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ParalyzeEffect_:
ld hl, wEnemyMonStatus
ld de, wPlayerMoveType
ld a, [H_WHOSETURN]
and a
jp z, .next
ld hl, wBattleMonStatus
ld de, wEnemyMoveType
.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, [wMoveMissed]
and a
jr nz, .didntAffect
set PAR, [hl]
callab QuarterSpeedDueToParalysis
ld c, 30
call DelayFrames
callab PlayCurrentMoveAnimation
jpab PrintMayNotAttackText
.didntAffect
ld c, 50
call DelayFrames
jpab PrintDidntAffectText
.doesntAffect
ld c, 50
call DelayFrames
jpab PrintDoesntAffectText
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