ParalyzeEffect_: ld hl, wEnemyMonStatus ld de, wPlayerMoveType ld a, [H_WHOSETURN] and a jp z, .next ld hl, wBattleMonStatus ld de, wEnemyMoveType .next ld a, [hl] and a ; does the target already have a status ailment? jr nz, .didntAffect ; check if the target is immune due to types ld a, [de] cp ELECTRIC jr nz, .hitTest ld b, h ld c, l inc bc ld a, [bc] cp GROUND jr z, .doesntAffect inc bc ld a, [bc] cp GROUND jr z, .doesntAffect .hitTest push hl callab MoveHitTest pop hl ld a, [wMoveMissed] and a jr nz, .didntAffect set PAR, [hl] callab QuarterSpeedDueToParalysis ld c, 30 call DelayFrames callab PlayCurrentMoveAnimation jpab PrintMayNotAttackText .didntAffect ld c, 50 call DelayFrames jpab PrintDidntAffectText .doesntAffect ld c, 50 call DelayFrames jpab PrintDoesntAffectText