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MAX_ROLLOUT_COUNT EQU 5
BattleCommand_CheckCurl:
; checkcurl
ld de, wPlayerRolloutCount
ldh a, [hBattleTurn]
and a
jr z, .ok
ld de, wEnemyRolloutCount
.ok
ld a, BATTLE_VARS_SUBSTATUS1
call GetBattleVar
bit SUBSTATUS_ROLLOUT, a
jr z, .reset
ld b, doturn_command
jp SkipToBattleCommand
.reset
xor a
ld [de], a
ret
BattleCommand_RolloutPower:
; rolloutpower
ld a, BATTLE_VARS_STATUS
call GetBattleVar
and SLP
ret nz
ld hl, wPlayerRolloutCount
ldh a, [hBattleTurn]
and a
jr z, .got_rollout_count
ld hl, wEnemyRolloutCount
.got_rollout_count
ld a, [hl]
and a
jr nz, .skip_set_rampage
ld a, 1
ld [wSomeoneIsRampaging], a
.skip_set_rampage
ld a, [wAttackMissed]
and a
jr z, .hit
ld a, BATTLE_VARS_SUBSTATUS1
call GetBattleVarAddr
res 6, [hl]
ret
.hit
inc [hl]
ld a, [hl]
ld b, a
cp MAX_ROLLOUT_COUNT
jr c, .not_done_with_rollout
ld a, BATTLE_VARS_SUBSTATUS1
call GetBattleVarAddr
res SUBSTATUS_ROLLOUT, [hl]
jr .done_with_substatus_flag
.not_done_with_rollout
ld a, BATTLE_VARS_SUBSTATUS1
call GetBattleVarAddr
set SUBSTATUS_ROLLOUT, [hl]
.done_with_substatus_flag
ld a, BATTLE_VARS_SUBSTATUS2
call GetBattleVar
bit SUBSTATUS_CURLED, a
jr z, .not_curled
inc b
.not_curled
.loop
dec b
jr z, .done_damage
ld hl, wCurDamage + 1
sla [hl]
dec hl
rl [hl]
jr nc, .loop
ld a, $ff
ld [hli], a
ld [hl], a
.done_damage
ret
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