DecrementPP: ; after using a move, decrement pp in battle and (if not transformed?) in party ld a, [de] cp STRUGGLE ret z ; if the pokemon is using "struggle", there's nothing to do ; we don't decrement PP for "struggle" ld hl, wPlayerBattleStatus1 ld a, [hli] ; load the wPlayerBattleStatus1 pokemon status flags and increment hl to load the ; wPlayerBattleStatus2 status flags later and (1 << STORING_ENERGY) | (1 << THRASHING_ABOUT) | (1 << ATTACKING_MULTIPLE_TIMES) ret nz ; if any of these statuses are true, don't decrement PP bit USING_RAGE, [hl] ret nz ; don't decrement PP either if Pokemon is using Rage ld hl, wBattleMonPP ; PP of first move (in battle) ; decrement PP in the battle struct call .DecrementPP ; decrement PP in the party struct ld a, [wPlayerBattleStatus3] bit TRANSFORMED, a ret nz ; Return if transformed. Pokemon Red stores the "current pokemon's" PP ; separately from the "Pokemon in your party's" PP. This is ; duplication -- in all cases *other* than Pokemon with Transform. ; Normally, this means we have to go on and make the same ; modification to the "party's pokemon" PP that we made to the ; "current pokemon's" PP. But, if we're dealing with a Transformed ; Pokemon, it has separate PP for the move set that it copied from ; its opponent, which is *not* the same as its real PP as part of your ; party. So we return, and don't do that part. ld hl, wPartyMon1PP ; PP of first move (in party) ld a, [wPlayerMonNumber] ; which mon in party is active ld bc, wPartyMon2 - wPartyMon1 call AddNTimes ; calculate address of the mon to modify .DecrementPP: ld a, [wPlayerMoveListIndex] ; which move (0, 1, 2, 3) did we use? ld c, a ld b, 0 add hl, bc ; calculate the address in memory of the PP we need to decrement ; based on the move chosen. dec [hl] ; Decrement PP ret