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add commentary to move effects
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1 changed files with 106 additions and 93 deletions
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@ -7182,29 +7182,31 @@ SleepEffect: ; 3f1fc (f:71fc)
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.asm_3f20e
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ld a, [bc]
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bit 5, a ; does the mon need to recharge? (hyper beam)
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res 5, a ; mon no longer needs to recharge
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bit 5, a ; does the target need to recharge? (hyper beam)
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res 5, a ; target no longer needs to recharge
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ld [bc], a
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jr nz, .asm_3f231
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jr nz, .asm_3f231 ; if the target had to recharge, all hit tests will be skipped
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; including the event where the target already has another status
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ld a, [de]
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ld b, a
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and $7
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jr z, .asm_3f222
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jr z, .asm_3f222 ; can't affect a mon that is already asleep
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ld hl, AlreadyAsleepText
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jp PrintText
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.asm_3f222
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ld a, b
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and a
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jr nz, .asm_3f242
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jr nz, .asm_3f242 ; can't affect a mon that is already statused
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push de
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call MoveHitTest
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call MoveHitTest ; apply accuracy tests
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pop de
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ld a, [W_MOVEMISSED]
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and a
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jr nz, .asm_3f242
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.asm_3f231
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; set target's sleep counter to a random number between 1 and 7
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call BattleRandom
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and $7
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and $7
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jr z, .asm_3f231
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ld [de], a
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call Func_3fb89
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@ -7231,16 +7233,16 @@ PoisonEffect: ; 3f24f (f:724f)
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ld de, W_ENEMYMOVEEFFECT
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.asm_3f260
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call CheckTargetSubstitute
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jr nz, .asm_3f2d3
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jr nz, .asm_3f2d3 ; can't posion a substitute target
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ld a, [hli]
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ld b, a
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and a
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jr nz, .asm_3f2d3
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jr nz, .asm_3f2d3 ; miss if target is already statused
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ld a, [hli]
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cp $3
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cp $3 ; can't posion a poison-type target
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jr z, .asm_3f2d3
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ld a, [hld]
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cp $3
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cp $3 ; can't posion a poison-type target
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jr z, .asm_3f2d3
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ld a, [de]
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cp POISON_SIDE_EFFECT1
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@ -7251,7 +7253,7 @@ PoisonEffect: ; 3f24f (f:724f)
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jr z, .asm_3f290
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push hl
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push de
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call MoveHitTest
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call MoveHitTest ; apply accuracy tests
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pop de
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pop hl
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ld a, [W_MOVEMISSED]
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@ -7259,12 +7261,12 @@ PoisonEffect: ; 3f24f (f:724f)
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jr nz, .asm_3f2d7
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jr .asm_3f295
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.asm_3f290
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call BattleRandom
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cp b
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call BattleRandom
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cp b ; was side effect successful?
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ret nc
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.asm_3f295
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dec hl
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set 3, [hl]
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set 3, [hl] ; mon is now poisoned
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push de
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dec de
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ld a, [H_WHOSETURN]
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@ -7279,8 +7281,8 @@ PoisonEffect: ; 3f24f (f:724f)
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ld de, W_ENEMYTOXICCOUNTER
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.asm_3f2b0
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cp TOXIC
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jr nz, .asm_3f2bd
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set 0, [hl]
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jr nz, .asm_3f2bd ; done if move is not Toxic
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set 0, [hl] ; else set Toxic battstatus
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xor a
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ld [de], a
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ld hl, BadlyPoisonedText
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@ -7342,65 +7344,64 @@ ExplodeEffect: ; 3f2f1 (f:72f1)
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FreezeBurnParalyzeEffect: ; 3f30c (f:730c)
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xor a
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ld [wcc5b], a
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call CheckTargetSubstitute ;test bit 4 of d063/d068 flags [target has substitute flag]
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ret nz ;return if they have a substitute, can't effect them
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ld a, [$fff3] ;whose turn?
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call CheckTargetSubstitute ; test bit 4 of d063/d068 flags [target has substitute flag]
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ret nz ; return if they have a substitute, can't effect them
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ld a, [$fff3]
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and a
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jp nz, opponentAttacker
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ld a, [wEnemyMonStatus]
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and a
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jp nz, CheckDefrost
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;opponent has no existing status
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jp nz, CheckDefrost ; can't inflict status if opponent is already statused
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ld a, [W_PLAYERMOVETYPE]
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ld b, a
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ld a, [wEnemyMonType1]
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cp b
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ret z ;return if they match [can't freeze an ice type etc.]
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cp b ; do target type 1 and move type match?
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ret z ; return if they match (an ice move can't freeze an ice-type, body slam can't paralyze a normal-type, etc.)
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ld a, [wEnemyMonType2]
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cp b
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ret z ;return..
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cp b ; do target type 2 and move type match?
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ret z ; return if they match
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ld a, [W_PLAYERMOVEEFFECT]
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cp a, 7 ;10% status effects are 04, 05, 06 so 07 will set carry for those
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ld b, $1a ;[1A-1]/100 or [26-1]/256 = 9.8%~ chance
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jr c, .next1 ;branch ahead if this is a 10% chance effect..
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ld b, $4d ;..or use [4D-1]/100 or [76-1]/256 = 29.7%~ chance
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sub a, $1e ;subtract $1E to map to equivalent 10% chance effects
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cp a, 7 ; 10% status effects are 04, 05, 06 so 07 will set carry for those
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ld b, $1a ; 0x1A/0x100 or 26/256 = 10.2%~ chance
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jr c, .next1 ; branch ahead if this is a 10% chance effect..
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ld b, $4d ; else use 0x4D/0x100 or 77/256 = 30.1%~ chance
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sub a, $1e ; subtract $1E to map to equivalent 10% chance effects
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.next1
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push af ;push effect...
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call BattleRandom ;get random 8bit value for probability test
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cp b ;success?
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pop bc ;...pop effect into C
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ret nc ;do nothing if random value is >= 1A or 4D [no status applied]
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;the test passed
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ld a, b ;what type of effect is this?
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push af
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call BattleRandom ; get random 8bit value for probability test
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cp b
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pop bc
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ret nc ; do nothing if random value is >= 1A or 4D [no status applied]
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ld a, b ; what type of effect is this?
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cp a, BURN_SIDE_EFFECT1
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jr z, .burn
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cp a, FREEZE_SIDE_EFFECT
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jr z, .freeze
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; .paralyze
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ld a, 1 << PAR
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ld [wEnemyMonStatus], a
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call QuarterSpeedDueToParalysis ;quarter speed of affected monster
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call QuarterSpeedDueToParalysis ; quarter speed of affected mon
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ld a, ANIM_A9
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call Func_3fbb9 ;animation
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jp PrintMayNotAttackText ;print paralysis text
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call Func_3fbb9 ; play animation
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jp PrintMayNotAttackText ; print paralysis text
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.burn
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ld a, 1 << BRN
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ld [wEnemyMonStatus], a
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call HalveAttackDueToBurn
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call HalveAttackDueToBurn ; halve attack of affected mon
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ld a, ANIM_A9
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call Func_3fbb9 ;animation
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call Func_3fbb9 ; animation
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ld hl, BurnedText
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jp PrintText
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.freeze
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call Func_3f9cf ;resets bit 5 of the D063/D068 flags
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call Func_3f9cf ; resets hyper beam (recharge) condition from both players
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ld a, 1 << FRZ
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ld [wEnemyMonStatus], a
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ld a, ANIM_A9
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call Func_3fbb9 ;animation
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call Func_3fbb9 ; animation
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ld hl, FrozenText
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jp PrintText
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opponentAttacker: ; 3f382 (f:7382)
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ld a, [wBattleMonStatus] ;this appears to the same as above with addresses swapped for opponent
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ld a, [wBattleMonStatus] ; mostly same as above with addresses swapped for opponent
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and a
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jp nz, CheckDefrost
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ld a, [W_ENEMYMOVETYPE]
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@ -7439,6 +7440,7 @@ opponentAttacker: ; 3f382 (f:7382)
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ld hl, BurnedText
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jp PrintText
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.freeze
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; hyper beam bits aren't reseted for opponent's side
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ld a, 1 << FRZ
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ld [wBattleMonStatus], a
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ld hl, FrozenText
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@ -7453,28 +7455,27 @@ FrozenText: ; 3f3dd (f:73dd)
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db "@"
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CheckDefrost: ; 3f3e2 (f:73e2)
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and a, 1 << FRZ ;are they frozen?
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ret z ;return if so
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;not frozen
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ld a, [$fff3] ;whose turn?
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; any fire-type move that has a chance inflict burn (all but Fire Spin) will defrost a frozen target
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and a, 1 << FRZ ; are they frozen?
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ret z ; return if so
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ld a, [$fff3]
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and a
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jr nz, .opponent
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;player [attacker]
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ld a, [W_PLAYERMOVETYPE]
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sub a, FIRE
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ret nz ;return if it isn't fire
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;type is fire
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ld [wEnemyMonStatus], a ;set opponent status to 00 ["defrost" a frozen monster]
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ret nz ; return if type of move used isn't fire
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ld [wEnemyMonStatus], a ; set opponent status to 00 ["defrost" a frozen monster]
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ld hl, wEnemyMon1Status
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ld a, [wEnemyMonPartyPos]
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ld bc, wEnemyMon2 - wEnemyMon1
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call AddNTimes
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xor a
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ld [hl], a ;clear status in roster
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ld [hl], a ; clear status in roster
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ld hl, FireDefrostedText
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jr .common
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.opponent
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ld a, [W_ENEMYMOVETYPE] ;same as above with addresses swapped
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ld a, [W_ENEMYMOVETYPE] ; same as above with addresses swapped
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sub a, FIRE
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ret nz
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ld [wBattleMonStatus], a
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@ -7505,29 +7506,29 @@ StatModifierUpEffect: ; 3f428 (f:7428)
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sub $a
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cp $8
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jr c, .asm_3f442
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sub $28
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sub $28 ; map +2 effects to equivalent +1 effect
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.asm_3f442
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ld c, a
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ld b, $0
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add hl, bc
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ld b, [hl]
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inc b
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inc b ; increment corresponding stat mod
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ld a, $d
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cp b
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cp b ; can't raise stat past +6 ($d or 13)
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jp c, Func_3f522
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ld a, [de]
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cp $12
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cp $12 ; is it a +2 effect?
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jr c, .asm_3f45a
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inc b
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inc b ; if so, increment stat mod again
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ld a, $d
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cp b
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cp b ; unless it's already +6
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jr nc, .asm_3f45a
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ld b, a
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.asm_3f45a
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ld [hl], b
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ld a, c
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cp $4
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jr nc, asm_3f4ca
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jr nc, asm_3f4ca ; jump if mod affected is evasion/accuracy
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push hl
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ld hl, wBattleMonAttack + 1
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ld de, wcd12
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@ -7540,21 +7541,22 @@ StatModifierUpEffect: ; 3f428 (f:7428)
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push bc
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sla c
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ld b, $0
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add hl, bc
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add hl, bc ; hl = modified stat
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ld a, c
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add e
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ld e, a
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jr nc, .asm_3f47e
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inc d
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inc d ; de = unmodified (original) stat
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.asm_3f47e
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pop bc
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ld a, [hld]
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sub $e7
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sub $e7 ; check if stat is already 999
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jr nz, .asm_3f48a
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ld a, [hl]
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sbc $3
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jp z, Func_3f520
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.asm_3f48a
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.asm_3f48a ; recalculate affected stat
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; paralysis and burn penalties, as well as badge boosts are ignored
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push hl
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push bc
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ld hl, StatModifierRatios
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@ -7579,6 +7581,7 @@ StatModifierUpEffect: ; 3f428 (f:7428)
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ld b, $4
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call Divide
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pop hl
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; cap at 999
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ld a, [$ff98]
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sub $e7
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ld a, [$ff97]
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@ -7612,13 +7615,13 @@ asm_3f4ca: ; 3f4ca (f:74ca)
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ld a, [de]
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cp MINIMIZE
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jr nz, .asm_3f4f9
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bit 4, [hl]
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bit 4, [hl] ; substitute
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push af
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push bc
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ld hl, Func_79747
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ld b, BANK(Func_79747)
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push de
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call nz, Bankswitch
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call nz, Bankswitch ; play Minimize animation unless there's Substitute involved
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pop de
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.asm_3f4f9
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call Func_3fba8
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@ -7635,11 +7638,14 @@ asm_3f4ca: ; 3f4ca (f:74ca)
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.asm_3f50e
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ld a, [H_WHOSETURN]
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and a
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call z, ApplyBadgeStatBoosts
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call z, ApplyBadgeStatBoosts ; whenever the player uses a stat-up move, badge boosts get reapplied again to every stat,
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; even to those not affected by the stat-up move (will be boosted further)
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ld hl, MonsStatsRoseText
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call PrintText
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call QuarterSpeedDueToParalysis
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jp HalveAttackDueToBurn
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; these shouldn't be here
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call QuarterSpeedDueToParalysis ; apply speed penalty to the player whose turn is not, if it's paralyzed
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jp HalveAttackDueToBurn ; apply attack penalty to the player whose turn is not, if it's burned
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Func_3f520: ; 3f520 (f:7520)
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pop hl
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@ -7686,25 +7692,25 @@ StatModifierDownEffect: ; 3f54c (f:754c)
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cp $4
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jr z, .asm_3f572
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call BattleRandom
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cp $40
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cp $40 ; 1/4 chance to miss by wildmon
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jp c, Func_3f65a
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.asm_3f572
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call CheckTargetSubstitute
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call CheckTargetSubstitute ; can't hit through substitute
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jp nz, Func_3f65a
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ld a, [de]
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cp ATTACK_DOWN_SIDE_EFFECT
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jr c, .asm_3f58a
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call BattleRandom
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cp SPLASH_EFFECT
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cp $55 ; 85/256 chance for side effects
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jp nc, Func_3f650
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ld a, [de]
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sub ATTACK_DOWN_SIDE_EFFECT
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sub ATTACK_DOWN_SIDE_EFFECT ; map each stat to 0-3
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jr .asm_3f5a9
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.asm_3f58a
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.asm_3f58a ; non-side effects only
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push hl
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push de
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push bc
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call MoveHitTest
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call MoveHitTest ; apply accuracy tests
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pop bc
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pop de
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pop hl
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@ -7712,33 +7718,33 @@ StatModifierDownEffect: ; 3f54c (f:754c)
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and a
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jp nz, Func_3f65a
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ld a, [bc]
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bit 6, a
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bit 6, a ; fly/dig
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jp nz, Func_3f65a
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ld a, [de]
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sub $12
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cp $8
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jr c, .asm_3f5a9
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sub $28
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sub $28 ; map +2 effects to corresponding +1 effect
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.asm_3f5a9
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ld c, a
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ld b, $0
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add hl, bc
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ld b, [hl]
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dec b
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jp z, Func_3f650
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dec b ; dec corresponding stat mod
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jp z, Func_3f650 ; if stat mod is 1 (-6), can't lower anymore
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ld a, [de]
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cp $24
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jr c, .asm_3f5bf
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cp $44
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jr nc, .asm_3f5bf
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dec b
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dec b ; stat down 2 effects only (dec mod again)
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jr nz, .asm_3f5bf
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inc b
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inc b ; increment mod to 1 (-6) if it would become 0 (-7)
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.asm_3f5bf
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ld [hl], b
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ld [hl], b ; save modified mod
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ld a, c
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cp $4
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jr nc, asm_3f62c
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cp $4
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jr nc, asm_3f62c ; jump for evasion/accuracy
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push hl
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push de
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ld hl, wEnemyMonAttack + 1
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@ -7752,21 +7758,23 @@ StatModifierDownEffect: ; 3f54c (f:754c)
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push bc
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sla c
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ld b, $0
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add hl, bc
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add hl, bc ; hl = modified stat
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ld a, c
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add e
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ld e, a
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jr nc, .asm_3f5e4
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inc d
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inc d ; de = unmodified stat
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.asm_3f5e4
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pop bc
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ld a, [hld]
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sub $1
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sub $1 ; can't lower stat below 1 (-6)
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jr nz, .asm_3f5ef
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ld a, [hl]
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and a
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jp z, Func_3f64d
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.asm_3f5ef
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; recalculate affected stat
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; paralysis and burn penalties, as well as badge boosts are ignored
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push hl
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push bc
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ld hl, StatModifierRatios
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@ -7820,9 +7828,14 @@ asm_3f62c: ; 3f62c (f:762c)
|
|||
.asm_3f63b
|
||||
ld a, [H_WHOSETURN]
|
||||
and a
|
||||
call nz, ApplyBadgeStatBoosts
|
||||
call nz, ApplyBadgeStatBoosts ; whenever the player uses a stat-down move, badge boosts get reapplied again to every stat,
|
||||
; even to those not affected by the stat-up move (will be boosted further)
|
||||
ld hl, MonsStatsFellText
|
||||
call PrintText
|
||||
|
||||
; These where probably added given that a stat-down move affecting speed or attack will override
|
||||
; the stat penalties from paralysis and burn respectively.
|
||||
; But they are always called regardless of the stat affected by the stat-down move.
|
||||
call QuarterSpeedDueToParalysis
|
||||
jp HalveAttackDueToBurn
|
||||
|
||||
|
@ -7931,7 +7944,7 @@ BideEffect: ; 3f6e5 (f:76e5)
|
|||
and $1
|
||||
inc a
|
||||
inc a
|
||||
ld [bc], a
|
||||
ld [bc], a ; set Bide counter to 2 or 3 at random
|
||||
ld a, [H_WHOSETURN]
|
||||
add XSTATITEM_ANIM
|
||||
jp Func_3fb96
|
||||
|
@ -7947,10 +7960,10 @@ ThrashPetalDanceEffect: ; 3f717 (f:7717)
|
|||
.asm_3f728
|
||||
set 1, [hl] ; mon is now using thrash/petal dance
|
||||
call BattleRandom
|
||||
and $1
|
||||
and $1
|
||||
inc a
|
||||
inc a
|
||||
ld [de], a
|
||||
ld [de], a ; set thrash/petal dance counter to 2 or 3 at random
|
||||
ld a, [H_WHOSETURN]
|
||||
add ANIM_B0
|
||||
jp Func_3fb96
|
||||
|
|
Loading…
Reference in a new issue