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BattleCommand_Present:
; present
call BattleCommand_Stab
ld a, [wTypeMatchup]
and a
jp z, AnimateFailedMove
ld a, [wAttackMissed]
and a
jp nz, AnimateFailedMove
push bc
call BattleRandom
ld b, a
ld hl, PresentPower
ld c, 0
.next
ld a, [hli]
cp -1
jr z, .heal_effect
cp b
jr nc, .got_power
inc c
inc hl
jr .next
.got_power
ld a, c
ld [wBattleAnimParam], a
call AnimateCurrentMoveEitherSide
ld d, [hl]
pop bc
ret
.heal_effect
pop bc
ld a, $3 ; heal animation
ld [wBattleAnimParam], a
call AnimateCurrentMove
call BattleCommand_SwitchTurn
ld hl, AICheckPlayerMaxHP
ldh a, [hBattleTurn]
and a
jr z, .got_hp_fn_pointer
ld hl, AICheckEnemyMaxHP
.got_hp_fn_pointer
ld a, BANK(AICheckPlayerMaxHP) ; aka BANK(AICheckEnemyMaxHP)
rst FarCall
jr c, .already_fully_healed
ld hl, GetQuarterMaxHP
call CallBattleCore
call BattleCommand_SwitchTurn
ld hl, RestoreHP
call CallBattleCore
call BattleCommand_SwitchTurn
ld hl, RegainedHealthText
call StdBattleTextbox
call BattleCommand_SwitchTurn
call UpdateOpponentInParty
jr .do_animation
.already_fully_healed
call BattleCommand_SwitchTurn
; check battle scene
ld a, [wOptions]
add a
jr nc, .do_animation
call AnimateFailedMove
ld hl, PresentFailedText
call StdBattleTextbox
.do_animation
jp EndMoveEffect
INCLUDE "data/moves/present_power.asm"
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