diff options
-rwxr-xr-x | engine/battle/core.asm | 415 |
1 files changed, 208 insertions, 207 deletions
diff --git a/engine/battle/core.asm b/engine/battle/core.asm index 2c8bbd9d..f51ce526 100755 --- a/engine/battle/core.asm +++ b/engine/battle/core.asm @@ -1,7 +1,7 @@ BattleCore: ; These are move effects (second value from the Moves table in bank $E). -EffectsArray1: ; 3c000 (f:4000) +ResidualEffects1: ; 3c000 (f:4000) db CONVERSION_EFFECT db HAZE_EFFECT db SWITCH_AND_TELEPORT_EFFECT @@ -19,13 +19,13 @@ EffectsArray1: ; 3c000 (f:4000) db LEECH_SEED_EFFECT db SPLASH_EFFECT db -1 -EffectsArray2: ; 3c011 (f:4011) +SetDamageEffects: ; 3c011 (f:4011) ; moves that do damage but not through normal calculations ; e.g., Super Fang, Psywave db SUPER_FANG_EFFECT db SPECIAL_DAMAGE_EFFECT db -1 -EffectsArray3: ; 3c014 (f:4014) +ResidualEffects2: ; 3c014 (f:4014) ; stat-affecting moves, sleep-inflicting moves, and Bide ; e.g., Meditate, Bide, Hypnosis db $01 @@ -56,7 +56,7 @@ EffectsArray3: ; 3c014 (f:4014) db ACCURACY_DOWN2_EFFECT db EVASION_DOWN2_EFFECT db -1 -EffectsArray4: ; 3c030 (f:4030) +AlwaysHappenSideEffects: ; 3c030 (f:4030) ; Attacks that aren't finished after they faint the opponent. db DRAIN_HP_EFFECT db EXPLODE_EFFECT @@ -69,7 +69,7 @@ EffectsArray4: ; 3c030 (f:4030) db TWINEEDLE_EFFECT db RAGE_EFFECT db -1 -EffectsArray5: ; 3c03b (f:403b) +SpecialEffects: ; 3c03b (f:403b) ; Effects from arrays 2, 4, and 5B, minus Twineedle and Rage. ; Includes all effects that do not need to be called at the end of ; ExecutePlayerMove (or ExecuteEnemyMove), because they have already been handled @@ -88,7 +88,7 @@ EffectsArray5: ; 3c03b (f:403b) db JUMP_KICK_EFFECT db RECOIL_EFFECT ; fallthrough to Next EffectsArray -EffectsArray5B: ; 3c049 (f:4049) +SpecialEffectsCont: ; 3c049 (f:4049) ; damaging moves whose effect is executed prior to damage calculation db THRASH_PETAL_DANCE_EFFECT db TRAPPING_EFFECT @@ -3112,7 +3112,7 @@ ExecutePlayerMove: ; 3d65e (f:565e) ld [H_WHOSETURN], a ; set player's turn ld a, [wPlayerSelectedMove] inc a - jp z, Func_3d80a ; for selected move = FF, skip most of player's turn + jp z, ExecutePlayerMoveDone ; for selected move = FF, skip most of player's turn xor a ld [W_MOVEMISSED], a ld [wcced], a @@ -3121,9 +3121,9 @@ ExecutePlayerMove: ; 3d65e (f:565e) ld [wd05b], a ld a, [wcd6a] and a - jp nz, Func_3d80a + jp nz, ExecutePlayerMoveDone call PrintGhostText - jp z, Func_3d80a + jp z, ExecutePlayerMoveDone call CheckPlayerStatusConditions jr nz, .asm_3d68a jp [hl] @@ -3131,9 +3131,9 @@ ExecutePlayerMove: ; 3d65e (f:565e) call GetCurrentMove ld hl, W_PLAYERBATTSTATUS1 bit 4, [hl] ; charging up for attack - jr nz, asm_3d6a9 + jr nz, PlayerCanExecuteChargingMove call CheckForDisobedience - jp z, Func_3d80a + jp z, ExecutePlayerMoveDone Func_3d69a: ; 3d69a (f:569a) ld a, [W_PLAYERMOVEEFFECT] @@ -3141,38 +3141,38 @@ Func_3d69a: ; 3d69a (f:569a) jp z, JumpMoveEffect cp FLY_EFFECT jp z, JumpMoveEffect - jr asm_3d6b0 + jr PlayerCanExecuteMove ; in-battle stuff -asm_3d6a9: ; 3d6a9 (f:56a9) +PlayerCanExecuteChargingMove: ; 3d6a9 (f:56a9) ld hl,W_PLAYERBATTSTATUS1 res 4,[hl] ; reset charging up and invulnerability statuses if mon was charging up for an attack ; being fully paralyzed or hurting oneself in confusion removes charging up status ; resulting in the Pokemon being invulnerable for the whole battle res 6,[hl] -asm_3d6b0: ; 3d6b0 (f:56b0) +PlayerCanExecuteMove: ; 3d6b0 (f:56b0) call PrintMonName1Text ld hl,DecrementPP ld de,wPlayerSelectedMove ; pointer to the move just used ld b,BANK(DecrementPP) call Bankswitch ld a,[W_PLAYERMOVEEFFECT] ; effect of the move just used - ld hl,EffectsArray1 + ld hl,ResidualEffects1 ld de,1 call IsInArray - jp c,JumpMoveEffect ; EffectsArray1 moves skip damage calculation and accuracy tests + jp c,JumpMoveEffect ; ResidualEffects1 moves skip damage calculation and accuracy tests ; unless executed as part of their exclusive effect functions ld a,[W_PLAYERMOVEEFFECT] - ld hl,EffectsArray5B + ld hl,SpecialEffectsCont ld de,1 call IsInArray - call c,JumpMoveEffect ; execute the effects of EffectsArray5B moves (e.g. Wrap, Thrash) but don't skip anything -asm_3d6dc: ; 3d6dc (f:56dc) + call c,JumpMoveEffect ; execute the effects of SpecialEffectsCont moves (e.g. Wrap, Thrash) but don't skip anything +CalcMoveDamage: ; 3d6dc (f:56dc) ld a,[W_PLAYERMOVEEFFECT] - ld hl,EffectsArray2 + ld hl,SetDamageEffects ld de,1 call IsInArray - jp c,.asm_3d702 ; EffectsArray2 moves (e.g. Seismic Toss and Super Fang) skip damage calculation + jp c,.moveHitTest ; SetDamageEffects moves (e.g. Seismic Toss and Super Fang) skip damage calculation call CriticalHitTest call HandleCounterMove jr z,asm_3d705 @@ -3182,7 +3182,7 @@ asm_3d6dc: ; 3d6dc (f:56dc) ; for these moves, accuracy tests will only occur if they are called as part of the effect itself call AdjustDamageForMoveType call RandomizeDamage -.asm_3d702 +.moveHitTest call MoveHitTest asm_3d705 ld a,[W_MOVEMISSED] @@ -3209,68 +3209,68 @@ asm_3d71e ld [wcc5b],a ld a,[W_PLAYERMOVENUM] call PlayMoveAnimation - call Func_3eed3 + call HandleExplodingAnimation call DrawPlayerHUDAndHPBar ld a,[W_PLAYERBATTSTATUS2] bit 4,a ld hl,Func_79771 ld b,BANK(Func_79771) call nz,Bankswitch - jr asm_3d766 + jr MirrorMoveCheck asm_3d74b ld c,$1E call DelayFrames ld a,[W_PLAYERMOVEEFFECT] cp a,FLY_EFFECT - jr z,.next5 + jr z,.playAnim cp a,CHARGE_EFFECT - jr z,.next5 - jr asm_3d766 -.next5 + jr z,.playAnim + jr MirrorMoveCheck +.playAnim xor a ld [wcc5b],a ld a,STATUS_AFFECTED_ANIM call PlayMoveAnimation -asm_3d766 +MirrorMoveCheck ld a,[W_PLAYERMOVEEFFECT] cp a,MIRROR_MOVE_EFFECT - jr nz,.next6 + jr nz,.metronomeCheck call MirrorMoveCopyMove - jp z,Func_3d80a + jp z,ExecutePlayerMoveDone xor a ld [wcced],a jp Func_3d69a ; if Mirror Move was successful go back to damage calculation for copied move -.next6 +.metronomeCheck cp a,METRONOME_EFFECT - jr nz,.next7 + jr nz,.next call MetronomePickMove jp Func_3d69a ; Go back to damage calculation for the move picked by Metronome -.next7 +.next ld a,[W_PLAYERMOVEEFFECT] - ld hl,EffectsArray3 + ld hl,ResidualEffects2 ld de,1 call IsInArray - jp c,JumpMoveEffect ; done here after executing effects of EffectsArray3 + jp c,JumpMoveEffect ; done here after executing effects of ResidualEffects2 ld a,[W_MOVEMISSED] and a - jr z,.next8 + jr z,.moveDidNotMiss call PrintMoveFailureText ld a,[W_PLAYERMOVEEFFECT] cp a,EXPLODE_EFFECT ; even if Explosion or Selfdestruct missed, its effect still needs to be activated - jr z,.next9 - jp Func_3d80a ; otherwise, we're done if the move missed -.next8 + jr z,.notDone + jp ExecutePlayerMoveDone ; otherwise, we're done if the move missed +.moveDidNotMiss call ApplyAttackToEnemyPokemon call PrintCriticalOHKOText callab DisplayEffectiveness ld a,1 ld [wccf4],a -.next9 +.notDone ld a,[W_PLAYERMOVEEFFECT] - ld hl,EffectsArray4 + ld hl,AlwaysHappenSideEffects ld de,1 call IsInArray - call c,JumpMoveEffect ; not done after executing effects of EffectsArray4 + call c,JumpMoveEffect ; not done after executing effects of AlwaysHappenSideEffects ld hl,wEnemyMonHP ld a,[hli] ld b,[hl] @@ -3280,7 +3280,7 @@ asm_3d766 ld hl,W_PLAYERBATTSTATUS1 bit 2,[hl] - jr z,.next10 + jr z,.executeOtherEffects ld a,[wPlayerNumAttacksLeft] dec a ld [wPlayerNumAttacksLeft],a @@ -3291,24 +3291,24 @@ asm_3d766 call PrintText xor a ld [W_NUMHITS],a -.next10 +.executeOtherEffects ld a,[W_PLAYERMOVEEFFECT] and a - jp z,Func_3d80a - ld hl,EffectsArray5 + jp z,ExecutePlayerMoveDone + ld hl,SpecialEffects ld de,1 call IsInArray - call nc,JumpMoveEffect ; move effects not included in EffectsArray5, which are the effects not covered yet. + call nc,JumpMoveEffect ; move effects not included in SpecialEffects, which are the effects not covered yet. ; the only exception is Rage, whose effect will be executed for a second time (although it's irrelevant) ; includes some side effects and all non-volatile status effects but sleep. ; responsible for executing Twineedle's second effect (poison) - jp Func_3d80a + jp ExecutePlayerMoveDone MultiHitText: ; 3d805 (f:5805) TX_FAR _MultiHitText db "@" -Func_3d80a: ; 3d80a (f:580a) +ExecutePlayerMoveDone: ; 3d80a (f:580a) xor a ld [wcd6a],a ld b,1 @@ -3386,8 +3386,8 @@ CheckPlayerStatusConditions: ; 3d854 (f:5854) .sleepDone xor a ld [wccf1],a - ld hl,Func_3d80a ; player can't move this turn - jp .CannotUseMove + ld hl,ExecutePlayerMoveDone ; player can't move this turn + jp .returnToHL .FrozenCheck bit FRZ,[hl] ; frozen? @@ -3396,8 +3396,8 @@ CheckPlayerStatusConditions: ; 3d854 (f:5854) call PrintText xor a ld [wccf1],a - ld hl,Func_3d80a ; player can't move this turn - jp .CannotUseMove + ld hl,ExecutePlayerMoveDone ; player can't move this turn + jp .returnToHL .HeldInPlaceCheck ld a,[W_ENEMYBATTSTATUS1] @@ -3405,8 +3405,8 @@ CheckPlayerStatusConditions: ; 3d854 (f:5854) jp z,.FlinchedCheck ld hl,CantMoveText call PrintText - ld hl,Func_3d80a ; player can't move this turn - jp .CannotUseMove + ld hl,ExecutePlayerMoveDone ; player can't move this turn + jp .returnToHL .FlinchedCheck ld hl,W_PLAYERBATTSTATUS1 @@ -3415,8 +3415,8 @@ CheckPlayerStatusConditions: ; 3d854 (f:5854) res 3,[hl] ; reset player's flinch status ld hl,FlinchedText call PrintText - ld hl,Func_3d80a ; player can't move this turn - jp .CannotUseMove + ld hl,ExecutePlayerMoveDone ; player can't move this turn + jp .returnToHL .HyperBeamCheck ld hl,W_PLAYERBATTSTATUS2 @@ -3425,8 +3425,8 @@ CheckPlayerStatusConditions: ; 3d854 (f:5854) res 5,[hl] ; reset player's recharge status ld hl,MustRechargeText call PrintText - ld hl,Func_3d80a ; player can't move this turn - jp .CannotUseMove + ld hl,ExecutePlayerMoveDone ; player can't move this turn + jp .returnToHL .AnyMoveDisabledCheck ld hl,W_PLAYERDISABLEDMOVE @@ -3479,8 +3479,8 @@ CheckPlayerStatusConditions: ; 3d854 (f:5854) cp [hl] jr nz,.ParalysisCheck call PrintMoveIsDisabledText - ld hl,Func_3d80a ; if a disabled move was somehow selected, player can't move this turn - jp .CannotUseMove + ld hl,ExecutePlayerMoveDone ; if a disabled move was somehow selected, player can't move this turn + jp .returnToHL .ParalysisCheck ld hl,wBattleMonStatus @@ -3495,7 +3495,7 @@ CheckPlayerStatusConditions: ; 3d854 (f:5854) .MonHurtItselfOrFullyParalysed ld hl,W_PLAYERBATTSTATUS1 ld a,[hl] - and a,$CC ; clear bide, thrashing, charging up, and multi-turn moves such as warp (redundant, already cleared) + and a, %11001100 ; clear bide, thrashing, charging up, and multi-turn moves such as warp (redundant, already cleared) ld [hl],a ld a,[W_PLAYERMOVEEFFECT] cp a,FLY_EFFECT @@ -3510,8 +3510,8 @@ CheckPlayerStatusConditions: ; 3d854 (f:5854) ld a,STATUS_AFFECTED_ANIM call PlayMoveAnimation .NotFlyOrChargeEffect - ld hl,Func_3d80a - jp .CannotUseMove ; if using a two-turn move, we need to recharge the first turn + ld hl,ExecutePlayerMoveDone + jp .returnToHL ; if using a two-turn move, we need to recharge the first turn .BideCheck ld hl,W_PLAYERBATTSTATUS1 @@ -3533,8 +3533,8 @@ CheckPlayerStatusConditions: ; 3d854 (f:5854) ld hl,wPlayerNumAttacksLeft dec [hl] ; did Bide counter hit 0? jr z,.UnleashEnergy - ld hl,Func_3d80a - jp .CannotUseMove ; unless mon unleashes energy, can't move this turn + ld hl,ExecutePlayerMoveDone + jp .returnToHL ; unless mon unleashes energy, can't move this turn .UnleashEnergy ld hl,W_PLAYERBATTSTATUS1 res 0,[hl] ; not using bide any more @@ -3561,7 +3561,7 @@ CheckPlayerStatusConditions: ; 3d854 (f:5854) ld a,BIDE ld [W_PLAYERMOVENUM],a ld hl,asm_3d705 ; skip damage calculation, DecrementPP and MoveHitTest - jp .CannotUseMove + jp .returnToHL .ThrashingAboutCheck bit 1,[hl] ; is mon using thrash or petal dance? @@ -3572,8 +3572,8 @@ CheckPlayerStatusConditions: ; 3d854 (f:5854) call PrintText ld hl,wPlayerNumAttacksLeft dec [hl] ; did Trashing About counter hit 0? - ld hl,asm_3d6dc ; skip DecrementPP - jp nz,.CannotUseMove + ld hl,CalcMoveDamage ; skip DecrementPP + jp nz,.returnToHL push hl ld hl,W_PLAYERBATTSTATUS1 res 1,[hl] ; no longer trashing about @@ -3584,7 +3584,7 @@ CheckPlayerStatusConditions: ; 3d854 (f:5854) inc a ; confused for 2-5 turns ld [wd06b],a pop hl ; skip DecrementPP - jp .CannotUseMove + jp .returnToHL .MultiturnMoveCheck bit 5,[hl] ; is mon using multi-turn move? @@ -3595,8 +3595,8 @@ CheckPlayerStatusConditions: ; 3d854 (f:5854) dec a ; did multi-turn move end? ld [wPlayerNumAttacksLeft],a ld hl,asm_3d714 ; if it didn't, skip damage calculation (deal damage equal to last hit), DecrementPP and MoveHitTest - jp nz,.CannotUseMove - jp .CannotUseMove + jp nz,.returnToHL + jp .returnToHL .RageCheck ld a, [W_PLAYERBATTSTATUS2] @@ -3608,10 +3608,10 @@ CheckPlayerStatusConditions: ; 3d854 (f:5854) call CopyStringToCF4B xor a ld [W_PLAYERMOVEEFFECT], a - ld hl, asm_3d6b0 - jp .CannotUseMove + ld hl, PlayerCanExecuteMove + jp .returnToHL -.CannotUseMove +.returnToHL xor a ret @@ -3919,19 +3919,19 @@ PrintMoveFailureText: ; 3dbe2 (f:5be2) dec hl ld [hli], a or b - jr nz, .asm_3dc2a + jr nz, .applyRecoil inc a ld [hl], a -.asm_3dc2a +.applyRecoil ld hl, KeptGoingAndCrashedText call PrintText ld b, $4 predef Func_48125 ld a, [H_WHOSETURN] and a - jr nz, .asm_3dc3f + jr nz, .enemyTurn jp ApplyDamageToPlayerPokemon -.asm_3dc3f +.enemyTurn jp ApplyDamageToEnemyPokemon AttackMissedText: ; 3dc42 (f:5c42) @@ -4420,7 +4420,7 @@ GetEnemyMonStat: ; 3df1c (f:5f1c) push bc ld a, [W_ISLINKBATTLE] cp $4 - jr nz, .asm_3df40 + jr nz, .notLinkBattle ld hl, wEnemyMon1Stats dec c sla c @@ -4436,7 +4436,7 @@ GetEnemyMonStat: ; 3df1c (f:5f1c) pop bc pop de ret -.asm_3df40 +.notLinkBattle ld a, [wEnemyMonLevel] ld [W_CURENEMYLVL], a ld a, [wEnemyMonSpecies] @@ -5226,9 +5226,9 @@ IncrementMovePP: ; 3e373 (f:6373) ld a,[H_WHOSETURN] and a ld a,[wPlayerMonNumber] ; value for player turn - jr z,.next2 + jr z,.updatePP ld a,[wEnemyMonPartyPos] ; value for enemy turn -.next2 +.updatePP ld bc,wEnemyMon2 - wEnemyMon1 call AddNTimes inc [hl] ; increment PP in the party memory location @@ -5672,19 +5672,19 @@ asm_3e72b: ; 3e72b (f:672b) ld [wcced], a call PrintMonName1Text ld a, [W_ENEMYMOVEEFFECT] - ld hl, EffectsArray1 + ld hl, ResidualEffects1 ld de, $1 call IsInArray jp c, JumpMoveEffect ld a, [W_ENEMYMOVEEFFECT] - ld hl, EffectsArray5B + ld hl, SpecialEffectsCont ld de, $1 call IsInArray call c, JumpMoveEffect asm_3e750: ; 3e750 (f:6750) call SwapPlayerAndEnemyLevels ld a, [W_ENEMYMOVEEFFECT] - ld hl, EffectsArray2 + ld hl, SetDamageEffects ld de, $1 call IsInArray jp c, Func_3e77f @@ -5733,7 +5733,7 @@ asm_3e7a4: ; 3e7a4 (f:67a4) ld [wcc5b], a ld a, [W_ENEMYMOVENUM] call PlayMoveAnimation - call Func_3eed3 + call HandleExplodingAnimation call DrawEnemyHUDAndHPBar ld a, [W_ENEMYBATTSTATUS2] bit 4, a ; does mon have a substitute? @@ -5771,7 +5771,7 @@ asm_3e7ef: ; 3e7ef (f:67ef) jp Func_3e6fc .notMetronomeEffect ld a, [W_ENEMYMOVEEFFECT] - ld hl, EffectsArray3 + ld hl, ResidualEffects2 ld de, $1 call IsInArray jp c, JumpMoveEffect @@ -5791,7 +5791,7 @@ asm_3e7ef: ; 3e7ef (f:67ef) ld [wccf4], a .asm_3e83e ld a, [W_ENEMYMOVEEFFECT] - ld hl, EffectsArray4 + ld hl, AlwaysHappenSideEffects ld de, $1 call IsInArray call c, JumpMoveEffect @@ -5818,7 +5818,7 @@ asm_3e7ef: ; 3e7ef (f:67ef) ld a, [W_ENEMYMOVEEFFECT] and a jr z, Func_3e88c - ld hl, EffectsArray5 + ld hl, SpecialEffects ld de, $1 call IsInArray call nc, JumpMoveEffect @@ -6744,14 +6744,14 @@ BattleRandom: ret -Func_3eed3: ; 3eed3 (f:6ed3) +HandleExplodingAnimation: ; 3eed3 (f:6ed3) ld a, [H_WHOSETURN] and a - ld hl, wEnemyMonType1 ; wcfea (aliases: wEnemyMonType) + ld hl, wEnemyMonType1 ; wcfea ld de, W_ENEMYBATTSTATUS1 ld a, [W_PLAYERMOVENUM] jr z, .asm_3eeea - ld hl, wBattleMonType1 ; wd019 (aliases: wBattleMonType) + ld hl, wBattleMonType1 ; wd019 ld de, W_ENEMYBATTSTATUS1 ld a, [W_ENEMYMOVENUM] .asm_3eeea @@ -6772,7 +6772,7 @@ Func_3eed3: ; 3eed3 (f:6ed3) ld a, [W_MOVEMISSED] and a ret nz - ld a, MEGA_PUNCH + ld a, 5 ld [wcc5b], a PlayMoveAnimation: ; 3ef07 (f:6f07) @@ -7176,43 +7176,43 @@ SleepEffect: ; 3f1fc (f:71fc) ld bc, W_ENEMYBATTSTATUS2 ld a, [H_WHOSETURN] and a - jp z, .asm_3f20e + jp z, .sleepEffect ld de, wBattleMonStatus ld bc, W_PLAYERBATTSTATUS2 -.asm_3f20e +.sleepEffect ld a, [bc] bit 5, a ; does the target need to recharge? (hyper beam) res 5, a ; target no longer needs to recharge ld [bc], a - jr nz, .asm_3f231 ; if the target had to recharge, all hit tests will be skipped + jr nz, .setSleepCounter ; if the target had to recharge, all hit tests will be skipped ; including the event where the target already has another status ld a, [de] ld b, a and $7 - jr z, .asm_3f222 ; can't affect a mon that is already asleep + jr z, .notAlreadySleeping ; can't affect a mon that is already asleep ld hl, AlreadyAsleepText jp PrintText -.asm_3f222 +.notAlreadySleeping ld a, b and a - jr nz, .asm_3f242 ; can't affect a mon that is already statused + jr nz, .didntAffect ; can't affect a mon that is already statused push de call MoveHitTest ; apply accuracy tests pop de ld a, [W_MOVEMISSED] and a - jr nz, .asm_3f242 -.asm_3f231 + jr nz, .didntAffect +.setSleepCounter ; set target's sleep counter to a random number between 1 and 7 call BattleRandom and $7 - jr z, .asm_3f231 + jr z, .setSleepCounter ld [de], a call Func_3fb89 ld hl, FellAsleepText jp PrintText -.asm_3f242 +.didntAffect jp PrintDidntAffectText FellAsleepText: ; 3f245 (f:7245) @@ -7228,29 +7228,29 @@ PoisonEffect: ; 3f24f (f:724f) ld de, W_PLAYERMOVEEFFECT ld a, [H_WHOSETURN] and a - jr z, .asm_3f260 + jr z, .poisonEffect ld hl, wBattleMonStatus ld de, W_ENEMYMOVEEFFECT -.asm_3f260 +.poisonEffect call CheckTargetSubstitute - jr nz, .asm_3f2d3 ; can't posion a substitute target + jr nz, .noEffect ; can't posion a substitute target ld a, [hli] ld b, a and a - jr nz, .asm_3f2d3 ; miss if target is already statused + jr nz, .noEffect ; miss if target is already statused ld a, [hli] - cp $3 ; can't posion a poison-type target - jr z, .asm_3f2d3 + cp POISON ; can't posion a poison-type target + jr z, .noEffect ld a, [hld] - cp $3 ; can't posion a poison-type target - jr z, .asm_3f2d3 + cp POISON ; can't posion a poison-type target + jr z, .noEffect ld a, [de] cp POISON_SIDE_EFFECT1 ld b, $34 ; ~20% chance of poisoning - jr z, .asm_3f290 + jr z, .sideEffectTest cp POISON_SIDE_EFFECT2 ld b, $67 ; ~40% chance of poisoning - jr z, .asm_3f290 + jr z, .sideEffectTest push hl push de call MoveHitTest ; apply accuracy tests @@ -7258,13 +7258,13 @@ PoisonEffect: ; 3f24f (f:724f) pop hl ld a, [W_MOVEMISSED] and a - jr nz, .asm_3f2d7 - jr .asm_3f295 -.asm_3f290 + jr nz, .didntAffect + jr .inflictPoison +.sideEffectTest call BattleRandom cp b ; was side effect successful? ret nc -.asm_3f295 +.inflictPoison dec hl set 3, [hl] ; mon is now poisoned push de @@ -7275,19 +7275,19 @@ PoisonEffect: ; 3f24f (f:724f) ld hl, W_PLAYERBATTSTATUS3 ld a, [de] ld de, W_PLAYERTOXICCOUNTER - jr nz, .asm_3f2b0 + jr nz, .ok ld b, ANIM_A9 ld hl, W_ENEMYBATTSTATUS3 ld de, W_ENEMYTOXICCOUNTER -.asm_3f2b0 +.ok cp TOXIC - jr nz, .asm_3f2bd ; done if move is not Toxic + jr nz, .normalPoison ; done if move is not Toxic set 0, [hl] ; else set Toxic battstatus xor a ld [de], a ld hl, BadlyPoisonedText jr .asm_3f2c0 -.asm_3f2bd +.normalPoison ld hl, PoisonedText .asm_3f2c0 pop de @@ -7300,11 +7300,11 @@ PoisonEffect: ; 3f24f (f:724f) .asm_3f2cd call Func_3fb89 jp PrintText -.asm_3f2d3 +.noEffect ld a, [de] cp POISON_EFFECT ret nz -.asm_3f2d7 +.didntAffect ld c, $32 call DelayFrames jp PrintDidntAffectText @@ -7327,10 +7327,10 @@ ExplodeEffect: ; 3f2f1 (f:72f1) ld de, W_PLAYERBATTSTATUS2 ld a, [H_WHOSETURN] and a - jr z, .asm_3f302 + jr z, .faintUser ld hl, wEnemyMonHP ld de, W_ENEMYBATTSTATUS2 -.asm_3f302 +.faintUser xor a ld [hli], a ; set the mon's HP to 0 ld [hli], a @@ -7361,7 +7361,7 @@ FreezeBurnParalyzeEffect: ; 3f30c (f:730c) cp b ; do target type 2 and move type match? ret z ; return if they match ld a, [W_PLAYERMOVEEFFECT] - cp a, 7 ; 10% status effects are 04, 05, 06 so 07 will set carry for those + cp a, PARALYZE_SIDE_EFFECT1 + 1 ; 10% status effects are 04, 05, 06 so 07 will set carry for those ld b, $1a ; 0x1A/0x100 or 26/256 = 10.2%~ chance jr c, .next1 ; branch ahead if this is a 10% chance effect.. ld b, $4d ; else use 0x4D/0x100 or 77/256 = 30.1%~ chance @@ -7382,22 +7382,22 @@ FreezeBurnParalyzeEffect: ; 3f30c (f:730c) ld [wEnemyMonStatus], a call QuarterSpeedDueToParalysis ; quarter speed of affected mon ld a, ANIM_A9 - call Func_3fbb9 ; play animation + call PlayAnimation jp PrintMayNotAttackText ; print paralysis text .burn ld a, 1 << BRN ld [wEnemyMonStatus], a call HalveAttackDueToBurn ; halve attack of affected mon ld a, ANIM_A9 - call Func_3fbb9 ; animation + call PlayAnimation ld hl, BurnedText jp PrintText .freeze - call Func_3f9cf ; resets hyper beam (recharge) condition from both players + call ClearHyperBeam ; resets hyper beam (recharge) condition from both players ld a, 1 << FRZ ld [wEnemyMonStatus], a ld a, ANIM_A9 - call Func_3fbb9 ; animation + call PlayAnimation ld hl, FrozenText jp PrintText opponentAttacker: ; 3f382 (f:7382) @@ -7498,16 +7498,16 @@ StatModifierUpEffect: ; 3f428 (f:7428) ld de, W_PLAYERMOVEEFFECT ld a, [H_WHOSETURN] and a - jr z, .asm_3f439 + jr z, .statModifierUpEffect ld hl, wEnemyMonStatMods ld de, W_ENEMYMOVEEFFECT -.asm_3f439 +.statModifierUpEffect ld a, [de] sub $a cp $8 - jr c, .asm_3f442 + jr c, .incrementStatMod sub $28 ; map +2 effects to equivalent +1 effect -.asm_3f442 +.incrementStatMod ld c, a ld b, $0 add hl, bc @@ -7518,26 +7518,26 @@ StatModifierUpEffect: ; 3f428 (f:7428) jp c, Func_3f522 ld a, [de] cp $12 ; is it a +2 effect? - jr c, .asm_3f45a + jr c, .ok inc b ; if so, increment stat mod again ld a, $d cp b ; unless it's already +6 - jr nc, .asm_3f45a + jr nc, .ok ld b, a -.asm_3f45a +.ok ld [hl], b ld a, c cp $4 - jr nc, asm_3f4ca ; jump if mod affected is evasion/accuracy + jr nc, UpdateStatDone ; jump if mod affected is evasion/accuracy push hl ld hl, wBattleMonAttack + 1 ld de, wcd12 ld a, [H_WHOSETURN] and a - jr z, .asm_3f472 + jr z, .pointToStats ld hl, wEnemyMonAttack + 1 ld de, wEnemyMonUnmodifiedAttack -.asm_3f472 +.pointToStats push bc sla c ld b, $0 @@ -7545,17 +7545,17 @@ StatModifierUpEffect: ; 3f428 (f:7428) ld a, c add e ld e, a - jr nc, .asm_3f47e + jr nc, .checkIf999 inc d ; de = unmodified (original) stat -.asm_3f47e +.checkIf999 pop bc ld a, [hld] sub $e7 ; check if stat is already 999 - jr nz, .asm_3f48a + jr nz, .recalculateStat ld a, [hl] sbc $3 jp z, Func_3f520 -.asm_3f48a ; recalculate affected stat +.recalculateStat ; recalculate affected stat ; paralysis and burn penalties, as well as badge boosts are ignored push hl push bc @@ -7586,19 +7586,19 @@ StatModifierUpEffect: ; 3f428 (f:7428) sub $e7 ld a, [$ff97] sbc $3 - jp c, Func_3f4c3 + jp c, UpdateStat ld a, 999 / $100 ld [$ff97], a ld a, 999 % $100 ld [$ff98], a -Func_3f4c3: ; 3f4c3 (f:74c3) +UpdateStat: ; 3f4c3 (f:74c3) ld a, [$ff97] ld [hli], a ld a, [$ff98] ld [hl], a pop hl -asm_3f4ca: ; 3f4ca (f:74ca) +UpdateStatDone: ; 3f4ca (f:74ca) ld b, c inc b call Func_3f688 @@ -7627,7 +7627,7 @@ asm_3f4ca: ; 3f4ca (f:74ca) call Func_3fba8 ld a, [de] cp MINIMIZE - jr nz, .asm_3f50e + jr nz, .applyBadgeBoostsAndStatusPenalties pop bc ld a, $1 ld [bc], a @@ -7635,7 +7635,7 @@ asm_3f4ca: ; 3f4ca (f:74ca) ld b, BANK(Func_79771) pop af call nz, Bankswitch -.asm_3f50e +.applyBadgeBoostsAndStatusPenalties ld a, [H_WHOSETURN] and a call z, ApplyBadgeStatBoosts ; whenever the player uses a stat-up move, badge boosts get reapplied again to every stat, @@ -7684,29 +7684,29 @@ StatModifierDownEffect: ; 3f54c (f:754c) ld bc, W_ENEMYBATTSTATUS1 ld a, [H_WHOSETURN] and a - jr z, .asm_3f572 + jr z, .statModifierDownEffect ld hl, wPlayerMonStatMods ld de, W_ENEMYMOVEEFFECT ld bc, W_PLAYERBATTSTATUS1 ld a, [W_ISLINKBATTLE] cp $4 - jr z, .asm_3f572 + jr z, .statModifierDownEffect call BattleRandom cp $40 ; 1/4 chance to miss by wildmon - jp c, Func_3f65a -.asm_3f572 + jp c, MoveMissed +.statModifierDownEffect call CheckTargetSubstitute ; can't hit through substitute - jp nz, Func_3f65a + jp nz, MoveMissed ld a, [de] cp ATTACK_DOWN_SIDE_EFFECT - jr c, .asm_3f58a + jr c, .nonSideEffect call BattleRandom cp $55 ; 85/256 chance for side effects - jp nc, Func_3f650 + jp nc, CantLowerAnymore ld a, [de] sub ATTACK_DOWN_SIDE_EFFECT ; map each stat to 0-3 - jr .asm_3f5a9 -.asm_3f58a ; non-side effects only + jr .decrementStatMod +.nonSideEffect ; non-side effects only push hl push de push bc @@ -7716,45 +7716,45 @@ StatModifierDownEffect: ; 3f54c (f:754c) pop hl ld a, [W_MOVEMISSED] and a - jp nz, Func_3f65a + jp nz, MoveMissed ld a, [bc] bit 6, a ; fly/dig - jp nz, Func_3f65a + jp nz, MoveMissed ld a, [de] sub $12 cp $8 - jr c, .asm_3f5a9 + jr c, .decrementStatMod sub $28 ; map +2 effects to corresponding +1 effect -.asm_3f5a9 +.decrementStatMod ld c, a ld b, $0 add hl, bc ld b, [hl] dec b ; dec corresponding stat mod - jp z, Func_3f650 ; if stat mod is 1 (-6), can't lower anymore + jp z, CantLowerAnymore ; if stat mod is 1 (-6), can't lower anymore ld a, [de] cp $24 - jr c, .asm_3f5bf + jr c, .ok cp $44 - jr nc, .asm_3f5bf + jr nc, .ok dec b ; stat down 2 effects only (dec mod again) - jr nz, .asm_3f5bf + jr nz, .ok inc b ; increment mod to 1 (-6) if it would become 0 (-7) -.asm_3f5bf +.ok ld [hl], b ; save modified mod ld a, c cp $4 - jr nc, asm_3f62c ; jump for evasion/accuracy + jr nc, UpdateStatDone ; jump for evasion/accuracy push hl push de ld hl, wEnemyMonAttack + 1 ld de, wEnemyMonUnmodifiedAttack ld a, [H_WHOSETURN] and a - jr z, .asm_3f5d8 + jr z, .pointToStat ld hl, wBattleMonAttack + 1 ld de, wcd12 -.asm_3f5d8 +.pointToStat push bc sla c ld b, $0 @@ -7768,11 +7768,11 @@ StatModifierDownEffect: ; 3f54c (f:754c) pop bc ld a, [hld] sub $1 ; can't lower stat below 1 (-6) - jr nz, .asm_3f5ef + jr nz, .recalculateStat ld a, [hl] and a jp z, Func_3f64d -.asm_3f5ef +.recalculateStat ; recalculate affected stat ; paralysis and burn penalties, as well as badge boosts are ignored push hl @@ -7803,19 +7803,19 @@ StatModifierDownEffect: ; 3f54c (f:754c) ld b, a ld a, [$ff97] or b - jp nz, Func_3f624 + jp nz, UpdateStat ld [$ff97], a ld a, $1 ld [$ff98], a -Func_3f624: ; 3f624 (f:7624) +UpdateStat: ; 3f624 (f:7624) ld a, [$ff97] ld [hli], a ld a, [$ff98] ld [hl], a pop de pop hl -asm_3f62c: ; 3f62c (f:762c) +UpdateStatDone: ; 3f62c (f:762c) ld b, c inc b push de @@ -7823,9 +7823,9 @@ asm_3f62c: ; 3f62c (f:762c) pop de ld a, [de] cp $44 - jr nc, .asm_3f63b + jr nc, .ApplyBadgeBoostsAndStatusPenalties call Func_3fb89 -.asm_3f63b +.ApplyBadgeBoostsAndStatusPenalties ld a, [H_WHOSETURN] and a call nz, ApplyBadgeStatBoosts ; whenever the player uses a stat-down move, badge boosts get reapplied again to every stat, @@ -7844,14 +7844,14 @@ Func_3f64d: ; 3f64d (f:764d) pop hl inc [hl] -Func_3f650: ; 3f650 (f:7650) +CantLowerAnymore: ; 3f650 (f:7650) ld a, [de] cp ATTACK_DOWN_SIDE_EFFECT ret nc ld hl, NothingHappenedText jp PrintText -Func_3f65a: ; 3f65a (f:765a) +MoveMissed: ; 3f65a (f:765a) ld a, [de] cp $44 ret nc @@ -7928,11 +7928,11 @@ BideEffect: ; 3f6e5 (f:76e5) ld bc, wPlayerNumAttacksLeft ld a, [H_WHOSETURN] and a - jr z, .asm_3f6fc + jr z, .bideEffect ld hl, W_ENEMYBATTSTATUS1 ld de, wcd05 ld bc, wEnemyNumAttacksLeft -.asm_3f6fc +.bideEffect set 0, [hl] ; mon is now using bide xor a ld [de], a @@ -7954,10 +7954,10 @@ ThrashPetalDanceEffect: ; 3f717 (f:7717) ld de, wPlayerNumAttacksLeft ld a, [H_WHOSETURN] and a - jr z, .asm_3f728 + jr z, .thrashPetalDanceEffect ld hl, W_ENEMYBATTSTATUS1 ld de, wEnemyNumAttacksLeft -.asm_3f728 +.thrashPetalDanceEffect set 1, [hl] ; mon is now using thrash/petal dance call BattleRandom and $1 @@ -8057,7 +8057,7 @@ SwitchAndTeleportEffect: ; 3f739 (f:7739) jp Func_3fb4e .asm_3f7e4 push af - call Func_3fbb9 + call PlayAnimation ld c, $14 call DelayFrames pop af @@ -8089,43 +8089,44 @@ TwoToFiveAttacksEffect: ; 3f811 (f:7811) ld bc, W_NUMHITS ld a, [H_WHOSETURN] and a - jr z, .asm_3f828 + jr z, .twoToFiveAttacksEffect ld hl, W_ENEMYBATTSTATUS1 ld de, wEnemyNumAttacksLeft ld bc, wcd05 -.asm_3f828 +.twoToFiveAttacksEffect bit 2, [hl] ; is mon attacking multiple times? ret nz set 2, [hl] ; mon is now attacking multiple times ld hl, W_PLAYERMOVEEFFECT ld a, [H_WHOSETURN] and a - jr z, .asm_3f838 + jr z, .setNumberOfHits ld hl, W_ENEMYMOVEEFFECT -.asm_3f838 +.setNumberOfHits ld a, [hl] cp TWINEEDLE_EFFECT - jr z, .asm_3f856 + jr z, .twineedle cp ATTACK_TWICE_EFFECT - ld a, $2 - jr z, .asm_3f853 + ld a, $2 ; number of hits it's always 2 for ATTACK_TWICE_EFFECT + jr z, .saveNumberOfHits +; for TWO_TO_FIVE_ATTACKS_EFFECT 3/8 chance for 2 and 3 hits, and 1/8 chance for 4 and 5 hits call BattleRandom - and $3 - cp $2 - jr c, .asm_3f851 + and $3 + cp $2 + jr c, .asm_3f851 call BattleRandom and $3 -.asm_3f851 +.asm_3f851 inc a inc a -.asm_3f853 +.saveNumberOfHits ld [de], a ld [bc], a ret -.asm_3f856 - ld a, $2 - ld [hl], a - jr .asm_3f853 +.twineedle + ld a, POISON_SIDE_EFFECT1 + ld [hl], a ; set Twineedle's effect to poison effect + jr .saveNumberOfHits FlichSideEffect: ; 3f85b (f:785b) call CheckTargetSubstitute @@ -8148,7 +8149,7 @@ FlichSideEffect: ; 3f85b (f:785b) cp b ret nc set 3, [hl] ; set mon's status to flinching - call Func_3f9cf + call ClearHyperBeam ret OneHitKOEffect: ; 3f884 (f:7884) @@ -8184,7 +8185,7 @@ ChargeEffect: ; 3f88c (f:788c) xor a ld [wcc5b], a ld a, b - call Func_3fbb9 + call PlayAnimation ld a, [de] ld [wWhichTrade], a ld hl, ChargeMoveEffectText @@ -8249,7 +8250,7 @@ TrappingEffect: ; 3f917 (f:7917) .asm_3f928 bit 5, [hl] ret nz - call Func_3f9cf + call ClearHyperBeam set 5, [hl] call BattleRandom and $3 @@ -8348,7 +8349,7 @@ HyperBeamEffect: ; 3f9c1 (f:79c1) set 5, [hl] ; mon now needs to recharge ret -Func_3f9cf: ; 3f9cf (f:79cf) +ClearHyperBeam: ; 3f9cf (f:79cf) push hl ld hl, W_ENEMYBATTSTATUS2 ld a, [H_WHOSETURN] @@ -8659,7 +8660,7 @@ Func_3fba8: ; 3fba8 (f:7ba8) and a ret z -Func_3fbb9: ; 3fbb9 (f:7bb9) +PlayAnimation: ; 3fbb9 (f:7bb9) ld [W_ANIMATIONID], a Func_3fbbc: ; 3fbbc (f:7bbc) |