; does nothing since no stats are ever selected (barring glitches) DoubleSelectedStats: ; 39680 (e:5680) ld a, [H_WHOSETURN] and a ld a, [wPlayerStatsToDouble] ld hl, wBattleMonAttack + 1 jr z, .notEnemyTurn ld a, [wEnemyStatsToDouble] ld hl, wEnemyMonAttack + 1 .notEnemyTurn ld c, 4 ld b, a .loop srl b call c, .doubleStat inc hl inc hl dec c ret z jr .loop .doubleStat ld a, [hl] add a ld [hld], a ld a, [hl] rl a ld [hli], a ret ; does nothing since no stats are ever selected (barring glitches) HalveSelectedStats: ; 396a7 (e:56a7) ld a, [H_WHOSETURN] and a ld a, [wPlayerStatsToHalve] ld hl, wBattleMonAttack jr z, .notEnemyTurn ld a, [wEnemyStatsToHalve] ld hl, wEnemyMonAttack .notEnemyTurn ld c, 4 ld b, a .loop srl b call c, .halveStat inc hl inc hl dec c ret z jr .loop .halveStat ld a, [hl] srl a ld [hli], a rr [hl] or [hl] jr nz, .nonzeroStat ld [hl], 1 .nonzeroStat dec hl ret _ScrollTrainerPicAfterBattle: ; 396d3 (e:56d3) ; Load the enemy trainer's pic and scrolls it into ; the screen from the right. xor a ld [wEnemyMonSpecies2], a ld b, $1 call GoPAL_SET callab _LoadTrainerPic hlCoord 19, 0 ld c, $0 .scrollLoop inc c ld a, c cp 7 ret z ld d, $0 push bc push hl .drawTrainerPicLoop call DrawTrainerPicColumn inc hl ld a, 7 add d ld d, a dec c jr nz, .drawTrainerPicLoop ld c, 4 call DelayFrames pop hl pop bc dec hl jr .scrollLoop ; write one 7-tile column of the trainer pic to the tilemap DrawTrainerPicColumn: ; 39707 (e:5707) push hl push de push bc ld e, 7 .loop ld [hl], d ld bc, SCREEN_WIDTH add hl, bc inc d dec e jr nz, .loop pop bc pop de pop hl ret ; creates a set of moves that may be used and returns its address in hl ; unused slots are filled with 0, all used slots may be chosen with equal probability AIEnemyTrainerChooseMoves: ; 39719 (e:5719) ld a, $a ld hl, wHPBarMaxHP ; init temporary move selection array. Only the moves with the lowest numbers are chosen in the end ld [hli], a ; move 1 ld [hli], a ; move 2 ld [hli], a ; move 3 ld [hl], a ; move 4 ld a, [W_ENEMYDISABLEDMOVE] ; forbid disabled move (if any) swap a and $f jr z, .noMoveDisabled ld hl, wHPBarMaxHP dec a ld c, a ld b, $0 add hl, bc ; advance pointer to forbidden move ld [hl], $50 ; forbid (highly discourage) disabled move .noMoveDisabled ld hl, TrainerClassMoveChoiceModifications ; 589B ld a, [W_TRAINERCLASS] ld b, a .loopTrainerClasses dec b jr z, .readTrainerClassData .loopTrainerClassData ld a, [hli] and a jr nz, .loopTrainerClassData jr .loopTrainerClasses .readTrainerClassData ld a, [hl] and a jp z, .useOriginalMoveSet push hl .nextMoveChoiceModification pop hl ld a, [hli] and a jr z, .loopFindMinimumEntries push hl ld hl, AIMoveChoiceModificationFunctionPointers ; $57a3 dec a add a ld c, a ld b, $0 add hl, bc ; skip to pointer ld a, [hli] ; read pointer into hl ld h, [hl] ld l, a ld de, .nextMoveChoiceModification ; set return address push de jp [hl] ; execute modification function .loopFindMinimumEntries ; all entries will be decremented sequentially until one of them is zero ld hl, wHPBarMaxHP ; temp move selection array ld de, wEnemyMonMoves ; enemy moves ld c, $4 .loopDecrementEntries ld a, [de] inc de and a jr z, .loopFindMinimumEntries dec [hl] jr z, .minimumEntriesFound inc hl dec c jr z, .loopFindMinimumEntries jr .loopDecrementEntries .minimumEntriesFound ld a, c .loopUndoPartialIteration ; undo last (partial) loop iteration inc [hl] dec hl inc a cp $5 jr nz, .loopUndoPartialIteration ld hl, wHPBarMaxHP ; temp move selection array ld de, wEnemyMonMoves ; enemy moves ld c, $4 .filterMinimalEntries ; all minimal entries now have value 1. All other slots will be disabled (move set to 0) ld a, [de] and a jr nz, .moveExisting ; 0x3978a $1 ld [hl], a .moveExisting ld a, [hl] dec a jr z, .slotWithMinimalValue xor a ld [hli], a ; disable move slot jr .next .slotWithMinimalValue ld a, [de] ld [hli], a ; enable move slot .next inc de dec c jr nz, .filterMinimalEntries ld hl, wHPBarMaxHP ; use created temporary array as move set ret .useOriginalMoveSet ld hl, wEnemyMonMoves ; use original move set ret AIMoveChoiceModificationFunctionPointers: ; 397a3 (e:57a3) dw AIMoveChoiceModification1 dw AIMoveChoiceModification2 dw AIMoveChoiceModification3 dw AIMoveChoiceModification4 ; unused, does nothing ; discourages moves that cause no damage but only a status ailment if player's mon already has one AIMoveChoiceModification1: ; 397ab (e:57ab) ld a, [wBattleMonStatus] and a ret z ; return if no status ailment on player's mon ld hl, wBuffer - 1 ; temp move selection array (-1 byte offest) ld de, wEnemyMonMoves ; enemy moves ld b, $5 .nextMove dec b ret z ; processed all 4 moves inc hl ld a, [de] and a ret z ; no more moves in move set inc de call ReadMove ld a, [W_ENEMYMOVEPOWER] and a jr nz, .nextMove ld a, [W_ENEMYMOVEEFFECT] push hl push de push bc ld hl, StatusAilmentMoveEffects ld de, $0001 call IsInArray pop bc pop de pop hl jr nc, .nextMove ld a, [hl] add $5 ; discourage move ld [hl], a jr .nextMove StatusAilmentMoveEffects ; 57e2 db $01 ; some sleep effect? db SLEEP_EFFECT db POISON_EFFECT db PARALYZE_EFFECT db $FF ; slightly encourage moves with specific effects AIMoveChoiceModification2: ; 397e7 (e:57e7) ld a, [wccd5] cp $1 ret nz ld hl, wBuffer - 1 ; temp move selection array (-1 byte offest) ld de, wEnemyMonMoves ; enemy moves ld b, $5 .nextMove dec b ret z ; processed all 4 moves inc hl ld a, [de] and a ret z ; no more moves in move set inc de call ReadMove ld a, [W_ENEMYMOVEEFFECT] cp ATTACK_UP1_EFFECT jr c, .nextMove cp BIDE_EFFECT jr c, .preferMove cp ATTACK_UP2_EFFECT jr c, .nextMove cp POISON_EFFECT jr c, .preferMove jr .nextMove .preferMove dec [hl] ; slighly encourage this move jr .nextMove ; encourages moves that are effective against the player's mon AIMoveChoiceModification3: ; 39817 (e:5817) ld hl, wBuffer - 1 ; temp move selection array (-1 byte offest) ld de, wEnemyMonMoves ; enemy moves ld b, $5 .nextMove dec b ret z ; processed all 4 moves inc hl ld a, [de] and a ret z ; no more moves in move set inc de call ReadMove push hl push bc push de callab AIGetTypeEffectiveness pop de pop bc pop hl ld a, [wd11e] cp $10 jr z, .nextMove jr c, .notEffectiveMove dec [hl] ; slighly encourage this move jr .nextMove .notEffectiveMove ; discourages non-effective moves if better moves are available push hl push de push bc ld a, [W_ENEMYMOVETYPE] ld d, a ld hl, wEnemyMonMoves ; enemy moves ld b, $5 ld c, $0 .loopMoves dec b jr z, .done ld a, [hli] and a jr z, .done call ReadMove ld a, [W_ENEMYMOVEEFFECT] cp SUPER_FANG_EFFECT jr z, .betterMoveFound ; Super Fang is considered to be a better move cp SPECIAL_DAMAGE_EFFECT jr z, .betterMoveFound ; any special damage moves are considered to be better moves cp FLY_EFFECT jr z, .betterMoveFound ; Fly is considered to be a better move ld a, [W_ENEMYMOVETYPE] cp d jr z, .loopMoves ld a, [W_ENEMYMOVEPOWER] and a jr nz, .betterMoveFound ; damaging moves of a different type are considered to be better moves jr .loopMoves .betterMoveFound ld c, a .done ld a, c pop bc pop de pop hl and a jr z, .nextMove inc [hl] ; slighly discourage this move jr .nextMove AIMoveChoiceModification4: ; 39883 (e:5883) ret ReadMove: ; 39884 (e:5884) push hl push de push bc dec a ld hl,Moves ld bc,6 call AddNTimes ld de,W_ENEMYMOVENUM call CopyData pop bc pop de pop hl ret ; move choice modification methods that are applied for each trainer class ; 0 is sentinel value TrainerClassMoveChoiceModifications: ; 3989b (e:589b) db 0 ; YOUNGSTER db 1,0 ; BUG CATCHER db 1,0 ; LASS db 1,3,0 ; SAILOR db 1,0 ; JR__TRAINER_M db 1,0 ; JR__TRAINER_F db 1,2,3,0; POKEMANIAC db 1,2,0 ; SUPER_NERD db 1,0 ; HIKER db 1,0 ; BIKER db 1,3,0 ; BURGLAR db 1,0 ; ENGINEER db 1,2,0 ; JUGGLER_X db 1,3,0 ; FISHER db 1,3,0 ; SWIMMER db 0 ; CUE_BALL db 1,0 ; GAMBLER db 1,3,0 ; BEAUTY db 1,2,0 ; PSYCHIC_TR db 1,3,0 ; ROCKER db 1,0 ; JUGGLER db 1,0 ; TAMER db 1,0 ; BIRD_KEEPER db 1,0 ; BLACKBELT db 1,0 ; SONY1 db 1,3,0 ; PROF_OAK db 1,2,0 ; CHIEF db 1,2,0 ; SCIENTIST db 1,3,0 ; GIOVANNI db 1,0 ; ROCKET db 1,3,0 ; COOLTRAINER_M db 1,3,0 ; COOLTRAINER_F db 1,0 ; BRUNO db 1,0 ; BROCK db 1,3,0 ; MISTY db 1,3,0 ; LT__SURGE db 1,3,0 ; ERIKA db 1,3,0 ; KOGA db 1,3,0 ; BLAINE db 1,3,0 ; SABRINA db 1,2,0 ; GENTLEMAN db 1,3,0 ; SONY2 db 1,3,0 ; SONY3 db 1,2,3,0; LORELEI db 1,0 ; CHANNELER db 1,0 ; AGATHA db 1,3,0 ; LANCE TrainerPicAndMoneyPointers: ; 39914 (e:5914) ; trainer pic pointers and base money. ; money received after battle = base money × level of highest-level enemy mon dw YoungsterPic money 1500 dw BugCatcherPic money 1000 dw LassPic money 1500 dw SailorPic money 3000 dw JrTrainerMPic money 2000 dw JrTrainerFPic money 2000 dw PokemaniacPic money 5000 dw SuperNerdPic money 2500 dw HikerPic money 3500 dw BikerPic money 2000 dw BurglarPic money 9000 dw EngineerPic money 5000 dw JugglerPic money 3500 dw FisherPic money 3500 dw SwimmerPic money 500 dw CueBallPic money 2500 dw GamblerPic money 7000 dw BeautyPic money 7000 dw PsychicPic money 1000 dw RockerPic money 2500 dw JugglerPic money 3500 dw TamerPic money 4000 dw BirdKeeperPic money 2500 dw BlackbeltPic money 2500 dw Rival1Pic money 3500 dw ProfOakPic money 9900 dw ChiefPic money 3000 dw ScientistPic money 5000 dw GiovanniPic money 9900 dw RocketPic money 3000 dw CooltrainerMPic money 3500 dw CooltrainerFPic money 3500 dw BrunoPic money 9900 dw BrockPic money 9900 dw MistyPic money 9900 dw LtSurgePic money 9900 dw ErikaPic money 9900 dw KogaPic money 9900 dw BlainePic money 9900 dw SabrinaPic money 9900 dw GentlemanPic money 7000 dw Rival2Pic money 6500 dw Rival3Pic money 9900 dw LoreleiPic money 9900 dw ChannelerPic money 3000 dw AgathaPic money 9900 dw LancePic money 9900 INCLUDE "text/trainer_names.asm" ; formats a string at wMovesString that lists the moves at wMoves FormatMovesString: ; 39b87 (e:5b87) ld hl, wMoves ld de, wMovesString ld b, $0 .printMoveNameLoop ld a, [hli] and a ; end of move list? jr z, .printDashLoop ; print dashes when no moves are left push hl ld [wd0b5], a ld a, BANK(MoveNames) ld [wPredefBank], a ld a, MOVE_NAME ld [wNameListType], a call GetName ld hl, wcd6d .copyNameLoop ld a, [hli] cp $50 jr z, .doneCopyingName ld [de], a inc de jr .copyNameLoop .doneCopyingName ld a, b ld [wcd6c], a inc b ld a, $4e ; line break ld [de], a inc de pop hl ld a, b cp NUM_MOVES jr z, .done jr .printMoveNameLoop .printDashLoop ld a, "-" ld [de], a inc de inc b ld a, b cp NUM_MOVES jr z, .done ld a, $4e ; line break ld [de], a inc de jr .printDashLoop .done ld a, "@" ld [de], a ret ; XXX this is called in a few places, but it doesn't appear to do anything useful Func_39bd5: ; 39bd5 (e:5bd5) ld a, [wd11b] cp $1 jr nz, .asm_39be6 ld hl, wEnemyPartyCount ld de, wEnemyMonOT ld a, ENEMYOT_NAME jr .asm_39c18 .asm_39be6 cp $4 jr nz, .calcAttackStat4 ld hl, wPartyCount ld de, wPartyMonOT ld a, PLAYEROT_NAME jr .asm_39c18 .calcAttackStat4 cp $5 jr nz, .asm_39c02 ld hl, wStringBuffer2 + 11 ld de, MonsterNames ld a, MONSTER_NAME jr .asm_39c18 .asm_39c02 cp $2 jr nz, .asm_39c10 ld hl, wNumBagItems ld de, ItemNames ld a, ITEM_NAME jr .asm_39c18 .asm_39c10 ld hl, wStringBuffer2 + 11 ld de, ItemNames ld a, ITEM_NAME .asm_39c18 ld [wNameListType], a ld a, l ld [wList], a ld a, h ld [wList + 1], a ld a, e ld [wcf8d], a ld a, d ld [wcf8e], a ld bc, ItemPrices ld a, c ld [wItemPrices], a ld a, b ld [wItemPrices + 1], a ret ; get species of mon e in list [wcc49] for LoadMonData GetMonSpecies: ; 39c37 (e:5c37) ld hl, wPartySpecies ld a, [wcc49] and a jr z, .getSpecies dec a jr z, .enemyParty ld hl, wBoxSpecies jr .getSpecies .enemyParty ld hl, wEnemyPartyMons .getSpecies ld d, 0 add hl, de ld a, [hl] ld [wcf91], a ret ReadTrainer: ; 39c53 (e:5c53) ; don't change any moves in a link battle ld a,[wLinkState] and a ret nz ; set [wEnemyPartyCount] to 0, [wEnemyPartyMons] to FF ; XXX first is total enemy pokemon? ; XXX second is species of first pokemon? ld hl,wEnemyPartyCount xor a ld [hli],a dec a ld [hl],a ; get the pointer to trainer data for this class ld a,[W_CUROPPONENT] sub $C9 ; convert value from pokemon to trainer add a,a ld hl,TrainerDataPointers ld c,a ld b,0 add hl,bc ; hl points to trainer class ld a,[hli] ld h,[hl] ld l,a ld a,[W_TRAINERNO] ld b,a ; At this point b contains the trainer number, ; and hl points to the trainer class. ; Our next task is to iterate through the trainers, ; decrementing b each time, until we get to the right one. .outer dec b jr z,.IterateTrainer .inner ld a,[hli] and a jr nz,.inner jr .outer ; if the first byte of trainer data is FF, ; - each pokemon has a specific level ; (as opposed to the whole team being of the same level) ; - if [W_LONEATTACKNO] != 0, one pokemon on the team has a special move ; else the first byte is the level of every pokemon on the team .IterateTrainer ld a,[hli] cp $FF ; is the trainer special? jr z,.SpecialTrainer ; if so, check for special moves ld [W_CURENEMYLVL],a .LoopTrainerData ld a,[hli] and a ; have we reached the end of the trainer data? jr z,.FinishUp ld [wcf91],a ; write species somewhere (XXX why?) ld a,1 ld [wcc49],a push hl call AddPartyMon pop hl jr .LoopTrainerData .SpecialTrainer ; if this code is being run: ; - each pokemon has a specific level ; (as opposed to the whole team being of the same level) ; - if [W_LONEATTACKNO] != 0, one pokemon on the team has a special move ld a,[hli] and a ; have we reached the end of the trainer data? jr z,.AddLoneMove ld [W_CURENEMYLVL],a ld a,[hli] ld [wcf91],a ld a,1 ld [wcc49],a push hl call AddPartyMon pop hl jr .SpecialTrainer .AddLoneMove ; does the trainer have a single monster with a different move ld a,[W_LONEATTACKNO] ; Brock is 01, Misty is 02, Erika is 04, etc and a jr z,.AddTeamMove dec a add a,a ld c,a ld b,0 ld hl,LoneMoves add hl,bc ld a,[hli] ld d,[hl] ld hl,wEnemyMon1Moves + 2 ld bc,wEnemyMon2 - wEnemyMon1 call AddNTimes ld [hl],d jr .FinishUp .AddTeamMove ; check if our trainer's team has special moves ; get trainer class number ld a,[W_CUROPPONENT] sub $C8 ld b,a ld hl,TeamMoves ; iterate through entries in TeamMoves, checking each for our trainer class .IterateTeamMoves ld a,[hli] cp b jr z,.GiveTeamMoves ; is there a match? inc hl ; if not, go to the next entry inc a jr nz,.IterateTeamMoves ; no matches found. is this trainer champion rival? ld a,b cp SONY3 jr z,.ChampionRival jr .FinishUp ; nope .GiveTeamMoves ld a,[hl] ld [wEnemyMon5Moves + 2],a jr .FinishUp .ChampionRival ; give moves to his team ; pidgeot ld a,SKY_ATTACK ld [wEnemyMon1Moves + 2],a ; starter ld a,[W_RIVALSTARTER] cp STARTER3 ld b,MEGA_DRAIN jr z,.GiveStarterMove cp STARTER1 ld b,FIRE_BLAST jr z,.GiveStarterMove ld b,BLIZZARD ; must be squirtle .GiveStarterMove ld a,b ld [wEnemyMon6Moves + 2],a .FinishUp ; XXX this needs documenting xor a ; clear D079-D07B ld de,wd079 ld [de],a inc de ld [de],a inc de ld [de],a ld a,[W_CURENEMYLVL] ld b,a .LastLoop ld hl,wd047 ld c,2 push bc predef AddBCDPredef pop bc inc de inc de dec b jr nz,.LastLoop ret INCLUDE "data/trainer_moves.asm" INCLUDE "data/trainer_parties.asm" TrainerAI: ; 3a52e (e:652e) ;XXX called at 34964, 3c342, 3c398 and a ld a,[W_ISINBATTLE] dec a ret z ; if not a trainer, we're done here ld a,[wLinkState] cp LINK_STATE_BATTLING ret z ld a,[W_TRAINERCLASS] ; what trainer class is this? dec a ld c,a ld b,0 ld hl,TrainerAIPointers add hl,bc add hl,bc add hl,bc ld a,[wAICount] and a ret z ; if no AI uses left, we're done here inc hl inc a jr nz,.getpointer dec hl ld a,[hli] ld [wAICount],a .getpointer ld a,[hli] ld h,[hl] ld l,a call Random jp [hl] TrainerAIPointers: ; 3a55c (e:655c) ; one entry per trainer class ; first byte, number of times (per Pokémon) it can occur ; next two bytes, pointer to AI subroutine for trainer class dbw 3,GenericAI dbw 3,GenericAI dbw 3,GenericAI dbw 3,GenericAI dbw 3,GenericAI dbw 3,GenericAI dbw 3,GenericAI dbw 3,GenericAI dbw 3,GenericAI dbw 3,GenericAI dbw 3,GenericAI dbw 3,GenericAI dbw 3,JugglerAI ; juggler_x dbw 3,GenericAI dbw 3,GenericAI dbw 3,GenericAI dbw 3,GenericAI dbw 3,GenericAI dbw 3,GenericAI dbw 3,GenericAI dbw 3,JugglerAI ; juggler dbw 3,GenericAI dbw 3,GenericAI dbw 2,BlackbeltAI ; blackbelt dbw 3,GenericAI dbw 3,GenericAI dbw 1,GenericAI ; chief dbw 3,GenericAI dbw 1,GiovanniAI ; giovanni dbw 3,GenericAI dbw 2,CooltrainerMAI ; cooltrainerm dbw 1,CooltrainerFAI ; cooltrainerf dbw 2,BrunoAI ; bruno dbw 5,BrockAI ; brock dbw 1,MistyAI ; misty dbw 1,LtSurgeAI ; surge dbw 1,ErikaAI ; erika dbw 2,KogaAI ; koga dbw 2,BlaineAI ; blaine dbw 1,SabrinaAI ; sabrina dbw 3,GenericAI dbw 1,Sony2AI ; sony2 dbw 1,Sony3AI ; sony3 dbw 2,LoreleiAI ; lorelei dbw 3,GenericAI dbw 2,AgathaAI ; agatha dbw 1,LanceAI ; lance JugglerAI: ; 3a5e9 (e:65e9) cp $40 ret nc jp AISwitchIfEnoughMons BlackbeltAI: ; 3a5ef (e:65ef) cp $20 ret nc jp AIUseXAttack GiovanniAI: ; 3a5f5 (e:65f5) cp $40 ret nc jp AIUseGuardSpec CooltrainerMAI: ; 3a5fb (e:65fb) cp $40 ret nc jp AIUseXAttack CooltrainerFAI: ; 3a601 (e:6601) cp $40 ld a,$A call AICheckIfHPBelowFraction jp c,AIUseHyperPotion ld a,5 call AICheckIfHPBelowFraction ret nc jp AISwitchIfEnoughMons BrockAI: ; 3a614 (e:6614) ; if his active monster has a status condition, use a full heal ld a,[wEnemyMonStatus] and a ret z jp AIUseFullHeal MistyAI: ; 3a61c (e:661c) cp $40 ret nc jp AIUseXDefend LtSurgeAI: ; 3a622 (e:6622) cp $40 ret nc jp AIUseXSpeed ErikaAI: ; 3a628 (e:6628) cp $80 ret nc ld a,$A call AICheckIfHPBelowFraction ret nc jp AIUseSuperPotion KogaAI: ; 3a634 (e:6634) cp $40 ret nc jp AIUseXAttack BlaineAI: ; 3a63a (e:663a) cp $40 ret nc jp AIUseSuperPotion SabrinaAI: ; 3a640 (e:6640) cp $40 ret nc ld a,$A call AICheckIfHPBelowFraction ret nc jp AIUseHyperPotion Sony2AI: ; 3a64c (e:664c) cp $20 ret nc ld a,5 call AICheckIfHPBelowFraction ret nc jp AIUsePotion Sony3AI: ; 3a658 (e:6658) cp $20 ret nc ld a,5 call AICheckIfHPBelowFraction ret nc jp AIUseFullRestore LoreleiAI: ; 3a664 (e:6664) cp $80 ret nc ld a,5 call AICheckIfHPBelowFraction ret nc jp AIUseSuperPotion BrunoAI: ; 3a670 (e:6670) cp $40 ret nc jp AIUseXDefend AgathaAI: ; 3a676 (e:6676) cp $14 jp c,AISwitchIfEnoughMons cp $80 ret nc ld a,4 call AICheckIfHPBelowFraction ret nc jp AIUseSuperPotion LanceAI: ; 3a687 (e:6687) cp $80 ret nc ld a,5 call AICheckIfHPBelowFraction ret nc jp AIUseHyperPotion GenericAI: ; 3a693 (e:6693) and a ; clear carry ret ; end of individual trainer AI routines DecrementAICount: ; 3a695 (e:6695) ld hl,wAICount dec [hl] scf ret Func_3a69b: ; 3a69b (e:669b) ld a,(SFX_08_3e - SFX_Headers_08) / 3 jp PlaySoundWaitForCurrent AIUseFullRestore: ; 3a6a0 (e:66a0) call AICureStatus ld a,FULL_RESTORE ld [wcf05],a ld de,wHPBarOldHP ld hl,wEnemyMonHP + 1 ld a,[hld] ld [de],a inc de ld a,[hl] ld [de],a inc de ld hl,wEnemyMonMaxHP + 1 ld a,[hld] ld [de],a inc de ld [wHPBarMaxHP],a ld [wEnemyMonHP + 1],a ld a,[hl] ld [de],a ld [wHPBarMaxHP+1],a ld [wEnemyMonHP],a jr AIPrintItemUseAndUpdateHPBar AIUsePotion: ; 3a6ca (e:66ca) ; enemy trainer heals his monster with a potion ld a,POTION ld b,20 jr AIRecoverHP AIUseSuperPotion: ; 3a6d0 (e:66d0) ; enemy trainer heals his monster with a super potion ld a,SUPER_POTION ld b,50 jr AIRecoverHP AIUseHyperPotion: ; 3a6d6 (e:66d6) ; enemy trainer heals his monster with a hyper potion ld a,HYPER_POTION ld b,200 ; fallthrough AIRecoverHP: ; 3a6da (e:66da) ; heal b HP and print "trainer used $(a) on pokemon!" ld [wcf05],a ld hl,wEnemyMonHP + 1 ld a,[hl] ld [wHPBarOldHP],a add b ld [hld],a ld [wHPBarNewHP],a ld a,[hl] ld [wHPBarOldHP+1],a ld [wHPBarNewHP+1],a jr nc,.next inc a ld [hl],a ld [wHPBarNewHP+1],a .next inc hl ld a,[hld] ld b,a ld de,wEnemyMonMaxHP + 1 ld a,[de] dec de ld [wHPBarMaxHP],a sub b ld a,[hli] ld b,a ld a,[de] ld [wHPBarMaxHP+1],a sbc b jr nc,AIPrintItemUseAndUpdateHPBar inc de ld a,[de] dec de ld [hld],a ld [wHPBarNewHP],a ld a,[de] ld [hl],a ld [wHPBarNewHP+1],a ; fallthrough AIPrintItemUseAndUpdateHPBar: ; 3a718 (e:6718) call AIPrintItemUse_ hlCoord 2, 2 xor a ld [wHPBarType],a predef UpdateHPBar2 jp DecrementAICount AISwitchIfEnoughMons: ; 3a72a (e:672a) ; enemy trainer switches if there are 3 or more unfainted mons in party ld a,[wEnemyPartyCount] ld c,a ld hl,wEnemyMon1HP ld d,0 ; keep count of unfainted monsters ; count how many monsters haven't fainted yet .loop ld a,[hli] ld b,a ld a,[hld] or b jr z,.Fainted ; has monster fainted? inc d .Fainted push bc ld bc,$2C add hl,bc pop bc dec c jr nz,.loop ld a,d ; how many available monsters are there? cp 2 ; don't bother if only 1 or 2 jp nc,SwitchEnemyMon and a ret SwitchEnemyMon: ; 3a74b (e:674b) ; prepare to withdraw the active monster: copy hp, number, and status to roster ld a,[wEnemyMonPartyPos] ld hl,wEnemyMon1HP ld bc,wEnemyMon2 - wEnemyMon1 call AddNTimes ld d,h ld e,l ld hl,wEnemyMonHP ld bc,4 call CopyData ld hl, AIBattleWithdrawText call PrintText ld a,1 ld [wd11d],a callab EnemySendOut xor a ld [wd11d],a ld a,[wLinkState] cp LINK_STATE_BATTLING ret z scf ret AIBattleWithdrawText: ; 3a781 (e:6781) TX_FAR _AIBattleWithdrawText db "@" AIUseFullHeal: ; 3a786 (e:6786) call Func_3a69b call AICureStatus ld a,FULL_HEAL jp AIPrintItemUse AICureStatus: ; 3a791 (e:6791) ; cures the status of enemy's active pokemon ld a,[wEnemyMonPartyPos] ld hl,wEnemyMon1Status ld bc,wEnemyMon2 - wEnemyMon1 call AddNTimes xor a ld [hl],a ; clear status in enemy team roster ld [wEnemyMonStatus],a ; clear status of active enemy ld hl,W_ENEMYBATTSTATUS3 res 0,[hl] ret AIUseXAccuracy: ; 0x3a7a8 unused call Func_3a69b ld hl,W_ENEMYBATTSTATUS2 set 0,[hl] ld a,X_ACCURACY jp AIPrintItemUse AIUseGuardSpec: ; 3a7b5 (e:67b5) call Func_3a69b ld hl,W_ENEMYBATTSTATUS2 set 1,[hl] ld a,GUARD_SPEC_ jp AIPrintItemUse AIUseDireHit: ; 0x3a7c2 unused call Func_3a69b ld hl,W_ENEMYBATTSTATUS2 set 2,[hl] ld a,DIRE_HIT jp AIPrintItemUse AICheckIfHPBelowFraction: ; 3a7cf (e:67cf) ; return carry if enemy trainer's current HP is below 1 / a of the maximum ld [H_DIVISOR],a ld hl,wEnemyMonMaxHP ld a,[hli] ld [H_DIVIDEND],a ld a,[hl] ld [H_DIVIDEND + 1],a ld b,2 call Divide ld a,[H_QUOTIENT + 3] ld c,a ld a,[H_QUOTIENT + 2] ld b,a ld hl,wEnemyMonHP + 1 ld a,[hld] ld e,a ld a,[hl] ld d,a ld a,d sub b ret nz ld a,e sub c ret AIUseXAttack: ; 3a7f2 (e:67f2) ld b,$A ld a,X_ATTACK jr AIIncreaseStat AIUseXDefend: ; 3a7f8 (e:67f8) ld b,$B ld a,X_DEFEND jr AIIncreaseStat AIUseXSpeed: ; 3a7fe (e:67fe) ld b,$C ld a,X_SPEED jr AIIncreaseStat AIUseXSpecial: ; 3a804 (e:6804) ld b,$D ld a,X_SPECIAL ; fallthrough AIIncreaseStat: ; 3a808 (e:6808) ld [wcf05],a push bc call AIPrintItemUse_ pop bc ld hl,W_ENEMYMOVEEFFECT ld a,[hld] push af ld a,[hl] push af push hl ld a,$AF ld [hli],a ld [hl],b callab StatModifierUpEffect pop hl pop af ld [hli],a pop af ld [hl],a jp DecrementAICount AIPrintItemUse: ; 3a82c (e:682c) ld [wcf05],a call AIPrintItemUse_ jp DecrementAICount AIPrintItemUse_: ; 3a835 (e:6835) ; print "x used [wcf05] on z!" ld a,[wcf05] ld [wd11e],a call GetItemName ld hl, AIBattleUseItemText jp PrintText AIBattleUseItemText: ; 3a844 (e:6844) TX_FAR _AIBattleUseItemText db "@" DrawAllPokeballs: ; 3a849 (e:6849) call LoadPartyPokeballGfx call SetupOwnPartyPokeballs ld a, [W_ISINBATTLE] ; W_ISINBATTLE dec a ret z ; return if wild pokémon jp SetupEnemyPartyPokeballs DrawEnemyPokeballs: ; 0x3a857 call LoadPartyPokeballGfx jp SetupEnemyPartyPokeballs LoadPartyPokeballGfx: ; 3a85d (e:685d) ld de, PokeballTileGraphics ; $697e ld hl, vSprites + $310 ld bc, (BANK(PokeballTileGraphics) << 8) + $04 jp CopyVideoData SetupOwnPartyPokeballs: ; 3a869 (e:6869) call PlacePlayerHUDTiles ld hl, wPartyMon1 ld de, wPartyCount ; wPartyCount call SetupPokeballs ld a, $60 ld hl, W_BASECOORDX ; wd081 ld [hli], a ld [hl], a ld a, $8 ld [wTrainerEngageDistance], a ld hl, wOAMBuffer jp WritePokeballOAMData SetupEnemyPartyPokeballs: ; 3a887 (e:6887) call PlaceEnemyHUDTiles ld hl, wEnemyMons ld de, wEnemyPartyCount ; wEnemyPartyCount call SetupPokeballs ld hl, W_BASECOORDX ; wd081 ld a, $48 ld [hli], a ld [hl], $20 ld a, $f8 ld [wTrainerEngageDistance], a ld hl, wOAMBuffer + PARTY_LENGTH * 4 jp WritePokeballOAMData SetupPokeballs: ; 0x3a8a6 ld a, [de] push af ld de, wBuffer ld c, PARTY_LENGTH ld a, $34 ; empty pokeball .emptyloop ld [de], a inc de dec c jr nz, .emptyloop pop af ld de, wBuffer .monloop push af call PickPokeball inc de pop af dec a jr nz, .monloop ret PickPokeball: ; 3a8c2 (e:68c2) inc hl ld a, [hli] and a jr nz, .alive ld a, [hl] and a ld b, $33 ; crossed ball (fainted) jr z, .done_fainted .alive inc hl inc hl ld a, [hl] ; status and a ld b, $32 ; black ball (status) jr nz, .done dec b ; regular ball jr .done .done_fainted inc hl inc hl .done ld a, b ld [de], a ld bc, $0028 ; rest of mon struct add hl, bc ret WritePokeballOAMData: ; 3a8e1 (e:68e1) ld de, wBuffer ld c, PARTY_LENGTH .loop ld a, [W_BASECOORDY] ; wd082 ld [hli], a ld a, [W_BASECOORDX] ; wd081 ld [hli], a ld a, [de] ld [hli], a xor a ld [hli], a ld a, [W_BASECOORDX] ; wd081 ld b, a ld a, [wTrainerEngageDistance] add b ld [W_BASECOORDX], a ; wd081 inc de dec c jr nz, .loop ret PlacePlayerHUDTiles: ; 3a902 (e:6902) ld hl, PlayerBattleHUDGraphicsTiles ; $6916 ld de, wTrainerFacingDirection ld bc, $3 call CopyData hlCoord 18, 10 ld de, rIE ; $ffff jr PlaceHUDTiles PlayerBattleHUDGraphicsTiles: ; 3a916 (e:6916) ; The tile numbers for specific parts of the battle display for the player's pokemon db $73 ; unused ($73 is hardcoded into the routine that uses these bytes) db $77 ; lower-right corner tile of the HUD db $6F ; lower-left triangle tile of the HUD PlaceEnemyHUDTiles: ; 3a919 (e:6919) ld hl, EnemyBattleHUDGraphicsTiles ; $692d ld de, wTrainerFacingDirection ld bc, $3 call CopyData hlCoord 1, 2 ld de, $1 jr PlaceHUDTiles EnemyBattleHUDGraphicsTiles: ; 3a92d (e:692d) ; The tile numbers for specific parts of the battle display for the enemy db $73 ; unused ($73 is hardcoded in the routine that uses these bytes) db $74 ; lower-left corner tile of the HUD db $78 ; lower-right triangle tile of the HUD PlaceHUDTiles: ; 3a930 (e:6930) ld [hl], $73 ld bc, $14 add hl, bc ld a, [wTrainerScreenY] ld [hl], a ld a, $8 .asm_3a93c add hl, de ld [hl], $76 dec a jr nz, .asm_3a93c add hl, de ld a, [wTrainerScreenX] ld [hl], a ret SetupPlayerAndEnemyPokeballs: ; 3a948 (e:6948) call LoadPartyPokeballGfx ld hl, wPartyMon1Species ; wPartyMon1Species (aliases: wPartyMon1) ld de, wPartyCount ; wPartyCount call SetupPokeballs ld hl, W_BASECOORDX ; wd081 ld a, $50 ld [hli], a ld [hl], $40 ld a, $8 ld [wTrainerEngageDistance], a ld hl, wOAMBuffer call WritePokeballOAMData ld hl, wEnemyMons ; wEnemyMon1Species ld de, wEnemyPartyCount ; wEnemyPartyCount call SetupPokeballs ld hl, W_BASECOORDX ; wd081 ld a, $50 ld [hli], a ld [hl], $68 ld hl, wOAMBuffer + $18 jp WritePokeballOAMData ; four tiles: pokeball, black pokeball (status ailment), crossed out pokeball (faited) and pokeball slot (no mon) PokeballTileGraphics:: ; 3a97e (e:697e) INCBIN "gfx/pokeball.2bpp"