ReflectLightScreenEffect_: ld hl, wPlayerBattleStatus3 ld de, wPlayerMoveEffect ld a, [H_WHOSETURN] and a jr z, .reflectLightScreenEffect ld hl, wEnemyBattleStatus3 ld de, wEnemyMoveEffect .reflectLightScreenEffect ld a, [de] cp LIGHT_SCREEN_EFFECT jr nz, .reflect bit HasLightScreenUp, [hl] ; is mon already protected by light screen? jr nz, .moveFailed set HasLightScreenUp, [hl] ; mon is now protected by light screen ld hl, LightScreenProtectedText jr .playAnim .reflect bit HasReflectUp, [hl] ; is mon already protected by reflect? jr nz, .moveFailed set HasReflectUp, [hl] ; mon is now protected by reflect ld hl, ReflectGainedArmorText .playAnim push hl ld hl, PlayCurrentMoveAnimation call BankswitchEtoF pop hl jp PrintText .moveFailed ld c, 50 call DelayFrames ld hl, PrintButItFailedText_ jp BankswitchEtoF LightScreenProtectedText: TX_FAR _LightScreenProtectedText db "@" ReflectGainedArmorText: TX_FAR _ReflectGainedArmorText db "@" BankswitchEtoF: ld b, BANK(BattleCore) jp Bankswitch