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Add a CANNOT_MOVE constant (#508)
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@@ -173,6 +173,8 @@
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const STRUGGLE ; a5
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DEF NUM_ATTACKS EQU const_value - 1
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DEF CANNOT_MOVE EQU $ff
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; Moves do double duty as animation identifiers.
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const SHOWPIC_ANIM
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@@ -317,7 +317,7 @@ MainInBattleLoop:
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bit USING_TRAPPING_MOVE, a ; check if enemy is using a multi-turn attack like wrap
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jr z, .selectPlayerMove ; if not, jump
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; enemy is using a multi-turn attack like wrap, so player is trapped and cannot execute a move
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ld a, $ff
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ld a, CANNOT_MOVE
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ld [wPlayerSelectedMove], a
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jr .selectEnemyMove
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.selectPlayerMove
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@@ -3018,7 +3018,8 @@ LinkBattleExchangeData:
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ld b, LINKBATTLE_STRUGGLE
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jr z, .next
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dec b ; LINKBATTLE_NO_ACTION
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inc a ; does move equal -1 (i.e. no action)?
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ASSERT CANNOT_MOVE == $ff
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inc a
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jr z, .next
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ld a, [wPlayerMoveListIndex]
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jr .doExchange
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@@ -3071,8 +3072,9 @@ ExecutePlayerMove:
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xor a
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ldh [hWhoseTurn], a ; set player's turn
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ld a, [wPlayerSelectedMove]
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ASSERT CANNOT_MOVE == $ff
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inc a
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jp z, ExecutePlayerMoveDone ; for selected move = FF, skip most of player's turn
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jp z, ExecutePlayerMoveDone ; if the player cannot move, skip most of their turn
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xor a
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ld [wMoveMissed], a
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ld [wMonIsDisobedient], a
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@@ -5584,6 +5586,7 @@ RandomizeDamage:
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; for more detailed commentary, see equivalent function for player side (ExecutePlayerMove)
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ExecuteEnemyMove:
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ld a, [wEnemySelectedMove]
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ASSERT CANNOT_MOVE == $ff
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inc a
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jp z, ExecuteEnemyMoveDone
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call PrintGhostText
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