diff options
Diffstat (limited to 'engine/battle/core.asm')
-rwxr-xr-x | engine/battle/core.asm | 1698 |
1 files changed, 849 insertions, 849 deletions
diff --git a/engine/battle/core.asm b/engine/battle/core.asm index a2b18389..9265503d 100755 --- a/engine/battle/core.asm +++ b/engine/battle/core.asm @@ -579,7 +579,7 @@ HandlePoisonBurnLeechSeed: call PrintText xor a ld [wAnimationType], a - ld a,BURN_PSN_ANIM + ld a, BURN_PSN_ANIM call PlayMoveAnimation ; play burn/poison animation pop hl call HandlePoisonBurnLeechSeed_DecreaseOwnHP @@ -600,7 +600,7 @@ HandlePoisonBurnLeechSeed: ld [H_WHOSETURN], a xor a ld [wAnimationType], a - ld a,ABSORB + ld a, ABSORB call PlayMoveAnimation ; play leech seed animation (from opposing mon) pop af ld [H_WHOSETURN], a @@ -1363,138 +1363,138 @@ SlideTrainerPicOffScreen: ; send out a trainer's mon EnemySendOut: - ld hl,wPartyGainExpFlags + ld hl, wPartyGainExpFlags xor a - ld [hl],a - ld a,[wPlayerMonNumber] - ld c,a - ld b,FLAG_SET + ld [hl], a + ld a, [wPlayerMonNumber] + ld c, a + ld b, FLAG_SET push bc predef FlagActionPredef - ld hl,wPartyFoughtCurrentEnemyFlags + ld hl, wPartyFoughtCurrentEnemyFlags xor a - ld [hl],a + ld [hl], a pop bc predef FlagActionPredef ; don't change wPartyGainExpFlags or wPartyFoughtCurrentEnemyFlags EnemySendOutFirstMon: xor a - ld hl,wEnemyStatsToDouble ; clear enemy statuses - ld [hli],a - ld [hli],a - ld [hli],a - ld [hli],a - ld [hl],a - ld [wEnemyDisabledMove],a - ld [wEnemyDisabledMoveNumber],a - ld [wEnemyMonMinimized],a - ld hl,wPlayerUsedMove - ld [hli],a - ld [hl],a + ld hl, wEnemyStatsToDouble ; clear enemy statuses + ld [hli], a + ld [hli], a + ld [hli], a + ld [hli], a + ld [hl], a + ld [wEnemyDisabledMove], a + ld [wEnemyDisabledMoveNumber], a + ld [wEnemyMonMinimized], a + ld hl, wPlayerUsedMove + ld [hli], a + ld [hl], a dec a - ld [wAICount],a - ld hl,wPlayerBattleStatus1 - res 5,[hl] + ld [wAICount], a + ld hl, wPlayerBattleStatus1 + res 5, [hl] coord hl, 18, 0 - ld a,8 + ld a, 8 call SlideTrainerPicOffScreen call PrintEmptyString call SaveScreenTilesToBuffer1 - ld a,[wLinkState] + ld a, [wLinkState] cp LINK_STATE_BATTLING - jr nz,.next - ld a,[wSerialExchangeNybbleReceiveData] + jr nz, .next + ld a, [wSerialExchangeNybbleReceiveData] sub 4 - ld [wWhichPokemon],a + ld [wWhichPokemon], a jr .next3 .next - ld b,$FF + ld b, $FF .next2 inc b - ld a,[wEnemyMonPartyPos] + ld a, [wEnemyMonPartyPos] cp b - jr z,.next2 - ld hl,wEnemyMon1 - ld a,b - ld [wWhichPokemon],a + jr z, .next2 + ld hl, wEnemyMon1 + ld a, b + ld [wWhichPokemon], a push bc - ld bc,wEnemyMon2 - wEnemyMon1 + ld bc, wEnemyMon2 - wEnemyMon1 call AddNTimes pop bc inc hl - ld a,[hli] - ld c,a - ld a,[hl] + ld a, [hli] + ld c, a + ld a, [hl] or c - jr z,.next2 + jr z, .next2 .next3 - ld a,[wWhichPokemon] - ld hl,wEnemyMon1Level - ld bc,wEnemyMon2 - wEnemyMon1 + ld a, [wWhichPokemon] + ld hl, wEnemyMon1Level + ld bc, wEnemyMon2 - wEnemyMon1 call AddNTimes - ld a,[hl] - ld [wCurEnemyLVL],a - ld a,[wWhichPokemon] + ld a, [hl] + ld [wCurEnemyLVL], a + ld a, [wWhichPokemon] inc a - ld hl,wEnemyPartyCount - ld c,a - ld b,0 - add hl,bc - ld a,[hl] - ld [wEnemyMonSpecies2],a - ld [wcf91],a + ld hl, wEnemyPartyCount + ld c, a + ld b, 0 + add hl, bc + ld a, [hl] + ld [wEnemyMonSpecies2], a + ld [wcf91], a call LoadEnemyMonData - ld hl,wEnemyMonHP - ld a,[hli] - ld [wLastSwitchInEnemyMonHP],a - ld a,[hl] - ld [wLastSwitchInEnemyMonHP + 1],a - ld a,1 - ld [wCurrentMenuItem],a - ld a,[wFirstMonsNotOutYet] + ld hl, wEnemyMonHP + ld a, [hli] + ld [wLastSwitchInEnemyMonHP], a + ld a, [hl] + ld [wLastSwitchInEnemyMonHP + 1], a + ld a, 1 + ld [wCurrentMenuItem], a + ld a, [wFirstMonsNotOutYet] dec a - jr z,.next4 - ld a,[wPartyCount] + jr z, .next4 + ld a, [wPartyCount] dec a - jr z,.next4 - ld a,[wLinkState] + jr z, .next4 + ld a, [wLinkState] cp LINK_STATE_BATTLING - jr z,.next4 - ld a,[wOptions] - bit 6,a - jr nz,.next4 + jr z, .next4 + ld a, [wOptions] + bit 6, a + jr nz, .next4 ld hl, TrainerAboutToUseText call PrintText coord hl, 0, 7 lb bc, 8, 1 - ld a,TWO_OPTION_MENU - ld [wTextBoxID],a + ld a, TWO_OPTION_MENU + ld [wTextBoxID], a call DisplayTextBoxID - ld a,[wCurrentMenuItem] + ld a, [wCurrentMenuItem] and a - jr nz,.next4 - ld a,BATTLE_PARTY_MENU - ld [wPartyMenuTypeOrMessageID],a + jr nz, .next4 + ld a, BATTLE_PARTY_MENU + ld [wPartyMenuTypeOrMessageID], a call DisplayPartyMenu .next9 - ld a,1 - ld [wCurrentMenuItem],a - jr c,.next7 - ld hl,wPlayerMonNumber - ld a,[wWhichPokemon] + ld a, 1 + ld [wCurrentMenuItem], a + jr c, .next7 + ld hl, wPlayerMonNumber + ld a, [wWhichPokemon] cp [hl] - jr nz,.next6 - ld hl,AlreadyOutText + jr nz, .next6 + ld hl, AlreadyOutText call PrintText .next8 call GoBackToPartyMenu jr .next9 .next6 call HasMonFainted - jr z,.next8 + jr z, .next8 xor a - ld [wCurrentMenuItem],a + ld [wCurrentMenuItem], a .next7 call GBPalWhiteOut call LoadHudTilePatterns @@ -1507,27 +1507,27 @@ EnemySendOutFirstMon: ld b, SET_PAL_BATTLE call RunPaletteCommand call GBPalNormal - ld hl,TrainerSentOutText + ld hl, TrainerSentOutText call PrintText - ld a,[wEnemyMonSpecies2] - ld [wcf91],a - ld [wd0b5],a + ld a, [wEnemyMonSpecies2] + ld [wcf91], a + ld [wd0b5], a call GetMonHeader - ld de,vFrontPic + ld de, vFrontPic call LoadMonFrontSprite - ld a,-$31 - ld [hStartTileID],a + ld a, -$31 + ld [hStartTileID], a coord hl, 15, 6 predef AnimateSendingOutMon - ld a,[wEnemyMonSpecies2] + ld a, [wEnemyMonSpecies2] call PlayCry call DrawEnemyHUDAndHPBar - ld a,[wCurrentMenuItem] + ld a, [wCurrentMenuItem] and a ret nz xor a - ld [wPartyGainExpFlags],a - ld [wPartyFoughtCurrentEnemyFlags],a + ld [wPartyGainExpFlags], a + ld [wPartyFoughtCurrentEnemyFlags], a call SaveScreenTilesToBuffer1 jp SwitchPlayerMon @@ -3169,160 +3169,160 @@ CheckIfPlayerNeedsToChargeUp: ; in-battle stuff PlayerCanExecuteChargingMove: - ld hl,wPlayerBattleStatus1 - res CHARGING_UP,[hl] ; reset charging up and invulnerability statuses if mon was charging up for an attack + ld hl, wPlayerBattleStatus1 + res CHARGING_UP, [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 INVULNERABLE,[hl] + res INVULNERABLE, [hl] PlayerCanExecuteMove: call PrintMonName1Text - ld hl,DecrementPP - ld de,wPlayerSelectedMove ; pointer to the move just used - ld b,BANK(DecrementPP) + ld hl, DecrementPP + ld de, wPlayerSelectedMove ; pointer to the move just used + ld b, BANK(DecrementPP) call Bankswitch - ld a,[wPlayerMoveEffect] ; effect of the move just used - ld hl,ResidualEffects1 - ld de,1 + ld a, [wPlayerMoveEffect] ; effect of the move just used + ld hl, ResidualEffects1 + ld de, 1 call IsInArray - jp c,JumpMoveEffect ; ResidualEffects1 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,[wPlayerMoveEffect] - ld hl,SpecialEffectsCont - ld de,1 + ld a, [wPlayerMoveEffect] + ld hl, SpecialEffectsCont + ld de, 1 call IsInArray - call c,JumpMoveEffect ; execute the effects of SpecialEffectsCont moves (e.g. Wrap, Thrash) but don't skip anything + call c, JumpMoveEffect ; execute the effects of SpecialEffectsCont moves (e.g. Wrap, Thrash) but don't skip anything PlayerCalcMoveDamage: - ld a,[wPlayerMoveEffect] - ld hl,SetDamageEffects - ld de,1 + ld a, [wPlayerMoveEffect] + ld hl, SetDamageEffects + ld de, 1 call IsInArray - jp c,.moveHitTest ; SetDamageEffects 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,handleIfPlayerMoveMissed + jr z, handleIfPlayerMoveMissed call GetDamageVarsForPlayerAttack call CalculateDamage - jp z,playerCheckIfFlyOrChargeEffect ; for moves with 0 BP, skip any further damage calculation and, for now, skip MoveHitTest + jp z, playerCheckIfFlyOrChargeEffect ; for moves with 0 BP, skip any further damage calculation and, for now, skip MoveHitTest ; for these moves, accuracy tests will only occur if they are called as part of the effect itself call AdjustDamageForMoveType call RandomizeDamage .moveHitTest call MoveHitTest handleIfPlayerMoveMissed: - ld a,[wMoveMissed] + ld a, [wMoveMissed] and a - jr z,getPlayerAnimationType - ld a,[wPlayerMoveEffect] - sub a,EXPLODE_EFFECT - jr z,playPlayerMoveAnimation ; don't play any animation if the move missed, unless it was EXPLODE_EFFECT + jr z, getPlayerAnimationType + ld a, [wPlayerMoveEffect] + sub EXPLODE_EFFECT + jr z, playPlayerMoveAnimation ; don't play any animation if the move missed, unless it was EXPLODE_EFFECT jr playerCheckIfFlyOrChargeEffect getPlayerAnimationType: - ld a,[wPlayerMoveEffect] + ld a, [wPlayerMoveEffect] and a - ld a,4 ; move has no effect other than dealing damage - jr z,playPlayerMoveAnimation - ld a,5 ; move has effect + ld a, 4 ; move has no effect other than dealing damage + jr z, playPlayerMoveAnimation + ld a, 5 ; move has effect playPlayerMoveAnimation: push af - ld a,[wPlayerBattleStatus2] - bit HAS_SUBSTITUTE_UP,a - ld hl,HideSubstituteShowMonAnim - ld b,BANK(HideSubstituteShowMonAnim) - call nz,Bankswitch + ld a, [wPlayerBattleStatus2] + bit HAS_SUBSTITUTE_UP, a + ld hl, HideSubstituteShowMonAnim + ld b, BANK(HideSubstituteShowMonAnim) + call nz, Bankswitch pop af - ld [wAnimationType],a - ld a,[wPlayerMoveNum] + ld [wAnimationType], a + ld a, [wPlayerMoveNum] call PlayMoveAnimation call HandleExplodingAnimation call DrawPlayerHUDAndHPBar - ld a,[wPlayerBattleStatus2] - bit HAS_SUBSTITUTE_UP,a - ld hl,ReshowSubstituteAnim - ld b,BANK(ReshowSubstituteAnim) - call nz,Bankswitch + ld a, [wPlayerBattleStatus2] + bit HAS_SUBSTITUTE_UP, a + ld hl, ReshowSubstituteAnim + ld b, BANK(ReshowSubstituteAnim) + call nz, Bankswitch jr MirrorMoveCheck playerCheckIfFlyOrChargeEffect: - ld c,30 + ld c, 30 call DelayFrames - ld a,[wPlayerMoveEffect] - cp a,FLY_EFFECT - jr z,.playAnim - cp a,CHARGE_EFFECT - jr z,.playAnim + ld a, [wPlayerMoveEffect] + cp FLY_EFFECT + jr z, .playAnim + cp CHARGE_EFFECT + jr z, .playAnim jr MirrorMoveCheck .playAnim xor a - ld [wAnimationType],a - ld a,STATUS_AFFECTED_ANIM + ld [wAnimationType], a + ld a, STATUS_AFFECTED_ANIM call PlayMoveAnimation MirrorMoveCheck: - ld a,[wPlayerMoveEffect] - cp a,MIRROR_MOVE_EFFECT - jr nz,.metronomeCheck + ld a, [wPlayerMoveEffect] + cp MIRROR_MOVE_EFFECT + jr nz, .metronomeCheck call MirrorMoveCopyMove - jp z,ExecutePlayerMoveDone + jp z, ExecutePlayerMoveDone xor a - ld [wMonIsDisobedient],a + ld [wMonIsDisobedient], a jp CheckIfPlayerNeedsToChargeUp ; if Mirror Move was successful go back to damage calculation for copied move .metronomeCheck - cp a,METRONOME_EFFECT - jr nz,.next + cp METRONOME_EFFECT + jr nz, .next call MetronomePickMove jp CheckIfPlayerNeedsToChargeUp ; Go back to damage calculation for the move picked by Metronome .next - ld a,[wPlayerMoveEffect] - ld hl,ResidualEffects2 - ld de,1 + ld a, [wPlayerMoveEffect] + ld hl, ResidualEffects2 + ld de, 1 call IsInArray - jp c,JumpMoveEffect ; done here after executing effects of ResidualEffects2 - ld a,[wMoveMissed] + jp c, JumpMoveEffect ; done here after executing effects of ResidualEffects2 + ld a, [wMoveMissed] and a - jr z,.moveDidNotMiss + jr z, .moveDidNotMiss call PrintMoveFailureText - ld a,[wPlayerMoveEffect] - cp a,EXPLODE_EFFECT ; even if Explosion or Selfdestruct missed, its effect still needs to be activated - jr z,.notDone + ld a, [wPlayerMoveEffect] + cp EXPLODE_EFFECT ; even if Explosion or Selfdestruct missed, its effect still needs to be activated + jr z, .notDone jp ExecutePlayerMoveDone ; otherwise, we're done if the move missed .moveDidNotMiss call ApplyAttackToEnemyPokemon call PrintCriticalOHKOText callab DisplayEffectiveness - ld a,1 - ld [wMoveDidntMiss],a + ld a, 1 + ld [wMoveDidntMiss], a .notDone - ld a,[wPlayerMoveEffect] - ld hl,AlwaysHappenSideEffects - ld de,1 + ld a, [wPlayerMoveEffect] + ld hl, AlwaysHappenSideEffects + ld de, 1 call IsInArray - call c,JumpMoveEffect ; not done after executing effects of AlwaysHappenSideEffects - ld hl,wEnemyMonHP - ld a,[hli] - ld b,[hl] + call c, JumpMoveEffect ; not done after executing effects of AlwaysHappenSideEffects + ld hl, wEnemyMonHP + ld a, [hli] + ld b, [hl] or b ret z ; don't do anything else if the enemy fainted call HandleBuildingRage - ld hl,wPlayerBattleStatus1 - bit ATTACKING_MULTIPLE_TIMES,[hl] - jr z,.executeOtherEffects - ld a,[wPlayerNumAttacksLeft] + ld hl, wPlayerBattleStatus1 + bit ATTACKING_MULTIPLE_TIMES, [hl] + jr z, .executeOtherEffects + ld a, [wPlayerNumAttacksLeft] dec a - ld [wPlayerNumAttacksLeft],a - jp nz,getPlayerAnimationType ; for multi-hit moves, apply attack until PlayerNumAttacksLeft hits 0 or the enemy faints. + ld [wPlayerNumAttacksLeft], a + jp nz, getPlayerAnimationType ; for multi-hit moves, apply attack until PlayerNumAttacksLeft hits 0 or the enemy faints. ; damage calculation and accuracy tests only happen for the first hit - res ATTACKING_MULTIPLE_TIMES,[hl] ; clear attacking multiple times status when all attacks are over - ld hl,MultiHitText + res ATTACKING_MULTIPLE_TIMES, [hl] ; clear attacking multiple times status when all attacks are over + ld hl, MultiHitText call PrintText xor a - ld [wPlayerNumHits],a + ld [wPlayerNumHits], a .executeOtherEffects - ld a,[wPlayerMoveEffect] + ld a, [wPlayerMoveEffect] and a - jp z,ExecutePlayerMoveDone - ld hl,SpecialEffects - ld de,1 + jp z, ExecutePlayerMoveDone + ld hl, SpecialEffects + ld de, 1 call IsInArray - call nc,JumpMoveEffect ; move effects not included in SpecialEffects or in either of the ResidualEffect arrays, + call nc, JumpMoveEffect ; move effects not included in SpecialEffects or in either of the ResidualEffect arrays, ; which are the effects not covered yet. Rage effect will be executed for a second time (though it's irrelevant). ; Includes side effects that only need to be called if the target didn't faint. ; Responsible for executing Twineedle's second side effect (poison). @@ -3334,26 +3334,26 @@ MultiHitText: ExecutePlayerMoveDone: xor a - ld [wActionResultOrTookBattleTurn],a - ld b,1 + ld [wActionResultOrTookBattleTurn], a + ld b, 1 ret PrintGhostText: ; print the ghost battle messages call IsGhostBattle ret nz - ld a,[H_WHOSETURN] + ld a, [H_WHOSETURN] and a - jr nz,.Ghost - ld a,[wBattleMonStatus] ; player’s turn - and a,SLP | (1 << FRZ) + jr nz, .Ghost + ld a, [wBattleMonStatus] ; player’s turn + and SLP | (1 << FRZ) ret nz - ld hl,ScaredText + ld hl, ScaredText call PrintText xor a ret .Ghost ; ghost’s turn - ld hl,GetOutText + ld hl, GetOutText call PrintText xor a ret @@ -3367,261 +3367,261 @@ GetOutText: db "@" IsGhostBattle: - ld a,[wIsInBattle] + ld a, [wIsInBattle] dec a ret nz - ld a,[wCurMap] - cp a,POKEMONTOWER_1 - jr c,.next - cp a,LAVENDER_HOUSE_1 - jr nc,.next - ld b,SILPH_SCOPE + ld a, [wCurMap] + cp POKEMONTOWER_1 + jr c, .next + cp LAVENDER_HOUSE_1 + jr nc, .next + ld b, SILPH_SCOPE call IsItemInBag ret z .next - ld a,1 + ld a, 1 and a ret ; checks for various status conditions affecting the player mon ; stores whether the mon cannot use a move this turn in Z flag CheckPlayerStatusConditions: - ld hl,wBattleMonStatus - ld a,[hl] - and a,SLP ; sleep mask - jr z,.FrozenCheck + ld hl, wBattleMonStatus + ld a, [hl] + and SLP ; sleep mask + jr z, .FrozenCheck ; sleeping dec a - ld [wBattleMonStatus],a ; decrement number of turns left + ld [wBattleMonStatus], a ; decrement number of turns left and a - jr z,.WakeUp ; if the number of turns hit 0, wake up + jr z, .WakeUp ; if the number of turns hit 0, wake up ; fast asleep xor a - ld [wAnimationType],a - ld a,SLP_ANIM - 1 + ld [wAnimationType], a + ld a, SLP_ANIM - 1 call PlayMoveAnimation - ld hl,FastAsleepText + ld hl, FastAsleepText call PrintText jr .sleepDone .WakeUp - ld hl,WokeUpText + ld hl, WokeUpText call PrintText .sleepDone xor a - ld [wPlayerUsedMove],a - ld hl,ExecutePlayerMoveDone ; player can't move this turn + ld [wPlayerUsedMove], a + ld hl, ExecutePlayerMoveDone ; player can't move this turn jp .returnToHL .FrozenCheck - bit FRZ,[hl] ; frozen? - jr z,.HeldInPlaceCheck - ld hl,IsFrozenText + bit FRZ, [hl] ; frozen? + jr z, .HeldInPlaceCheck + ld hl, IsFrozenText call PrintText xor a - ld [wPlayerUsedMove],a - ld hl,ExecutePlayerMoveDone ; player can't move this turn + ld [wPlayerUsedMove], a + ld hl, ExecutePlayerMoveDone ; player can't move this turn jp .returnToHL .HeldInPlaceCheck - ld a,[wEnemyBattleStatus1] - bit USING_TRAPPING_MOVE,a ; is enemy using a mult-turn move like wrap? - jp z,.FlinchedCheck - ld hl,CantMoveText + ld a, [wEnemyBattleStatus1] + bit USING_TRAPPING_MOVE, a ; is enemy using a mult-turn move like wrap? + jp z, .FlinchedCheck + ld hl, CantMoveText call PrintText - ld hl,ExecutePlayerMoveDone ; player can't move this turn + ld hl, ExecutePlayerMoveDone ; player can't move this turn jp .returnToHL .FlinchedCheck - ld hl,wPlayerBattleStatus1 - bit FLINCHED,[hl] - jp z,.HyperBeamCheck - res FLINCHED,[hl] ; reset player's flinch status - ld hl,FlinchedText + ld hl, wPlayerBattleStatus1 + bit FLINCHED, [hl] + jp z, .HyperBeamCheck + res FLINCHED, [hl] ; reset player's flinch status + ld hl, FlinchedText call PrintText - ld hl,ExecutePlayerMoveDone ; player can't move this turn + ld hl, ExecutePlayerMoveDone ; player can't move this turn jp .returnToHL .HyperBeamCheck - ld hl,wPlayerBattleStatus2 - bit NEEDS_TO_RECHARGE,[hl] - jr z,.AnyMoveDisabledCheck - res NEEDS_TO_RECHARGE,[hl] ; reset player's recharge status - ld hl,MustRechargeText + ld hl, wPlayerBattleStatus2 + bit NEEDS_TO_RECHARGE, [hl] + jr z, .AnyMoveDisabledCheck + res NEEDS_TO_RECHARGE, [hl] ; reset player's recharge status + ld hl, MustRechargeText call PrintText - ld hl,ExecutePlayerMoveDone ; player can't move this turn + ld hl, ExecutePlayerMoveDone ; player can't move this turn jp .returnToHL .AnyMoveDisabledCheck - ld hl,wPlayerDisabledMove - ld a,[hl] + ld hl, wPlayerDisabledMove + ld a, [hl] and a - jr z,.ConfusedCheck + jr z, .ConfusedCheck dec a - ld [hl],a + ld [hl], a and $f ; did Disable counter hit 0? - jr nz,.ConfusedCheck - ld [hl],a - ld [wPlayerDisabledMoveNumber],a - ld hl,DisabledNoMoreText + jr nz, .ConfusedCheck + ld [hl], a + ld [wPlayerDisabledMoveNumber], a + ld hl, DisabledNoMoreText call PrintText .ConfusedCheck - ld a,[wPlayerBattleStatus1] + ld a, [wPlayerBattleStatus1] add a ; is player confused? - jr nc,.TriedToUseDisabledMoveCheck - ld hl,wPlayerConfusedCounter + jr nc, .TriedToUseDisabledMoveCheck + ld hl, wPlayerConfusedCounter dec [hl] - jr nz,.IsConfused - ld hl,wPlayerBattleStatus1 - res CONFUSED,[hl] ; if confused counter hit 0, reset confusion status - ld hl,ConfusedNoMoreText + jr nz, .IsConfused + ld hl, wPlayerBattleStatus1 + res CONFUSED, [hl] ; if confused counter hit 0, reset confusion status + ld hl, ConfusedNoMoreText call PrintText jr .TriedToUseDisabledMoveCheck .IsConfused - ld hl,IsConfusedText + ld hl, IsConfusedText call PrintText xor a - ld [wAnimationType],a - ld a,CONF_ANIM - 1 + ld [wAnimationType], a + ld a, CONF_ANIM - 1 call PlayMoveAnimation call BattleRandom - cp a,$80 ; 50% chance to hurt itself - jr c,.TriedToUseDisabledMoveCheck - ld hl,wPlayerBattleStatus1 - ld a,[hl] - and a, 1 << CONFUSED ; if mon hurts itself, clear every other status from wPlayerBattleStatus1 - ld [hl],a + cp $80 ; 50% chance to hurt itself + jr c, .TriedToUseDisabledMoveCheck + ld hl, wPlayerBattleStatus1 + ld a, [hl] + and 1 << CONFUSED ; if mon hurts itself, clear every other status from wPlayerBattleStatus1 + ld [hl], a call HandleSelfConfusionDamage jr .MonHurtItselfOrFullyParalysed .TriedToUseDisabledMoveCheck ; prevents a disabled move that was selected before being disabled from being used - ld a,[wPlayerDisabledMoveNumber] + ld a, [wPlayerDisabledMoveNumber] and a - jr z,.ParalysisCheck - ld hl,wPlayerSelectedMove + jr z, .ParalysisCheck + ld hl, wPlayerSelectedMove cp [hl] - jr nz,.ParalysisCheck + jr nz, .ParalysisCheck call PrintMoveIsDisabledText - ld hl,ExecutePlayerMoveDone ; if a disabled move was somehow selected, player can't move this turn + ld hl, ExecutePlayerMoveDone ; if a disabled move was somehow selected, player can't move this turn jp .returnToHL .ParalysisCheck - ld hl,wBattleMonStatus - bit PAR,[hl] - jr z,.BideCheck + ld hl, wBattleMonStatus + bit PAR, [hl] + jr z, .BideCheck call BattleRandom - cp a,$3F ; 25% to be fully paralyzed - jr nc,.BideCheck - ld hl,FullyParalyzedText + cp $3F ; 25% to be fully paralyzed + jr nc, .BideCheck + ld hl, FullyParalyzedText call PrintText .MonHurtItselfOrFullyParalysed - ld hl,wPlayerBattleStatus1 - ld a,[hl] + ld hl, wPlayerBattleStatus1 + ld a, [hl] ; clear bide, thrashing, charging up, and trapping moves such as warp (already cleared for confusion damage) and $ff ^ ((1 << STORING_ENERGY) | (1 << THRASHING_ABOUT) | (1 << CHARGING_UP) | (1 << USING_TRAPPING_MOVE)) - ld [hl],a - ld a,[wPlayerMoveEffect] - cp a,FLY_EFFECT - jr z,.FlyOrChargeEffect - cp a,CHARGE_EFFECT - jr z,.FlyOrChargeEffect + ld [hl], a + ld a, [wPlayerMoveEffect] + cp FLY_EFFECT + jr z, .FlyOrChargeEffect + cp CHARGE_EFFECT + jr z, .FlyOrChargeEffect jr .NotFlyOrChargeEffect .FlyOrChargeEffect xor a - ld [wAnimationType],a - ld a,STATUS_AFFECTED_ANIM + ld [wAnimationType], a + ld a, STATUS_AFFECTED_ANIM call PlayMoveAnimation .NotFlyOrChargeEffect - ld hl,ExecutePlayerMoveDone + ld hl, ExecutePlayerMoveDone jp .returnToHL ; if using a two-turn move, we need to recharge the first turn .BideCheck - ld hl,wPlayerBattleStatus1 - bit STORING_ENERGY,[hl] ; is mon using bide? - jr z,.ThrashingAboutCheck - xor a - ld [wPlayerMoveNum],a - ld hl,wDamage - ld a,[hli] - ld b,a - ld c,[hl] - ld hl,wPlayerBideAccumulatedDamage + 1 - ld a,[hl] + ld hl, wPlayerBattleStatus1 + bit STORING_ENERGY, [hl] ; is mon using bide? + jr z, .ThrashingAboutCheck + xor a + ld [wPlayerMoveNum], a + ld hl, wDamage + ld a, [hli] + ld b, a + ld c, [hl] + ld hl, wPlayerBideAccumulatedDamage + 1 + ld a, [hl] add c ; accumulate damage taken - ld [hld],a - ld a,[hl] + ld [hld], a + ld a, [hl] adc b - ld [hl],a - ld hl,wPlayerNumAttacksLeft + ld [hl], a + ld hl, wPlayerNumAttacksLeft dec [hl] ; did Bide counter hit 0? - jr z,.UnleashEnergy - ld hl,ExecutePlayerMoveDone + jr z, .UnleashEnergy + ld hl, ExecutePlayerMoveDone jp .returnToHL ; unless mon unleashes energy, can't move this turn .UnleashEnergy - ld hl,wPlayerBattleStatus1 - res STORING_ENERGY,[hl] ; not using bide any more - ld hl,UnleashedEnergyText + ld hl, wPlayerBattleStatus1 + res STORING_ENERGY, [hl] ; not using bide any more + ld hl, UnleashedEnergyText call PrintText - ld a,1 - ld [wPlayerMovePower],a - ld hl,wPlayerBideAccumulatedDamage + 1 - ld a,[hld] + ld a, 1 + ld [wPlayerMovePower], a + ld hl, wPlayerBideAccumulatedDamage + 1 + ld a, [hld] add a - ld b,a - ld [wDamage + 1],a - ld a,[hl] + ld b, a + ld [wDamage + 1], a + ld a, [hl] rl a ; double the damage - ld [wDamage],a + ld [wDamage], a or b - jr nz,.next - ld a,1 - ld [wMoveMissed],a + jr nz, .next + ld a, 1 + ld [wMoveMissed], a .next xor a - ld [hli],a - ld [hl],a - ld a,BIDE - ld [wPlayerMoveNum],a - ld hl,handleIfPlayerMoveMissed ; skip damage calculation, DecrementPP and MoveHitTest + ld [hli], a + ld [hl], a + ld a, BIDE + ld [wPlayerMoveNum], a + ld hl, handleIfPlayerMoveMissed ; skip damage calculation, DecrementPP and MoveHitTest jp .returnToHL .ThrashingAboutCheck - bit THRASHING_ABOUT,[hl] ; is mon using thrash or petal dance? - jr z,.MultiturnMoveCheck - ld a,THRASH - ld [wPlayerMoveNum],a - ld hl,ThrashingAboutText + bit THRASHING_ABOUT, [hl] ; is mon using thrash or petal dance? + jr z, .MultiturnMoveCheck + ld a, THRASH + ld [wPlayerMoveNum], a + ld hl, ThrashingAboutText call PrintText - ld hl,wPlayerNumAttacksLeft + ld hl, wPlayerNumAttacksLeft dec [hl] ; did Thrashing About counter hit 0? - ld hl,PlayerCalcMoveDamage ; skip DecrementPP - jp nz,.returnToHL + ld hl, PlayerCalcMoveDamage ; skip DecrementPP + jp nz, .returnToHL push hl - ld hl,wPlayerBattleStatus1 - res THRASHING_ABOUT,[hl] ; no longer thrashing about - set CONFUSED,[hl] ; confused + ld hl, wPlayerBattleStatus1 + res THRASHING_ABOUT, [hl] ; no longer thrashing about + set CONFUSED, [hl] ; confused call BattleRandom - and a,3 + and 3 inc a inc a ; confused for 2-5 turns - ld [wPlayerConfusedCounter],a + ld [wPlayerConfusedCounter], a pop hl ; skip DecrementPP jp .returnToHL .MultiturnMoveCheck - bit USING_TRAPPING_MOVE,[hl] ; is mon using multi-turn move? - jp z,.RageCheck - ld hl,AttackContinuesText + bit USING_TRAPPING_MOVE, [hl] ; is mon using multi-turn move? + jp z, .RageCheck + ld hl, AttackContinuesText call PrintText - ld a,[wPlayerNumAttacksLeft] + ld a, [wPlayerNumAttacksLeft] dec a ; did multi-turn move end? - ld [wPlayerNumAttacksLeft],a - ld hl,getPlayerAnimationType ; if it didn't, skip damage calculation (deal damage equal to last hit), + ld [wPlayerNumAttacksLeft], a + ld hl, getPlayerAnimationType ; if it didn't, skip damage calculation (deal damage equal to last hit), ; DecrementPP and MoveHitTest - jp nz,.returnToHL + jp nz, .returnToHL jp .returnToHL .RageCheck @@ -4515,7 +4515,7 @@ CalculateDamage: .effect ; EXPLODE_EFFECT halves defense. - cp a, EXPLODE_EFFECT + cp EXPLODE_EFFECT jr nz, .ok srl c jr nz, .ok @@ -4523,13 +4523,13 @@ CalculateDamage: .ok ; Multi-hit attacks may or may not have 0 bp. - cp a, TWO_TO_FIVE_ATTACKS_EFFECT + cp TWO_TO_FIVE_ATTACKS_EFFECT jr z, .skipbp - cp a, $1e + cp $1e jr z, .skipbp ; Calculate OHKO damage based on remaining HP. - cp a, OHKO_EFFECT + cp OHKO_EFFECT jp z, JumpToOHKOMoveEffect ; Don't calculate damage for moves that don't do any. @@ -4762,297 +4762,297 @@ HandleCounterMove: ; the outcome may be affected by the player's actions in the move selection menu prior to switching the Pokemon. ; This might also lead to desync glitches in link battles. - ld a,[H_WHOSETURN] ; whose turn + ld a, [H_WHOSETURN] ; whose turn and a ; player's turn - ld hl,wEnemySelectedMove - ld de,wEnemyMovePower - ld a,[wPlayerSelectedMove] - jr z,.next + ld hl, wEnemySelectedMove + ld de, wEnemyMovePower + ld a, [wPlayerSelectedMove] + jr z, .next ; enemy's turn - ld hl,wPlayerSelectedMove - ld de,wPlayerMovePower - ld a,[wEnemySelectedMove] + ld hl, wPlayerSelectedMove + ld de, wPlayerMovePower + ld a, [wEnemySelectedMove] .next - cp a,COUNTER + cp COUNTER ret nz ; return if not using Counter - ld a,$01 - ld [wMoveMissed],a ; initialize the move missed variable to true (it is set to false below if the move hits) - ld a,[hl] - cp a,COUNTER + ld a, $01 + ld [wMoveMissed], a ; initialize the move missed variable to true (it is set to false below if the move hits) + ld a, [hl] + cp COUNTER ret z ; miss if the opponent's last selected move is Counter. - ld a,[de] + ld a, [de] and a ret z ; miss if the opponent's last selected move's Base Power is 0. ; check if the move the target last selected was Normal or Fighting type inc de - ld a,[de] + ld a, [de] and a ; normal type - jr z,.counterableType - cp a,FIGHTING - jr z,.counterableType + jr z, .counterableType + cp FIGHTING + jr z, .counterableType ; if the move wasn't Normal or Fighting type, miss xor a ret .counterableType - ld hl,wDamage - ld a,[hli] + ld hl, wDamage + ld a, [hli] or [hl] ret z ; If we made it here, Counter still misses if the last move used in battle did no damage to its target. ; wDamage is shared by both players, so Counter may strike back damage dealt by the Counter user itself ; if the conditions meet, even though 99% of the times damage will come from the target. ; if it did damage, double it - ld a,[hl] + ld a, [hl] add a - ldd [hl],a - ld a,[hl] + ldd [hl], a + ld a, [hl] adc a - ld [hl],a - jr nc,.noCarry + ld [hl], a + jr nc, .noCarry ; damage is capped at 0xFFFF - ld a,$ff - ld [hli],a - ld [hl],a + ld a, $ff + ld [hli], a + ld [hl], a .noCarry xor a - ld [wMoveMissed],a + ld [wMoveMissed], a call MoveHitTest ; do the normal move hit test in addition to Counter's special rules xor a ret ApplyAttackToEnemyPokemon: - ld a,[wPlayerMoveEffect] - cp a,OHKO_EFFECT - jr z,ApplyDamageToEnemyPokemon - cp a,SUPER_FANG_EFFECT - jr z,.superFangEffect - cp a,SPECIAL_DAMAGE_EFFECT - jr z,.specialDamage - ld a,[wPlayerMovePower] - and a - jp z,ApplyAttackToEnemyPokemonDone ; no attack to apply if base power is 0 + ld a, [wPlayerMoveEffect] + cp OHKO_EFFECT + jr z, ApplyDamageToEnemyPokemon + cp SUPER_FANG_EFFECT + jr z, .superFangEffect + cp SPECIAL_DAMAGE_EFFECT + jr z, .specialDamage + ld a, [wPlayerMovePower] + and a + jp z, ApplyAttackToEnemyPokemonDone ; no attack to apply if base power is 0 jr ApplyDamageToEnemyPokemon .superFangEffect ; set the damage to half the target's HP - ld hl,wEnemyMonHP - ld de,wDamage - ld a,[hli] + ld hl, wEnemyMonHP + ld de, wDamage + ld a, [hli] srl a - ld [de],a + ld [de], a inc de - ld b,a - ld a,[hl] + ld b, a + ld a, [hl] rr a - ld [de],a + ld [de], a or b - jr nz,ApplyDamageToEnemyPokemon + jr nz, ApplyDamageToEnemyPokemon ; make sure Super Fang's damage is always at least 1 - ld a,$01 - ld [de],a + ld a, $01 + ld [de], a jr ApplyDamageToEnemyPokemon .specialDamage - ld hl,wBattleMonLevel - ld a,[hl] - ld b,a ; Seismic Toss deals damage equal to the user's level - ld a,[wPlayerMoveNum] - cp a,SEISMIC_TOSS - jr z,.storeDamage - cp a,NIGHT_SHADE - jr z,.storeDamage - ld b,SONICBOOM_DAMAGE ; 20 - cp a,SONICBOOM - jr z,.storeDamage - ld b,DRAGON_RAGE_DAMAGE ; 40 - cp a,DRAGON_RAGE - jr z,.storeDamage + ld hl, wBattleMonLevel + ld a, [hl] + ld b, a ; Seismic Toss deals damage equal to the user's level + ld a, [wPlayerMoveNum] + cp SEISMIC_TOSS + jr z, .storeDamage + cp NIGHT_SHADE + jr z, .storeDamage + ld b, SONICBOOM_DAMAGE ; 20 + cp SONICBOOM + jr z, .storeDamage + ld b, DRAGON_RAGE_DAMAGE ; 40 + cp DRAGON_RAGE + jr z, .storeDamage ; Psywave - ld a,[hl] - ld b,a + ld a, [hl] + ld b, a srl a add b - ld b,a ; b = level * 1.5 + ld b, a ; b = level * 1.5 ; loop until a random number in the range [1, b) is found .loop call BattleRandom and a - jr z,.loop + jr z, .loop cp b - jr nc,.loop - ld b,a + jr nc, .loop + ld b, a .storeDamage ; store damage value at b - ld hl,wDamage + ld hl, wDamage xor a - ld [hli],a - ld a,b - ld [hl],a + ld [hli], a + ld a, b + ld [hl], a ApplyDamageToEnemyPokemon: - ld hl,wDamage - ld a,[hli] - ld b,a - ld a,[hl] + ld hl, wDamage + ld a, [hli] + ld b, a + ld a, [hl] or b - jr z,ApplyAttackToEnemyPokemonDone ; we're done if damage is 0 - ld a,[wEnemyBattleStatus2] - bit HAS_SUBSTITUTE_UP,a ; does the enemy have a substitute? - jp nz,AttackSubstitute + jr z, ApplyAttackToEnemyPokemonDone ; we're done if damage is 0 + ld a, [wEnemyBattleStatus2] + bit HAS_SUBSTITUTE_UP, a ; does the enemy have a substitute? + jp nz, AttackSubstitute ; subtract the damage from the pokemon's current HP ; also, save the current HP at wHPBarOldHP - ld a,[hld] - ld b,a - ld a,[wEnemyMonHP + 1] - ld [wHPBarOldHP],a + ld a, [hld] + ld b, a + ld a, [wEnemyMonHP + 1] + ld [wHPBarOldHP], a sub b - ld [wEnemyMonHP + 1],a - ld a,[hl] - ld b,a - ld a,[wEnemyMonHP] - ld [wHPBarOldHP+1],a + ld [wEnemyMonHP + 1], a + ld a, [hl] + ld b, a + ld a, [wEnemyMonHP] + ld [wHPBarOldHP+1], a sbc b - ld [wEnemyMonHP],a - jr nc,.animateHpBar + ld [wEnemyMonHP], a + jr nc, .animateHpBar ; if more damage was done than the current HP, zero the HP and set the damage (wDamage) ; equal to how much HP the pokemon had before the attack - ld a,[wHPBarOldHP+1] - ld [hli],a - ld a,[wHPBarOldHP] - ld [hl],a - xor a - ld hl,wEnemyMonHP - ld [hli],a - ld [hl],a + ld a, [wHPBarOldHP+1] + ld [hli], a + ld a, [wHPBarOldHP] + ld [hl], a + xor a + ld hl, wEnemyMonHP + ld [hli], a + ld [hl], a .animateHpBar - ld hl,wEnemyMonMaxHP - ld a,[hli] - ld [wHPBarMaxHP+1],a - ld a,[hl] - ld [wHPBarMaxHP],a - ld hl,wEnemyMonHP - ld a,[hli] - ld [wHPBarNewHP+1],a - ld a,[hl] - ld [wHPBarNewHP],a + ld hl, wEnemyMonMaxHP + ld a, [hli] + ld [wHPBarMaxHP+1], a + ld a, [hl] + ld [wHPBarMaxHP], a + ld hl, wEnemyMonHP + ld a, [hli] + ld [wHPBarNewHP+1], a + ld a, [hl] + ld [wHPBarNewHP], a coord hl, 2, 2 xor a - ld [wHPBarType],a + ld [wHPBarType], a predef UpdateHPBar2 ; animate the HP bar shortening ApplyAttackToEnemyPokemonDone: jp DrawHUDsAndHPBars ApplyAttackToPlayerPokemon: - ld a,[wEnemyMoveEffect] - cp a,OHKO_EFFECT - jr z,ApplyDamageToPlayerPokemon - cp a,SUPER_FANG_EFFECT - jr z,.superFangEffect - cp a,SPECIAL_DAMAGE_EFFECT - jr z,.specialDamage - ld a,[wEnemyMovePower] - and a - jp z,ApplyAttackToPlayerPokemonDone + ld a, [wEnemyMoveEffect] + cp OHKO_EFFECT + jr z, ApplyDamageToPlayerPokemon + cp SUPER_FANG_EFFECT + jr z, .superFangEffect + cp SPECIAL_DAMAGE_EFFECT + jr z, .specialDamage + ld a, [wEnemyMovePower] + and a + jp z, ApplyAttackToPlayerPokemonDone jr ApplyDamageToPlayerPokemon .superFangEffect ; set the damage to half the target's HP - ld hl,wBattleMonHP - ld de,wDamage - ld a,[hli] + ld hl, wBattleMonHP + ld de, wDamage + ld a, [hli] srl a - ld [de],a + ld [de], a inc de - ld b,a - ld a,[hl] + ld b, a + ld a, [hl] rr a - ld [de],a + ld [de], a or b - jr nz,ApplyDamageToPlayerPokemon + jr nz, ApplyDamageToPlayerPokemon ; make sure Super Fang's damage is always at least 1 - ld a,$01 - ld [de],a + ld a, $01 + ld [de], a jr ApplyDamageToPlayerPokemon .specialDamage - ld hl,wEnemyMonLevel - ld a,[hl] - ld b,a - ld a,[wEnemyMoveNum] - cp a,SEISMIC_TOSS - jr z,.storeDamage - cp a,NIGHT_SHADE - jr z,.storeDamage - ld b,SONICBOOM_DAMAGE - cp a,SONICBOOM - jr z,.storeDamage - ld b,DRAGON_RAGE_DAMAGE - cp a,DRAGON_RAGE - jr z,.storeDamage + ld hl, wEnemyMonLevel + ld a, [hl] + ld b, a + ld a, [wEnemyMoveNum] + cp SEISMIC_TOSS + jr z, .storeDamage + cp NIGHT_SHADE + jr z, .storeDamage + ld b, SONICBOOM_DAMAGE + cp SONICBOOM + jr z, .storeDamage + ld b, DRAGON_RAGE_DAMAGE + cp DRAGON_RAGE + jr z, .storeDamage ; Psywave - ld a,[hl] - ld b,a + ld a, [hl] + ld b, a srl a add b - ld b,a ; b = attacker's level * 1.5 + ld b, a ; b = attacker's level * 1.5 ; loop until a random number in the range [0, b) is found ; this differs from the range when the player attacks, which is [1, b) ; it's possible for the enemy to do 0 damage with Psywave, but the player always does at least 1 damage .loop call BattleRandom cp b - jr nc,.loop - ld b,a + jr nc, .loop + ld b, a .storeDamage - ld hl,wDamage + ld hl, wDamage xor a - ld [hli],a - ld a,b - ld [hl],a + ld [hli], a + ld a, b + ld [hl], a ApplyDamageToPlayerPokemon: - ld hl,wDamage - ld a,[hli] - ld b,a - ld a,[hl] + ld hl, wDamage + ld a, [hli] + ld b, a + ld a, [hl] or b - jr z,ApplyAttackToPlayerPokemonDone ; we're done if damage is 0 - ld a,[wPlayerBattleStatus2] - bit HAS_SUBSTITUTE_UP,a ; does the player have a substitute? - jp nz,AttackSubstitute + jr z, ApplyAttackToPlayerPokemonDone ; we're done if damage is 0 + ld a, [wPlayerBattleStatus2] + bit HAS_SUBSTITUTE_UP, a ; does the player have a substitute? + jp nz, AttackSubstitute ; subtract the damage from the pokemon's current HP ; also, save the current HP at wHPBarOldHP and the new HP at wHPBarNewHP - ld a,[hld] - ld b,a - ld a,[wBattleMonHP + 1] - ld [wHPBarOldHP],a + ld a, [hld] + ld b, a + ld a, [wBattleMonHP + 1] + ld [wHPBarOldHP], a sub b - ld [wBattleMonHP + 1],a - ld [wHPBarNewHP],a - ld b,[hl] - ld a,[wBattleMonHP] - ld [wHPBarOldHP+1],a + ld [wBattleMonHP + 1], a + ld [wHPBarNewHP], a + ld b, [hl] + ld a, [wBattleMonHP] + ld [wHPBarOldHP+1], a sbc b - ld [wBattleMonHP],a - ld [wHPBarNewHP+1],a - jr nc,.animateHpBar + ld [wBattleMonHP], a + ld [wHPBarNewHP+1], a + jr nc, .animateHpBar ; if more damage was done than the current HP, zero the HP and set the damage (wDamage) ; equal to how much HP the pokemon had before the attack - ld a,[wHPBarOldHP+1] - ld [hli],a - ld a,[wHPBarOldHP] - ld [hl],a - xor a - ld hl,wBattleMonHP - ld [hli],a - ld [hl],a - ld hl,wHPBarNewHP - ld [hli],a - ld [hl],a + ld a, [wHPBarOldHP+1] + ld [hli], a + ld a, [wHPBarOldHP] + ld [hl], a + xor a + ld hl, wBattleMonHP + ld [hli], a + ld [hl], a + ld hl, wHPBarNewHP + ld [hli], a + ld [hl], a .animateHpBar - ld hl,wBattleMonMaxHP - ld a,[hli] - ld [wHPBarMaxHP+1],a - ld a,[hl] - ld [wHPBarMaxHP],a + ld hl, wBattleMonMaxHP + ld a, [hli] + ld [wHPBarMaxHP+1], a + ld a, [hl] + ld [wHPBarMaxHP], a coord hl, 10, 9 - ld a,$01 - ld [wHPBarType],a + ld a, $01 + ld [wHPBarType], a predef UpdateHPBar2 ; animate the HP bar shortening ApplyAttackToPlayerPokemonDone: jp DrawHUDsAndHPBars @@ -5065,51 +5065,51 @@ AttackSubstitute: ; Normal recoil such as from Double-Edge isn't affected by this glitch, ; because this function is never called in that case. - ld hl,SubstituteTookDamageText + ld hl, SubstituteTookDamageText call PrintText ; values for player turn - ld de,wEnemySubstituteHP - ld bc,wEnemyBattleStatus2 - ld a,[H_WHOSETURN] + ld de, wEnemySubstituteHP + ld bc, wEnemyBattleStatus2 + ld a, [H_WHOSETURN] and a - jr z,.applyDamageToSubstitute + jr z, .applyDamageToSubstitute ; values for enemy turn - ld de,wPlayerSubstituteHP - ld bc,wPlayerBattleStatus2 + ld de, wPlayerSubstituteHP + ld bc, wPlayerBattleStatus2 .applyDamageToSubstitute - ld hl,wDamage - ld a,[hli] + ld hl, wDamage + ld a, [hli] and a - jr nz,.substituteBroke ; damage > 0xFF always breaks substitutes + jr nz, .substituteBroke ; damage > 0xFF always breaks substitutes ; subtract damage from HP of substitute - ld a,[de] + ld a, [de] sub [hl] - ld [de],a + ld [de], a ret nc .substituteBroke ; If the target's Substitute breaks, wDamage isn't updated with the amount of HP ; the Substitute had before being attacked. - ld h,b - ld l,c - res HAS_SUBSTITUTE_UP,[hl] ; unset the substitute bit - ld hl,SubstituteBrokeText + ld h, b + ld l, c + res HAS_SUBSTITUTE_UP, [hl] ; unset the substitute bit + ld hl, SubstituteBrokeText call PrintText ; flip whose turn it is for the next function call - ld a,[H_WHOSETURN] - xor a,$01 - ld [H_WHOSETURN],a + ld a, [H_WHOSETURN] + xor $01 + ld [H_WHOSETURN], a callab HideSubstituteShowMonAnim ; animate the substitute breaking ; flip the turn back to the way it was - ld a,[H_WHOSETURN] - xor a,$01 - ld [H_WHOSETURN],a - ld hl,wPlayerMoveEffect ; value for player's turn + ld a, [H_WHOSETURN] + xor $01 + ld [H_WHOSETURN], a + ld hl, wPlayerMoveEffect ; value for player's turn and a - jr z,.nullifyEffect - ld hl,wEnemyMoveEffect ; value for enemy's turn + jr z, .nullifyEffect + ld hl, wEnemyMoveEffect ; value for enemy's turn .nullifyEffect xor a - ld [hl],a ; zero the effect of the attacker's move + ld [hl], a ; zero the effect of the attacker's move jp DrawHUDsAndHPBars SubstituteTookDamageText: @@ -5123,44 +5123,44 @@ SubstituteBrokeText: ; this function raises the attack modifier of a pokemon using Rage when that pokemon is attacked HandleBuildingRage: ; values for the player turn - ld hl,wEnemyBattleStatus2 - ld de,wEnemyMonStatMods - ld bc,wEnemyMoveNum - ld a,[H_WHOSETURN] + ld hl, wEnemyBattleStatus2 + ld de, wEnemyMonStatMods + ld bc, wEnemyMoveNum + ld a, [H_WHOSETURN] and a - jr z,.next + jr z, .next ; values for the enemy turn - ld hl,wPlayerBattleStatus2 - ld de,wPlayerMonStatMods - ld bc,wPlayerMoveNum + ld hl, wPlayerBattleStatus2 + ld de, wPlayerMonStatMods + ld bc, wPlayerMoveNum .next - bit USING_RAGE,[hl] ; is the pokemon being attacked under the effect of Rage? + bit USING_RAGE, [hl] ; is the pokemon being attacked under the effect of Rage? ret z ; return if not - ld a,[de] - cp a,$0d ; maximum stat modifier value + ld a, [de] + cp $0d ; maximum stat modifier value ret z ; return if attack modifier is already maxed - ld a,[H_WHOSETURN] - xor a,$01 ; flip turn for the stat modifier raising function - ld [H_WHOSETURN],a + ld a, [H_WHOSETURN] + xor $01 ; flip turn for the stat modifier raising function + ld [H_WHOSETURN], a ; temporarily change the target pokemon's move to $00 and the effect to the one ; that causes the attack modifier to go up one stage - ld h,b - ld l,c - ld [hl],$00 ; null move number + ld h, b + ld l, c + ld [hl], $00 ; null move number inc hl - ld [hl],ATTACK_UP1_EFFECT + ld [hl], ATTACK_UP1_EFFECT push hl - ld hl,BuildingRageText + ld hl, BuildingRageText call PrintText call StatModifierUpEffect ; stat modifier raising function pop hl xor a - ldd [hl],a ; null move effect - ld a,RAGE - ld [hl],a ; restore the target pokemon's move number to Rage - ld a,[H_WHOSETURN] - xor a,$01 ; flip turn back to the way it was - ld [H_WHOSETURN],a + ldd [hl], a ; null move effect + ld a, RAGE + ld [hl], a ; restore the target pokemon's move number to Rage + ld a, [H_WHOSETURN] + xor $01 ; flip turn back to the way it was + ld [H_WHOSETURN], a ret BuildingRageText: @@ -5176,25 +5176,25 @@ MirrorMoveCopyMove: ; ccf1 is also set to 0 whenever the player is fast asleep or frozen solid. ; ccf2 is also set to 0 whenever the enemy is fast asleep or frozen solid. - ld a,[H_WHOSETURN] + ld a, [H_WHOSETURN] and a ; values for player turn - ld a,[wEnemyUsedMove] - ld hl,wPlayerSelectedMove - ld de,wPlayerMoveNum - jr z,.next + ld a, [wEnemyUsedMove] + ld hl, wPlayerSelectedMove + ld de, wPlayerMoveNum + jr z, .next ; values for enemy turn - ld a,[wPlayerUsedMove] - ld de,wEnemyMoveNum - ld hl,wEnemySelectedMove + ld a, [wPlayerUsedMove] + ld de, wEnemyMoveNum + ld hl, wEnemySelectedMove .next - ld [hl],a - cp a,MIRROR_MOVE ; did the target Pokemon last use Mirror Move, and miss? - jr z,.mirrorMoveFailed + ld [hl], a + cp MIRROR_MOVE ; did the target Pokemon last use Mirror Move, and miss? + jr z, .mirrorMoveFailed and a ; has the target selected any move yet? - jr nz,ReloadMoveData + jr nz, ReloadMoveData .mirrorMoveFailed - ld hl,MirrorMoveFailedText + ld hl, MirrorMoveFailedText call PrintText xor a ret @@ -5205,78 +5205,78 @@ MirrorMoveFailedText: ; function used to reload move data for moves like Mirror Move and Metronome ReloadMoveData: - ld [wd11e],a + ld [wd11e], a dec a - ld hl,Moves - ld bc,MoveEnd - Moves + ld hl, Moves + ld bc, MoveEnd - Moves call AddNTimes - ld a,BANK(Moves) + ld a, BANK(Moves) call FarCopyData ; copy the move's stats call IncrementMovePP ; the follow two function calls are used to reload the move name call GetMoveName call CopyStringToCF4B - ld a,$01 + ld a, $01 and a ret ; function that picks a random move for metronome MetronomePickMove: xor a - ld [wAnimationType],a - ld a,METRONOME + ld [wAnimationType], a + ld a, METRONOME call PlayMoveAnimation ; play Metronome's animation ; values for player turn - ld de,wPlayerMoveNum - ld hl,wPlayerSelectedMove - ld a,[H_WHOSETURN] + ld de, wPlayerMoveNum + ld hl, wPlayerSelectedMove + ld a, [H_WHOSETURN] and a - jr z,.pickMoveLoop + jr z, .pickMoveLoop ; values for enemy turn - ld de,wEnemyMoveNum - ld hl,wEnemySelectedMove + ld de, wEnemyMoveNum + ld hl, wEnemySelectedMove ; loop to pick a random number in the range [1, $a5) to be the move used by Metronome .pickMoveLoop call BattleRandom and a - jr z,.pickMoveLoop - cp a,NUM_ATTACKS + 1 ; max normal move number + 1 (this is Struggle's move number) - jr nc,.pickMoveLoop - cp a,METRONOME - jr z,.pickMoveLoop - ld [hl],a + jr z, .pickMoveLoop + cp NUM_ATTACKS + 1 ; max normal move number + 1 (this is Struggle's move number) + jr nc, .pickMoveLoop + cp METRONOME + jr z, .pickMoveLoop + ld [hl], a jr ReloadMoveData ; this function increments the current move's PP ; it's used to prevent moves that run another move within the same turn ; (like Mirror Move and Metronome) from losing 2 PP IncrementMovePP: - ld a,[H_WHOSETURN] + ld a, [H_WHOSETURN] and a ; values for player turn - ld hl,wBattleMonPP - ld de,wPartyMon1PP - ld a,[wPlayerMoveListIndex] - jr z,.next + ld hl, wBattleMonPP + ld de, wPartyMon1PP + ld a, [wPlayerMoveListIndex] + jr z, .next ; values for enemy turn - ld hl,wEnemyMonPP - ld de,wEnemyMon1PP - ld a,[wEnemyMoveListIndex] + ld hl, wEnemyMonPP + ld de, wEnemyMon1PP + ld a, [wEnemyMoveListIndex] .next - ld b,$00 - ld c,a - add hl,bc + ld b, $00 + ld c, a + add hl, bc inc [hl] ; increment PP in the currently battling pokemon memory location - ld h,d - ld l,e - add hl,bc - ld a,[H_WHOSETURN] - and a - ld a,[wPlayerMonNumber] ; value for player turn - jr z,.updatePP - ld a,[wEnemyMonPartyPos] ; value for enemy turn + ld h, d + ld l, e + add hl, bc + ld a, [H_WHOSETURN] + and a + ld a, [wPlayerMonNumber] ; value for player turn + jr z, .updatePP + ld a, [wEnemyMonPartyPos] ; value for enemy turn .updatePP - ld bc,wEnemyMon2 - wEnemyMon1 + ld bc, wEnemyMon2 - wEnemyMon1 call AddNTimes inc [hl] ; increment PP in the party memory location ret @@ -5284,107 +5284,107 @@ IncrementMovePP: ; function to adjust the base damage of an attack to account for type effectiveness AdjustDamageForMoveType: ; values for player turn - ld hl,wBattleMonType - ld a,[hli] - ld b,a ; b = type 1 of attacker - ld c,[hl] ; c = type 2 of attacker - ld hl,wEnemyMonType - ld a,[hli] - ld d,a ; d = type 1 of defender - ld e,[hl] ; e = type 2 of defender - ld a,[wPlayerMoveType] - ld [wMoveType],a - ld a,[H_WHOSETURN] - and a - jr z,.next + ld hl, wBattleMonType + ld a, [hli] + ld b, a ; b = type 1 of attacker + ld c, [hl] ; c = type 2 of attacker + ld hl, wEnemyMonType + ld a, [hli] + ld d, a ; d = type 1 of defender + ld e, [hl] ; e = type 2 of defender + ld a, [wPlayerMoveType] + ld [wMoveType], a + ld a, [H_WHOSETURN] + and a + jr z, .next ; values for enemy turn - ld hl,wEnemyMonType - ld a,[hli] - ld b,a ; b = type 1 of attacker - ld c,[hl] ; c = type 2 of attacker - ld hl,wBattleMonType - ld a,[hli] - ld d,a ; d = type 1 of defender - ld e,[hl] ; e = type 2 of defender - ld a,[wEnemyMoveType] - ld [wMoveType],a + ld hl, wEnemyMonType + ld a, [hli] + ld b, a ; b = type 1 of attacker + ld c, [hl] ; c = type 2 of attacker + ld hl, wBattleMonType + ld a, [hli] + ld d, a ; d = type 1 of defender + ld e, [hl] ; e = type 2 of defender + ld a, [wEnemyMoveType] + ld [wMoveType], a .next - ld a,[wMoveType] + ld a, [wMoveType] cp b ; does the move type match type 1 of the attacker? - jr z,.sameTypeAttackBonus + jr z, .sameTypeAttackBonus cp c ; does the move type match type 2 of the attacker? - jr z,.sameTypeAttackBonus + jr z, .sameTypeAttackBonus jr .skipSameTypeAttackBonus .sameTypeAttackBonus ; if the move type matches one of the attacker's types - ld hl,wDamage + 1 - ld a,[hld] - ld h,[hl] - ld l,a ; hl = damage - ld b,h - ld c,l ; bc = damage + ld hl, wDamage + 1 + ld a, [hld] + ld h, [hl] + ld l, a ; hl = damage + ld b, h + ld c, l ; bc = damage srl b rr c ; bc = floor(0.5 * damage) - add hl,bc ; hl = floor(1.5 * damage) + add hl, bc ; hl = floor(1.5 * damage) ; store damage - ld a,h - ld [wDamage],a - ld a,l - ld [wDamage + 1],a - ld hl,wDamageMultipliers - set 7,[hl] + ld a, h + ld [wDamage], a + ld a, l + ld [wDamage + 1], a + ld hl, wDamageMultipliers + set 7, [hl] .skipSameTypeAttackBonus - ld a,[wMoveType] - ld b,a - ld hl,TypeEffects + ld a, [wMoveType] + ld b, a + ld hl, TypeEffects .loop - ld a,[hli] ; a = "attacking type" of the current type pair - cp a,$ff - jr z,.done + ld a, [hli] ; a = "attacking type" of the current type pair + cp $ff + jr z, .done cp b ; does move type match "attacking type"? - jr nz,.nextTypePair - ld a,[hl] ; a = "defending type" of the current type pair + jr nz, .nextTypePair + ld a, [hl] ; a = "defending type" of the current type pair cp d ; does type 1 of defender match "defending type"? - jr z,.matchingPairFound + jr z, .matchingPairFound cp e ; does type 2 of defender match "defending type"? - jr z,.matchingPairFound + jr z, .matchingPairFound jr .nextTypePair .matchingPairFound ; if the move type matches the "attacking type" and one of the defender's types matches the "defending type" push hl push bc inc hl - ld a,[wDamageMultipliers] - and a,$80 - ld b,a - ld a,[hl] ; a = damage multiplier - ld [H_MULTIPLIER],a + ld a, [wDamageMultipliers] + and $80 + ld b, a + ld a, [hl] ; a = damage multiplier + ld [H_MULTIPLIER], a add b - ld [wDamageMultipliers],a - xor a - ld [H_MULTIPLICAND],a - ld hl,wDamage - ld a,[hli] - ld [H_MULTIPLICAND + 1],a - ld a,[hld] - ld [H_MULTIPLICAND + 2],a + ld [wDamageMultipliers], a + xor a + ld [H_MULTIPLICAND], a + ld hl, wDamage + ld a, [hli] + ld [H_MULTIPLICAND + 1], a + ld a, [hld] + ld [H_MULTIPLICAND + 2], a call Multiply - ld a,10 - ld [H_DIVISOR],a - ld b,$04 + ld a, 10 + ld [H_DIVISOR], a + ld b, $04 call Divide - ld a,[H_QUOTIENT + 2] - ld [hli],a - ld b,a - ld a,[H_QUOTIENT + 3] - ld [hl],a + ld a, [H_QUOTIENT + 2] + ld [hli], a + ld b, a + ld a, [H_QUOTIENT + 3] + ld [hl], a or b ; is damage 0? - jr nz,.skipTypeImmunity + jr nz, .skipTypeImmunity .typeImmunity ; if damage is 0, make the move miss ; this only occurs if a move that would do 2 or 3 damage is 0.25x effective against the target inc a - ld [wMoveMissed],a + ld [wMoveMissed], a .skipTypeImmunity pop bc pop hl @@ -5402,26 +5402,26 @@ AdjustDamageForMoveType: ; ($05 is not very effective, $10 is neutral, $14 is super effective) ; as far is can tell, this is only used once in some AI code to help decide which move to use AIGetTypeEffectiveness: - ld a,[wEnemyMoveType] - ld d,a ; d = type of enemy move - ld hl,wBattleMonType - ld b,[hl] ; b = type 1 of player's pokemon + ld a, [wEnemyMoveType] + ld d, a ; d = type of enemy move + ld hl, wBattleMonType + ld b, [hl] ; b = type 1 of player's pokemon inc hl - ld c,[hl] ; c = type 2 of player's pokemon - ld a,$10 - ld [wTypeEffectiveness],a ; initialize to neutral effectiveness - ld hl,TypeEffects + ld c, [hl] ; c = type 2 of player's pokemon + ld a, $10 + ld [wTypeEffectiveness], a ; initialize to neutral effectiveness + ld hl, TypeEffects .loop - ld a,[hli] - cp a,$ff + ld a, [hli] + cp $ff ret z cp d ; match the type of the move - jr nz,.nextTypePair1 - ld a,[hli] + jr nz, .nextTypePair1 + ld a, [hli] cp b ; match with type 1 of pokemon - jr z,.done + jr z, .done cp c ; or match with type 2 of pokemon - jr z,.done + jr z, .done jr .nextTypePair2 .nextTypePair1 inc hl @@ -5429,8 +5429,8 @@ AIGetTypeEffectiveness: inc hl jr .loop .done - ld a,[hl] - ld [wTypeEffectiveness],a ; store damage multiplier + ld a, [hl] + ld [wTypeEffectiveness], a ; store damage multiplier ret INCLUDE "data/type_effects.asm" @@ -5438,52 +5438,52 @@ INCLUDE "data/type_effects.asm" ; some tests that need to pass for a move to hit MoveHitTest: ; player's turn - ld hl,wEnemyBattleStatus1 - ld de,wPlayerMoveEffect - ld bc,wEnemyMonStatus - ld a,[H_WHOSETURN] + ld hl, wEnemyBattleStatus1 + ld de, wPlayerMoveEffect + ld bc, wEnemyMonStatus + ld a, [H_WHOSETURN] and a - jr z,.dreamEaterCheck + jr z, .dreamEaterCheck ; enemy's turn - ld hl,wPlayerBattleStatus1 - ld de,wEnemyMoveEffect - ld bc,wBattleMonStatus + ld hl, wPlayerBattleStatus1 + ld de, wEnemyMoveEffect + ld bc, wBattleMonStatus .dreamEaterCheck - ld a,[de] - cp a,DREAM_EATER_EFFECT - jr nz,.swiftCheck - ld a,[bc] - and a,SLP ; is the target pokemon sleeping? - jp z,.moveMissed + ld a, [de] + cp DREAM_EATER_EFFECT + jr nz, .swiftCheck + ld a, [bc] + and SLP ; is the target pokemon sleeping? + jp z, .moveMissed .swiftCheck - ld a,[de] - cp a,SWIFT_EFFECT + ld a, [de] + cp SWIFT_EFFECT ret z ; Swift never misses (interestingly, Azure Heights lists this is a myth, but it appears to be true) call CheckTargetSubstitute ; substitute check (note that this overwrites a) - jr z,.checkForDigOrFlyStatus + jr z, .checkForDigOrFlyStatus ; this code is buggy. it's supposed to prevent HP draining moves from working on substitutes. ; since $7b79 overwrites a with either $00 or $01, it never works. - cp a,DRAIN_HP_EFFECT - jp z,.moveMissed - cp a,DREAM_EATER_EFFECT - jp z,.moveMissed + cp DRAIN_HP_EFFECT + jp z, .moveMissed + cp DREAM_EATER_EFFECT + jp z, .moveMissed .checkForDigOrFlyStatus - bit INVULNERABLE,[hl] - jp nz,.moveMissed - ld a,[H_WHOSETURN] + bit INVULNERABLE, [hl] + jp nz, .moveMissed + ld a, [H_WHOSETURN] and a - jr nz,.enemyTurn + jr nz, .enemyTurn .playerTurn ; this checks if the move effect is disallowed by mist - ld a,[wPlayerMoveEffect] - cp a,ATTACK_DOWN1_EFFECT - jr c,.skipEnemyMistCheck - cp a,HAZE_EFFECT + 1 - jr c,.enemyMistCheck - cp a,ATTACK_DOWN2_EFFECT - jr c,.skipEnemyMistCheck - cp a,REFLECT_EFFECT + 1 - jr c,.enemyMistCheck + ld a, [wPlayerMoveEffect] + cp ATTACK_DOWN1_EFFECT + jr c, .skipEnemyMistCheck + cp HAZE_EFFECT + 1 + jr c, .enemyMistCheck + cp ATTACK_DOWN2_EFFECT + jr c, .skipEnemyMistCheck + cp REFLECT_EFFECT + 1 + jr c, .enemyMistCheck jr .skipEnemyMistCheck .enemyMistCheck ; if move effect is from $12 to $19 inclusive or $3a to $41 inclusive @@ -5492,98 +5492,98 @@ MoveHitTest: ; FLASH, CONVERSION*, HAZE*, SCREECH, LIGHT SCREEN*, REFLECT* ; the moves that are marked with an asterisk are not affected since this ; function is not called when those moves are used - ld a,[wEnemyBattleStatus2] - bit PROTECTED_BY_MIST,a ; is mon protected by mist? - jp nz,.moveMissed + ld a, [wEnemyBattleStatus2] + bit PROTECTED_BY_MIST, a ; is mon protected by mist? + jp nz, .moveMissed .skipEnemyMistCheck - ld a,[wPlayerBattleStatus2] - bit USING_X_ACCURACY,a ; is the player using X Accuracy? + ld a, [wPlayerBattleStatus2] + bit USING_X_ACCURACY, a ; is the player using X Accuracy? ret nz ; if so, always hit regardless of accuracy/evasion jr .calcHitChance .enemyTurn - ld a,[wEnemyMoveEffect] - cp a,ATTACK_DOWN1_EFFECT - jr c,.skipPlayerMistCheck - cp a,HAZE_EFFECT + 1 - jr c,.playerMistCheck - cp a,ATTACK_DOWN2_EFFECT - jr c,.skipPlayerMistCheck - cp a,REFLECT_EFFECT + 1 - jr c,.playerMistCheck + ld a, [wEnemyMoveEffect] + cp ATTACK_DOWN1_EFFECT + jr c, .skipPlayerMistCheck + cp HAZE_EFFECT + 1 + jr c, .playerMistCheck + cp ATTACK_DOWN2_EFFECT + jr c, .skipPlayerMistCheck + cp REFLECT_EFFECT + 1 + jr c, .playerMistCheck jr .skipPlayerMistCheck .playerMistCheck ; similar to enemy mist check - ld a,[wPlayerBattleStatus2] - bit PROTECTED_BY_MIST,a ; is mon protected by mist? - jp nz,.moveMissed + ld a, [wPlayerBattleStatus2] + bit PROTECTED_BY_MIST, a ; is mon protected by mist? + jp nz, .moveMissed .skipPlayerMistCheck - ld a,[wEnemyBattleStatus2] - bit USING_X_ACCURACY,a ; is the enemy using X Accuracy? + ld a, [wEnemyBattleStatus2] + bit USING_X_ACCURACY, a ; is the enemy using X Accuracy? ret nz ; if so, always hit regardless of accuracy/evasion .calcHitChance call CalcHitChance ; scale the move accuracy according to attacker's accuracy and target's evasion - ld a,[wPlayerMoveAccuracy] - ld b,a - ld a,[H_WHOSETURN] + ld a, [wPlayerMoveAccuracy] + ld b, a + ld a, [H_WHOSETURN] and a - jr z,.doAccuracyCheck - ld a,[wEnemyMoveAccuracy] - ld b,a + jr z, .doAccuracyCheck + ld a, [wEnemyMoveAccuracy] + ld b, a .doAccuracyCheck ; if the random number generated is greater than or equal to the scaled accuracy, the move misses ; note that this means that even the highest accuracy is still just a 255/256 chance, not 100% call BattleRandom cp b - jr nc,.moveMissed + jr nc, .moveMissed ret .moveMissed xor a - ld hl,wDamage ; zero the damage - ld [hli],a - ld [hl],a + ld hl, wDamage ; zero the damage + ld [hli], a + ld [hl], a inc a - ld [wMoveMissed],a - ld a,[H_WHOSETURN] + ld [wMoveMissed], a + ld a, [H_WHOSETURN] and a - jr z,.playerTurn2 + jr z, .playerTurn2 .enemyTurn2 - ld hl,wEnemyBattleStatus1 - res USING_TRAPPING_MOVE,[hl] ; end multi-turn attack e.g. wrap + ld hl, wEnemyBattleStatus1 + res USING_TRAPPING_MOVE, [hl] ; end multi-turn attack e.g. wrap ret .playerTurn2 - ld hl,wPlayerBattleStatus1 - res USING_TRAPPING_MOVE,[hl] ; end multi-turn attack e.g. wrap + ld hl, wPlayerBattleStatus1 + res USING_TRAPPING_MOVE, [hl] ; end multi-turn attack e.g. wrap ret ; values for player turn CalcHitChance: - ld hl,wPlayerMoveAccuracy - ld a,[H_WHOSETURN] - and a - ld a,[wPlayerMonAccuracyMod] - ld b,a - ld a,[wEnemyMonEvasionMod] - ld c,a - jr z,.next + ld hl, wPlayerMoveAccuracy + ld a, [H_WHOSETURN] + and a + ld a, [wPlayerMonAccuracyMod] + ld b, a + ld a, [wEnemyMonEvasionMod] + ld c, a + jr z, .next ; values for enemy turn - ld hl,wEnemyMoveAccuracy - ld a,[wEnemyMonAccuracyMod] - ld b,a - ld a,[wPlayerMonEvasionMod] - ld c,a + ld hl, wEnemyMoveAccuracy + ld a, [wEnemyMonAccuracyMod] + ld b, a + ld a, [wPlayerMonEvasionMod] + ld c, a .next - ld a,$0e + ld a, $0e sub c - ld c,a ; c = 14 - EVASIONMOD (this "reflects" the value over 7, so that an increase in the target's evasion + ld c, a ; c = 14 - EVASIONMOD (this "reflects" the value over 7, so that an increase in the target's evasion ; decreases the hit chance instead of increasing the hit chance) ; zero the high bytes of the multiplicand xor a - ld [H_MULTIPLICAND],a - ld [H_MULTIPLICAND + 1],a - ld a,[hl] - ld [H_MULTIPLICAND + 2],a ; set multiplicand to move accuracy + ld [H_MULTIPLICAND], a + ld [H_MULTIPLICAND + 1], a + ld a, [hl] + ld [H_MULTIPLICAND + 2], a ; set multiplicand to move accuracy push hl - ld d,$02 ; loop has two iterations + ld d, $02 ; loop has two iterations ; loop to do the calculations, the first iteration multiplies by the accuracy ratio and ; the second iteration multiplies by the evasion ratio .loop @@ -5591,40 +5591,40 @@ CalcHitChance: ld hl, StatModifierRatios ; stat modifier ratios dec b sla b - ld c,b - ld b,$00 - add hl,bc ; hl = address of stat modifier ratio + ld c, b + ld b, $00 + add hl, bc ; hl = address of stat modifier ratio pop bc - ld a,[hli] - ld [H_MULTIPLIER],a ; set multiplier to the numerator of the ratio + ld a, [hli] + ld [H_MULTIPLIER], a ; set multiplier to the numerator of the ratio call Multiply - ld a,[hl] - ld [H_DIVISOR],a ; set divisor to the the denominator of the ratio + ld a, [hl] + ld [H_DIVISOR], a ; set divisor to the the denominator of the ratio ; (the dividend is the product of the previous multiplication) - ld b,$04 ; number of bytes in the dividend + ld b, $04 ; number of bytes in the dividend call Divide - ld a,[H_QUOTIENT + 3] - ld b,a - ld a,[H_QUOTIENT + 2] + ld a, [H_QUOTIENT + 3] + ld b, a + ld a, [H_QUOTIENT + 2] or b - jp nz,.nextCalculation + jp nz, .nextCalculation ; make sure the result is always at least one - ld [H_QUOTIENT + 2],a - ld a,$01 - ld [H_QUOTIENT + 3],a + ld [H_QUOTIENT + 2], a + ld a, $01 + ld [H_QUOTIENT + 3], a .nextCalculation - ld b,c + ld b, c dec d - jr nz,.loop - ld a,[H_QUOTIENT + 2] + jr nz, .loop + ld a, [H_QUOTIENT + 2] and a ; is the calculated hit chance over 0xFF? - ld a,[H_QUOTIENT + 3] - jr z,.storeAccuracy + ld a, [H_QUOTIENT + 3] + jr z, .storeAccuracy ; if calculated hit chance over 0xFF - ld a,$ff ; set the hit chance to 0xFF + ld a, $ff ; set the hit chance to 0xFF .storeAccuracy pop hl - ld [hl],a ; store the hit chance in the move accuracy variable + ld [hl], a ; store the hit chance in the move accuracy variable ret ; multiplies damage by a random percentage from ~85% to 100% @@ -5805,7 +5805,7 @@ EnemyCheckIfFlyOrChargeEffect: .playAnim xor a ld [wAnimationType], a - ld a,STATUS_AFFECTED_ANIM + ld a, STATUS_AFFECTED_ANIM call PlayMoveAnimation EnemyCheckIfMirrorMoveEffect: ld a, [wEnemyMoveEffect] @@ -5897,7 +5897,7 @@ CheckEnemyStatusConditions: call PrintText xor a ld [wAnimationType], a - ld a,SLP_ANIM + ld a, SLP_ANIM call PlayMoveAnimation jr .sleepDone .wokeUp @@ -5973,7 +5973,7 @@ CheckEnemyStatusConditions: call PrintText xor a ld [wAnimationType], a - ld a,CONF_ANIM + ld a, CONF_ANIM call PlayMoveAnimation call BattleRandom cp $80 @@ -6830,7 +6830,7 @@ HandleExplodingAnimation: ld [wAnimationType], a PlayMoveAnimation: - ld [wAnimationID],a + ld [wAnimationID], a call Delay3 predef_jump MoveAnimation @@ -7417,11 +7417,11 @@ FreezeBurnParalyzeEffect: cp b ; do target type 2 and move type match? ret z ; return if they match ld a, [wPlayerMoveEffect] - cp a, PARALYZE_SIDE_EFFECT1 + 1 ; 10% status effects are 04, 05, 06 so 07 will set carry for those + cp 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 - sub a, $1e ; subtract $1E to map to equivalent 10% chance effects + sub $1e ; subtract $1E to map to equivalent 10% chance effects .next1 push af call BattleRandom ; get random 8bit value for probability test @@ -7429,9 +7429,9 @@ FreezeBurnParalyzeEffect: pop bc ret nc ; do nothing if random value is >= 1A or 4D [no status applied] ld a, b ; what type of effect is this? - cp a, BURN_SIDE_EFFECT1 + cp BURN_SIDE_EFFECT1 jr z, .burn - cp a, FREEZE_SIDE_EFFECT + cp FREEZE_SIDE_EFFECT jr z, .freeze ; .paralyze ld a, 1 << PAR @@ -7469,11 +7469,11 @@ opponentAttacker: cp b ret z ld a, [wEnemyMoveEffect] - cp a, PARALYZE_SIDE_EFFECT1 + 1 + cp PARALYZE_SIDE_EFFECT1 + 1 ld b, $1a jr c, .next1 ld b, $4d - sub a, $1e + sub $1e .next1 push af call BattleRandom @@ -7481,9 +7481,9 @@ opponentAttacker: pop bc ret nc ld a, b - cp a, BURN_SIDE_EFFECT1 + cp BURN_SIDE_EFFECT1 jr z, .burn - cp a, FREEZE_SIDE_EFFECT + cp FREEZE_SIDE_EFFECT jr z, .freeze ld a, 1 << PAR ld [wBattleMonStatus], a @@ -7512,14 +7512,14 @@ FrozenText: CheckDefrost: ; any fire-type move that has a chance inflict burn (all but Fire Spin) will defrost a frozen target - and a, 1 << FRZ ; are they frozen? + and 1 << FRZ ; are they frozen? ret z ; return if so ld a, [H_WHOSETURN] and a jr nz, .opponent ;player [attacker] ld a, [wPlayerMoveType] - sub a, FIRE + sub FIRE ret nz ; return if type of move used isn't fire ld [wEnemyMonStatus], a ; set opponent status to 00 ["defrost" a frozen monster] ld hl, wEnemyMon1Status @@ -7532,7 +7532,7 @@ CheckDefrost: jr .common .opponent ld a, [wEnemyMoveType] ; same as above with addresses swapped - sub a, FIRE + sub FIRE ret nz ld [wBattleMonStatus], a ld hl, wPartyMon1Status |