SubstituteEffect_: ; 17dad (5:7dad) ld c, 50 call DelayFrames ld hl, wBattleMonMaxHP ld de, wPlayerSubstituteHP ld bc, W_PLAYERBATTSTATUS2 ld a, [H_WHOSETURN] and a jr z, .notEnemy ld hl, wEnemyMonMaxHP ld de, wEnemySubstituteHP ld bc, W_ENEMYBATTSTATUS2 .notEnemy ld a, [bc] bit HasSubstituteUp, a ; user already has substitute? jr nz, .alreadyHasSubstitute ; quarter health to remove from user ; assumes max HP is 1023 or lower push bc ld a, [hli] ld b, [hl] srl a rr b srl a rr b ; max hp / 4 push de ld de, wBattleMonHP - wBattleMonMaxHP add hl, de ; point hl to current HP low byte pop de ld a, b ld [de], a ; save copy of HP to subtract in ccd7/ccd8 [how much HP substitute has] ld a, [hld] ; subtract [max hp / 4] to current HP sub b ld d, a ld a, [hl] sbc 0 pop bc jr c, .notEnoughHP ; underflow means user would be left with negative health ; bug: since it only brances on carry, it will possibly leave user with 0 HP .userHasZeroOrMoreHP ldi [hl], a ; save resulting HP after substraction into current HP ld [hl], d ld h, b ld l, c set HasSubstituteUp, [hl] ld a, [W_OPTIONS] bit 7, a ; battle animation is enabled? ld hl, PlayCurrentMoveAnimation ld b, BANK(PlayCurrentMoveAnimation) jr z, .animationEnabled ld hl, AnimationSubstitute ld b, BANK(AnimationSubstitute) .animationEnabled call Bankswitch ; jump to routine depending on animation setting ld hl, SubstituteText call PrintText jpab DrawHUDsAndHPBars .alreadyHasSubstitute ld hl, HasSubstituteText jr .printText .notEnoughHP ld hl, TooWeakSubstituteText .printText jp PrintText SubstituteText: ; 17e1d (5:7e1d) TX_FAR _SubstituteText db "@" HasSubstituteText: ; 17e22 (5:7e22) TX_FAR _HasSubstituteText db "@" TooWeakSubstituteText: ; 17e27 (5:7e27) TX_FAR _TooWeakSubstituteText db "@"