pokered/engine/battle/move_effects/heal.asm

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HealEffect_:
ldh a, [hWhoseTurn]
and a
ld de, wBattleMonHP
ld hl, wBattleMonMaxHP
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ld a, [wPlayerMoveNum]
jr z, .healEffect
ld de, wEnemyMonHP
ld hl, wEnemyMonMaxHP
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ld a, [wEnemyMoveNum]
.healEffect
ld b, a
ld a, [de]
cp [hl] ; most significant bytes comparison is ignored
; causes the move to miss if max HP is 255 or 511 points higher than the current HP
inc de
inc hl
ld a, [de]
sbc [hl]
jp z, .failed ; no effect if user's HP is already at its maximum
ld a, b
cp REST
jr nz, .healHP
push hl
push de
push af
ld c, 50
call DelayFrames
ld hl, wBattleMonStatus
ldh a, [hWhoseTurn]
and a
jr z, .restEffect
ld hl, wEnemyMonStatus
.restEffect
ld a, [hl]
and a
ld [hl], 2 ; clear status and set number of turns asleep to 2
ld hl, StartedSleepingEffect ; if mon didn't have an status
jr z, .printRestText
ld hl, FellAsleepBecameHealthyText ; if mon had an status
.printRestText
call PrintText
pop af
pop de
pop hl
.healHP
ld a, [hld]
ld [wHPBarMaxHP], a
ld c, a
ld a, [hl]
ld [wHPBarMaxHP+1], a
ld b, a
jr z, .gotHPAmountToHeal
; Recover and Softboiled only heal for half the mon's max HP
srl b
rr c
.gotHPAmountToHeal
; update HP
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, .playAnim
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; copy max HP to current HP if an overflow occurred
ld a, [hli]
ld [de], a
ld [wHPBarNewHP+1], a
inc de
ld a, [hl]
ld [de], a
ld [wHPBarNewHP], a
.playAnim
ld hl, PlayCurrentMoveAnimation
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call EffectCallBattleCore
ldh a, [hWhoseTurn]
and a
hlcoord 10, 9
ld a, $1
jr z, .updateHPBar
hlcoord 2, 2
xor a
.updateHPBar
ld [wHPBarType], a
predef UpdateHPBar2
ld hl, DrawHUDsAndHPBars
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call EffectCallBattleCore
ld hl, RegainedHealthText
jp PrintText
.failed
ld c, 50
call DelayFrames
ld hl, PrintButItFailedText_
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jp EffectCallBattleCore
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StartedSleepingEffect:
text_far _StartedSleepingEffect
text_end
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FellAsleepBecameHealthyText:
text_far _FellAsleepBecameHealthyText
text_end
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RegainedHealthText:
text_far _RegainedHealthText
text_end