RecoilEffect_: ; 1392c (4:792c) ld a, [H_WHOSETURN] and a ld a, [wPlayerMoveNum] ld hl, wBattleMonMaxHP jr z, .recoilEffect ld a, [wEnemyMoveNum] ld hl, wEnemyMonMaxHP .recoilEffect ld d, a ld a, [wDamage] ld b, a ld a, [wDamage + 1] ld c, a srl b rr c ld a, d cp STRUGGLE ; struggle deals 50% recoil damage jr z, .gotRecoilDamage srl b rr c .gotRecoilDamage ld a, b or c jr nz, .updateHP inc c ; minimum recoil damage is 1 .updateHP ; substract HP from user due to the recoil damage ld a, [hli] ld [wHPBarMaxHP+1], a ld a, [hl] ld [wHPBarMaxHP], a push bc ld bc, wBattleMonHP - wBattleMonMaxHP add hl, bc pop bc ld a, [hl] ld [wHPBarOldHP], a sub c ld [hld], a ld [wHPBarNewHP], a ld a, [hl] ld [wHPBarOldHP+1], a sbc b ld [hl], a ld [wHPBarNewHP+1], a jr nc, .getHPBarCoords ; if recoil damage is higher than the Pokemon's HP, set its HP to 0 xor a ld [hli], a ld [hl], a ld hl, wHPBarNewHP ld [hli], a ld [hl], a .getHPBarCoords coord hl, 10, 9 ld a, [H_WHOSETURN] and a ld a, $1 jr z, .updateHPBar coord hl, 2, 2 xor a .updateHPBar ld [wHPBarType], a predef UpdateHPBar2 ld hl, HitWithRecoilText jp PrintText HitWithRecoilText: ; 1399e (4:799e) TX_FAR _HitWithRecoilText db "@"