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path: root/engine/battle/moveEffects/paralyze_effect.asm
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-rw-r--r--engine/battle/moveEffects/paralyze_effect.asm53
1 files changed, 53 insertions, 0 deletions
diff --git a/engine/battle/moveEffects/paralyze_effect.asm b/engine/battle/moveEffects/paralyze_effect.asm
new file mode 100644
index 00000000..69acbb01
--- /dev/null
+++ b/engine/battle/moveEffects/paralyze_effect.asm
@@ -0,0 +1,53 @@
+ParalyzeEffect_: ; 52601 (14:6601)
+ ld hl, wEnemyMonStatus
+ ld de, W_PLAYERMOVETYPE
+ ld a, [H_WHOSETURN]
+ and a
+ jp z, .next
+ ld hl, wBattleMonStatus
+ ld de, W_ENEMYMOVETYPE
+.next
+ ld a, [hl]
+ and a ; does the target already have a status ailment?
+ jr nz, .didntAffect
+; check if the target is immune due to types
+ ld a, [de]
+ cp ELECTRIC
+ jr nz, .hitTest
+ ld b, h
+ ld c, l
+ inc bc
+ ld a, [bc]
+ cp GROUND
+ jr z, .doesntAffect
+ inc bc
+ ld a, [bc]
+ cp GROUND
+ jr z, .doesntAffect
+.hitTest
+ push hl
+ callab MoveHitTest
+ pop hl
+ ld a, [W_MOVEMISSED]
+ and a
+ jr nz, .didntAffect
+ set PAR, [hl]
+ callab QuarterSpeedDueToParalysis
+ ld c, 30
+ call DelayFrames
+ callab PlayCurrentMoveAnimation
+ ld hl, PrintMayNotAttackText
+ ld b, BANK(PrintMayNotAttackText)
+ jp Bankswitch
+.didntAffect
+ ld c, 50
+ call DelayFrames
+ ld hl, PrintDidntAffectText
+ ld b, BANK(PrintDidntAffectText)
+ jp Bankswitch
+.doesntAffect
+ ld c, 50
+ call DelayFrames
+ ld hl, PrintDoesntAffectText
+ ld b, BANK(PrintDoesntAffectText)
+ jp Bankswitch