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 ld hl, DrawHUDsAndHPBars ld b, BANK(DrawHUDsAndHPBars) jp Bankswitch .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 "@"