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ReflectLightScreenEffect_:
ld hl, wPlayerBattleStatus3
ld de, wPlayerMoveEffect
ldh a, [hWhoseTurn]
and a
jr z, .reflectLightScreenEffect
ld hl, wEnemyBattleStatus3
ld de, wEnemyMoveEffect
.reflectLightScreenEffect
ld a, [de]
cp LIGHT_SCREEN_EFFECT
jr nz, .reflect
bit HAS_LIGHT_SCREEN_UP, [hl] ; is mon already protected by light screen?
jr nz, .moveFailed
set HAS_LIGHT_SCREEN_UP, [hl] ; mon is now protected by light screen
ld hl, LightScreenProtectedText
jr .playAnim
.reflect
bit HAS_REFLECT_UP, [hl] ; is mon already protected by reflect?
jr nz, .moveFailed
set HAS_REFLECT_UP, [hl] ; mon is now protected by reflect
ld hl, ReflectGainedArmorText
.playAnim
push hl
ld hl, PlayCurrentMoveAnimation
call EffectCallBattleCore
pop hl
jp PrintText
.moveFailed
ld c, 50
call DelayFrames
ld hl, PrintButItFailedText_
jp EffectCallBattleCore
LightScreenProtectedText:
text_far _LightScreenProtectedText
text_end
ReflectGainedArmorText:
text_far _ReflectGainedArmorText
text_end
EffectCallBattleCore:
ld b, BANK(BattleCore)
jp Bankswitch
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