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path: root/engine/battle/e_2.asm
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HealEffect_: ; 3b9ec (e:79ec)
	ld a, [H_WHOSETURN] ; $fff3
	and a
	ld de, wBattleMonHP ; wd015
	ld hl, wBattleMonMaxHP ; wd023
	ld a, [W_PLAYERMOVENUM] ; wcfd2
	jr z, .asm_3ba03
	ld de, wEnemyMonHP ; wEnemyMonHP
	ld hl, wEnemyMonMaxHP ; wEnemyMonMaxHP
	ld a, [W_ENEMYMOVENUM] ; W_ENEMYMOVENUM
.asm_3ba03
	ld b, a
	ld a, [de]
	cp [hl]
	inc de
	inc hl
	ld a, [de]
	sbc [hl]
	jp z, Func_3ba97
	ld a, b
	cp REST
	jr nz, .asm_3ba37
	push hl
	push de
	push af
	ld c, $32
	call DelayFrames
	ld hl, wBattleMonStatus ; wBattleMonStatus
	ld a, [H_WHOSETURN] ; $fff3
	and a
	jr z, .asm_3ba25
	ld hl, wEnemyMonStatus ; wcfe9
.asm_3ba25
	ld a, [hl]
	and a
	ld [hl], 2 ; Number of turns from Rest
	ld hl, StartedSleepingEffect ; $7aa2
	jr z, .asm_3ba31
	ld hl, FellAsleepBecameHealthyText ; $7aa7
.asm_3ba31
	call PrintText
	pop af
	pop de
	pop hl
.asm_3ba37
	ld a, [hld]
	ld [wHPBarMaxHP], a
	ld c, a
	ld a, [hl]
	ld [wHPBarMaxHP+1], a
	ld b, a
	jr z, .asm_3ba47
	srl b
	rr c
.asm_3ba47
	ld a, [de]
	ld [wHPBarOldHP], a
	add c
	ld [de], a
	ld [wHPBarNewHP], a
	dec de
	ld a, [de]
	ld [wHPBarOldHP+1], a
	adc b
	ld [de], a
	ld [wHPBarNewHP+1], a
	inc hl
	inc de
	ld a, [de]
	dec de
	sub [hl]
	dec hl
	ld a, [de]
	sbc [hl]
	jr c, .asm_3ba6f
	ld a, [hli]
	ld [de], a
	ld [wHPBarNewHP+1], a
	inc de
	ld a, [hl]
	ld [de], a
	ld [wHPBarNewHP], a
.asm_3ba6f
	ld hl, Func_3fba8 ; $7ba8
	call BankswitchEtoF
	ld a, [H_WHOSETURN] ; $fff3
	and a
	hlCoord 10, 9
	ld a, $1
	jr z, .asm_3ba83
	hlCoord 2, 2
	xor a
.asm_3ba83
	ld [wListMenuID], a ; wListMenuID
	predef UpdateHPBar2
	ld hl, DrawHUDsAndHPBars ; $4d5a
	call BankswitchEtoF
	ld hl, RegainedHealthText ; $7aac
	jp PrintText

Func_3ba97: ; 3ba97 (e:7a97)
	ld c, $32
	call DelayFrames
	ld hl, PrintButItFailedText_
	jp BankswitchEtoF

StartedSleepingEffect: ; 3baa2 (e:7aa2)
	TX_FAR _StartedSleepingEffect
	db "@"

FellAsleepBecameHealthyText: ; 3baa7 (e:7aa7)
	TX_FAR _FellAsleepBecameHealthyText
	db "@"

RegainedHealthText: ; 3baac (e:7aac)
	TX_FAR _RegainedHealthText
	db "@"

TransformEffect_: ; 3bab1 (e:7ab1)
	ld hl, wBattleMonSpecies
	ld de, wEnemyMonSpecies
	ld bc, W_ENEMYBATTSTATUS3 ; W_ENEMYBATTSTATUS3
	ld a, [W_ENEMYBATTSTATUS1] ; W_ENEMYBATTSTATUS1
	ld a, [H_WHOSETURN] ; $fff3
	and a
	jr nz, .asm_3bad1
	ld hl, wEnemyMonSpecies
	ld de, wBattleMonSpecies
	ld bc, W_PLAYERBATTSTATUS3 ; W_PLAYERBATTSTATUS3
	ld [wPlayerMoveListIndex], a ; wPlayerMoveListIndex
	ld a, [W_PLAYERBATTSTATUS1] ; W_PLAYERBATTSTATUS1
.asm_3bad1
	bit 6, a ; is mon invulnerable to typical attacks? (fly/dig)
	jp nz, Func_3bb8c
	push hl
	push de
	push bc
	ld hl, W_PLAYERBATTSTATUS2 ; W_PLAYERBATTSTATUS2
	ld a, [H_WHOSETURN] ; $fff3
	and a
	jr z, .asm_3bae4
	ld hl, W_ENEMYBATTSTATUS2 ; W_ENEMYBATTSTATUS2
.asm_3bae4
	bit 4, [hl]
	push af
	ld hl, Func_79747
	ld b, BANK(Func_79747)
	call nz, Bankswitch
	ld a, [W_OPTIONS] ; W_OPTIONS
	add a
	ld hl, Func_3fba8 ; $7ba8
	ld b, BANK(Func_3fba8)
	jr nc, .asm_3baff
	ld hl, AnimationTransformMon
	ld b, BANK(AnimationTransformMon)
.asm_3baff
	call Bankswitch
	ld hl, Func_79771
	ld b, BANK(Func_79771)
	pop af
	call nz, Bankswitch
	pop bc
	ld a, [bc]
	set 3, a
	ld [bc], a
	pop de
	pop hl
	push hl
	ld a, [hl]
	ld [de], a
	ld bc, $5
	add hl, bc
	inc de
	inc de
	inc de
	inc de
	inc de
	inc bc
	inc bc
	call CopyData
	ld a, [H_WHOSETURN] ; $fff3
	and a
	jr z, .asm_3bb32
	ld a, [de]
	ld [wcceb], a
	inc de
	ld a, [de]
	ld [wccec], a
	dec de
.asm_3bb32
	ld a, [hli]
	ld [de], a
	inc de
	ld a, [hli]
	ld [de], a
	inc de
	inc hl
	inc hl
	inc hl
	inc de
	inc de
	inc de
	ld bc, $8
	call CopyData
	ld bc, $ffef
	add hl, bc
	ld b, $4
.asm_3bb4a
	ld a, [hli]
	and a
	jr z, .asm_3bb57
	ld a, $5
	ld [de], a
	inc de
	dec b
	jr nz, .asm_3bb4a
	jr .asm_3bb5d
.asm_3bb57
	xor a
	ld [de], a
	inc de
	dec b
	jr nz, .asm_3bb57
.asm_3bb5d
	pop hl
	ld a, [hl]
	ld [wd11e], a
	call GetMonName
	ld hl, wEnemyMonUnmodifiedAttack
	ld de, wPlayerMonUnmodifiedAttack
	call Func_3bb7d
	ld hl, wEnemyMonStatMods ; wcd2e
	ld de, wPlayerMonStatMods ; wcd1a
	call Func_3bb7d
	ld hl, TransformedText ; $7b92
	jp PrintText

Func_3bb7d: ; 3bb7d (e:7b7d)
	ld a, [H_WHOSETURN] ; $fff3
	and a
	jr z, .asm_3bb86
	push hl
	ld h, d
	ld l, e
	pop de
.asm_3bb86
	ld bc, $8
	jp CopyData

Func_3bb8c: ; 3bb8c (e:7b8c)
	ld hl, PrintButItFailedText_ ; $7b53
	jp BankswitchEtoF

TransformedText: ; 3bb92 (e:7b92)
	TX_FAR _TransformedText
	db "@"

ReflectLightScreenEffect_: ; 3bb97 (e:7b97)
	ld hl, W_PLAYERBATTSTATUS3 ; W_PLAYERBATTSTATUS3
	ld de, W_PLAYERMOVEEFFECT ; wcfd3
	ld a, [H_WHOSETURN] ; $fff3
	and a
	jr z, .asm_3bba8
	ld hl, W_ENEMYBATTSTATUS3 ; W_ENEMYBATTSTATUS3
	ld de, W_ENEMYMOVEEFFECT ; W_ENEMYMOVEEFFECT
.asm_3bba8
	ld a, [de]
	cp LIGHT_SCREEN_EFFECT
	jr nz, .reflect
	bit 1, [hl] ; is mon already protected by light screen?
	jr nz, .moveFailed
	set 1, [hl] ; mon is now protected by light screen
	ld hl, LightScreenProtectedText ; $7bd7
	jr .asm_3bbc1
.reflect
	bit 2, [hl] ; is mon already protected by reflect?
	jr nz, .moveFailed
	set 2, [hl] ; mon is now protected by reflect
	ld hl, ReflectGainedArmorText ; $7bdc
.asm_3bbc1
	push hl
	ld hl, Func_3fba8 ; $7ba8
	call BankswitchEtoF
	pop hl
	jp PrintText
.moveFailed
	ld c, $32
	call DelayFrames
	ld hl, PrintButItFailedText_ ; $7b53
	jp BankswitchEtoF

LightScreenProtectedText: ; 3bbd7 (e:7bd7)
	TX_FAR _LightScreenProtectedText
	db "@"

ReflectGainedArmorText: ; 3bbdc (e:7bdc)
	TX_FAR _ReflectGainedArmorText
	db "@"

BankswitchEtoF: ; 3bbe1 (e:7be1)
	ld b, BANK(BattleCore)
	jp Bankswitch