LIGHT_SCREEN, [hl] + ld a, 5 + ld [bc], a + ld hl, LightScreenEffectText + jr .good + +.Reflect: + bit SCREENS_REFLECT, [hl] + jr nz, .failed + set SCREENS_REFLECT, [hl] + + ; LightScreenCount -> ReflectCount + inc bc + + ld a, 5 + ld [bc], a + ld hl, ReflectEffectText + +.good + call AnimateCurrentMove + jp StdBattleTextbox + +.failed + call AnimateFailedMove + jp PrintButItFailed + +PrintDoesntAffect: +; 'it doesn't affect' + ld hl, DoesntAffectText + jp StdBattleTextbox + +PrintNothingHappened: +; 'but nothing happened!' + ld hl, NothingHappenedText + jp StdBattleTextbox + +TryPrintButItFailed: + ld a, [wAlreadyFailed] + and a + ret nz + + ; fallthrough + +PrintButItFailed: +; 'but it failed!' + ld hl, ButItFailedText + jp StdBattleTextbox + +FailMove: + call AnimateFailedMove + ; fallthrough + +FailMimic: + ld hl, ButItFailedText ; 'but it failed!' + ld de, ItFailedText ; 'it failed!' + jp FailText_CheckOpponentProtect + +PrintDidntAffect: +; 'it didn't affect' + ld hl, DidntAffect1Text + jp StdBattleTextbox + +PrintDidntAffect2: + call AnimateFailedMove + ld hl, DidntAffect1Text ; 'it didn't affect' + ld de, DidntAffect2Text ; 'it didn't affect' + jp FailText_CheckOpponentProtect + +PrintParalyze: +; 'paralyzed! maybe it can't attack!' + ld hl, ParalyzedText + jp StdBattleTextbox + +CheckSubstituteOpp: + ld a, BATTLE_VARS_SUBSTATUS4_OPP + call GetBattleVar + bit SUBSTATUS_SUBSTITUTE, a + ret + +INCLUDE "engine/battle/move_effects/selfdestruct.asm" + +INCLUDE "engine/battle/move_effects/mirror_move.asm" + +INCLUDE "engine/battle/move_effects/metronome.asm" + +CheckUserMove: +; Return z if the user has move a. + ld b, a + ld de, wBattleMonMoves + ldh a, [hBattleTurn] + and a + jr z, .ok + ld de, wEnemyMonMoves +.ok + + ld c, NUM_MOVES +.loop + ld a, [de] + inc de + cp b + ret z + + dec c + jr nz, .loop + + ld a, 1 + and a + ret + +ResetTurn: + ld hl, wPlayerCharging + ldh a, [hBattleTurn] + and a + jr z, .player + ld hl, wEnemyCharging + +.player + ld [hl], 1 + xor a + ld [wAlreadyDisobeyed], a + call DoMove + jp EndMoveEffect + +INCLUDE "engine/battle/move_effects/thief.asm" + +BattleCommand_ArenaTrap: +; arenatrap + +; Doesn't work on an absent opponent. + + call CheckHiddenOpponent + jr nz, .failed + +; Don't trap if the opponent is already trapped. + + ld a, BATTLE_VARS_SUBSTATUS5 + call GetBattleVarAddr + bit SUBSTATUS_CANT_RUN, [hl] + jr nz, .failed + +; Otherwise trap the opponent. + + set SUBSTATUS_CANT_RUN, [hl] + call AnimateCurrentMove + ld hl, CantEscapeNowText + jp StdBattleTextbox + +.failed + call AnimateFailedMove + jp PrintButItFailed + +INCLUDE "engine/battle/move_effects/nightmare.asm" + +BattleCommand_Defrost: +; defrost + +; Thaw the user. + + ld a, BATTLE_VARS_STATUS + call GetBattleVarAddr + bit FRZ, [hl] + ret z + res FRZ, [hl] + +; Don't update the enemy's party struct in a wild battle. + + ldh a, [hBattleTurn] + and a + jr z, .party + + ld a, [wBattleMode] + dec a + jr z, .done + +.party + ld a, MON_STATUS + call UserPartyAttr + res FRZ, [hl] + +.done + call RefreshBattleHuds + ld hl, WasDefrostedText + jp StdBattleTextbox + +INCLUDE "engine/battle/move_effects/curse.asm" + +INCLUDE "engine/battle/move_effects/protect.asm" + +INCLUDE "engine/battle/move_effects/endure.asm" + +INCLUDE "engine/battle/move_effects/spikes.asm" + +INCLUDE "engine/battle/move_effects/foresight.asm" + +INCLUDE "engine/battle/move_effects/perish_song.asm" + +INCLUDE "engine/battle/move_effects/sandstorm.asm" + +INCLUDE "engine/battle/move_effects/rollout.asm" + +BattleCommand5d: +; unused + ret + +INCLUDE "engine/battle/move_effects/fury_cutter.asm" + +INCLUDE "engine/battle/move_effects/attract.asm" + +INCLUDE "engine/battle/move_effects/return.asm" + +INCLUDE "engine/battle/move_effects/present.asm" + +INCLUDE "engine/battle/move_effects/frustration.asm" + +INCLUDE "engine/battle/move_effects/safeguard.asm" + +SafeCheckSafeguard: + push hl + ld hl, wEnemyScreens + ldh a, [hBattleTurn] + and a + jr z, .got_turn + ld hl, wPlayerScreens + +.got_turn + bit SCREENS_SAFEGUARD, [hl] + pop hl + ret + +BattleCommand_CheckSafeguard: +; checksafeguard + ld hl, wEnemyScreens + ldh a, [hBattleTurn] + and a + jr z, .got_turn + ld hl, wPlayerScreens +.got_turn + bit SCREENS_SAFEGUARD, [hl] + ret z + ld a, 1 + ld [wAttackMissed], a + call BattleCommand_MoveDelay + ld hl, SafeguardProtectText + call StdBattleTextbox + jp EndMoveEffect + +INCLUDE "engine/battle/move_effects/magnitude.asm" + +INCLUDE "engine/battle/move_effects/baton_pass.asm" + +INCLUDE "engine/battle/move_effects/pursuit.asm" + +INCLUDE "engine/battle/move_effects/rapid_spin.asm" + +BattleCommand_HealMorn: +; healmorn + ld b, MORN_F + jr BattleCommand_TimeBasedHealContinue + +BattleCommand_HealDay: +; healday + ld b, DAY_F + jr BattleCommand_TimeBasedHealContinue + +BattleCommand_HealNite: +; healnite + ld b, NITE_F + ; fallthrough + +BattleCommand_TimeBasedHealContinue: +; Time- and weather-sensitive heal. + + ld hl, wBattleMonMaxHP + ld de, wBattleMonHP + ldh a, [hBattleTurn] + and a + jr z, .start + ld hl, wEnemyMonMaxHP + ld de, wEnemyMonHP + +.start +; Index for .Multipliers +; Default restores half max HP. + ld c, 2 + +; Don't bother healing if HP is already full. + push bc + call CompareBytes + pop bc + jr z, .Full + +; Don't factor in time of day in link battles. + ld a, [wLinkMode] + and a + jr nz, .Weather + + ld a, [wTimeOfDay] + cp b + jr z, .Weather + dec c ; double + +.Weather: + ld a, [wBattleWeather] + and a + jr z, .Heal + +; x2 in sun +; /2 in rain/sandstorm + inc c + cp WEATHER_SUN + jr z, .Heal + dec c + dec c + +.Heal: + ld b, 0 + ld hl, .Multipliers + add hl, bc + add hl, bc + + ld a, [hli] + ld h, [hl] + ld l, a + ld a, BANK(GetMaxHP) + rst FarCall + + call AnimateCurrentMove + call BattleCommand_SwitchTurn + + callfar RestoreHP + + call BattleCommand_SwitchTurn + call UpdateUserInParty + +; 'regained health!' + ld hl, RegainedHealthText + jp StdBattleTextbox + +.Full: + call AnimateFailedMove + +; 'hp is full!' + ld hl, HPIsFullText + jp StdBattleTextbox + +.Multipliers: + dw GetEighthMaxHP + dw GetQuarterMaxHP + dw GetHalfMaxHP + dw GetMaxHP + +INCLUDE "engine/battle/move_effects/hidden_power.asm" + +INCLUDE "engine/battle/move_effects/rain_dance.asm" + +INCLUDE "engine/battle/move_effects/sunny_day.asm" + +INCLUDE "engine/battle/move_effects/belly_drum.asm" + +INCLUDE "engine/battle/move_effects/psych_up.asm" + +INCLUDE "engine/battle/move_effects/mirror_coat.asm" + +BattleCommand_DoubleMinimizeDamage: +; doubleminimizedamage + + ld hl, wEnemyMinimized + ldh a, [hBattleTurn] + and a + jr z, .ok + ld hl, wPlayerMinimized +.ok + ld a, [hl] + and a + ret z + ld hl, wCurDamage + 1 + sla [hl] + dec hl + rl [hl] + ret nc + ld a, $ff + ld [hli], a + ld [hl], a + ret + +BattleCommand_SkipSunCharge: +; mimicsuncharge + ld a, [wBattleWeather] + cp WEATHER_SUN + ret nz + ld b, charge_command + jp SkipToBattleCommand + +INCLUDE "engine/battle/move_effects/future_sight.asm" + +INCLUDE "engine/battle/move_effects/thunder.asm" + +CheckHiddenOpponent: +; BUG: This routine is completely redundant and introduces a bug, since BattleCommand_CheckHit does these checks properly. + ld a, BATTLE_VARS_SUBSTATUS3_OPP + call GetBattleVar + and 1 << SUBSTATUS_FLYING | 1 << SUBSTATUS_UNDERGROUND + ret + +GetUserItem: +; Return the effect of the user's item in bc, and its id at hl. + ld hl, wBattleMonItem + ldh a, [hBattleTurn] + and a + jr z, .go + ld hl, wEnemyMonItem +.go + ld b, [hl] + jp GetItemHeldEffect + +GetOpponentItem: +; Return the effect of the opponent's item in bc, and its id at hl. + ld hl, wEnemyMonItem + ldh a, [hBattleTurn] + and a + jr z, .go + ld hl, wBattleMonItem +.go + ld b, [hl] + jp GetItemHeldEffect + +GetItemHeldEffect: +; Return the effect of item b in bc. + ld a, b + and a + ret z + + push hl + ld hl, ItemAttributes + ITEMATTR_EFFECT + dec a + ld c, a + ld b, 0 + ld a, ITEMATTR_STRUCT_LENGTH + call AddNTimes + ld a, BANK(ItemAttributes) + call GetFarHalfword + ld b, l + ld c, h + pop hl + ret + +AnimateCurrentMoveEitherSide: + push hl + push de + push bc + ld a, [wKickCounter] + push af + call BattleCommand_LowerSub + pop af + ld [wKickCounter], a + call PlayDamageAnim + call BattleCommand_RaiseSub + pop bc + pop de + pop hl + ret + +AnimateCurrentMove: + push hl + push de + push bc + ld a, [wKickCounter] + push af + call BattleCommand_LowerSub + pop af + ld [wKickCounter], a + call LoadMoveAnim + call BattleCommand_RaiseSub + pop bc + pop de + pop hl + ret + +PlayDamageAnim: + xor a + ld [wFXAnimID + 1], a + + ld a, BATTLE_VARS_MOVE_ANIM + call GetBattleVar + and a + ret z + + ld [wFXAnimID], a + + ldh a, [hBattleTurn] + and a + ld a, BATTLEANIM_ENEMY_DAMAGE + jr z, .player + ld a, BATTLEANIM_PLAYER_DAMAGE + +.player + ld [wNumHits], a + + jp PlayUserBattleAnim + +LoadMoveAnim: + xor a + ld [wNumHits], a + ld [wFXAnimID + 1], a + + ld a, BATTLE_VARS_MOVE_ANIM + call GetBattleVar + and a + ret z + + ; fallthrough + +LoadAnim: + ld [wFXAnimID], a + + ; fallthrough + +PlayUserBattleAnim: + push hl + push de + push bc + callfar PlayBattleAnim + pop bc + pop de + pop hl + ret + +PlayOpponentBattleAnim: + ld a, e + ld [wFXAnimID], a + ld a, d + ld [wFXAnimID + 1], a + xor a + ld [wNumHits], a + + push hl + push de + push bc + call BattleCommand_SwitchTurn + + callfar PlayBattleAnim + + call BattleCommand_SwitchTurn + pop bc + pop de + pop hl + ret + +CallBattleCore: + ld a, BANK("Battle Core") + rst FarCall + ret + +AnimateFailedMove: + call BattleCommand_LowerSub + call BattleCommand_MoveDelay + jp BattleCommand_RaiseSub + +BattleCommand_MoveDelay: +; movedelay +; Wait 40 frames. + ld c, 40 + jp DelayFrames + +BattleCommand_ClearText: +; cleartext + +; Used in multi-hit moves. + ld hl, .text + jp PrintText + +.text: + text_end + +SkipToBattleCommand: +; Skip over commands until reaching command b. + ld a, [wBattleScriptBufferAddress + 1] + ld h, a + ld a, [wBattleScriptBufferAddress] + ld l, a +.loop + ld a, [hli] + cp b + jr nz, .loop + + ld a, h + ld [wBattleScriptBufferAddress + 1], a + ld a, l + ld [wBattleScriptBufferAddress], a + ret + +GetMoveAttr: +; Assuming hl = Moves + x, return attribute x of move a. + push bc + ld bc, MOVE_LENGTH + call AddNTimes + call GetMoveByte + pop bc + ret + +GetMoveData: +; Copy move struct a to de. + ld hl, Moves + ld bc, MOVE_LENGTH + call AddNTimes + ld a, BANK(Moves) + jp FarCopyBytes + +GetMoveByte: + ld a, BANK(Moves) + jp GetFarByte + +DisappearUser: + farcall _DisappearUser + ret + +AppearUserLowerSub: + farcall _AppearUserLowerSub + ret + +AppearUserRaiseSub: + farcall _AppearUserRaiseSub + ret |