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46 lines
1.1 KiB
NASM
46 lines
1.1 KiB
NASM
ReflectLightScreenEffect_: ; f645d (3d:645d)
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ld hl, W_PLAYERBATTSTATUS3
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ld de, W_PLAYERMOVEEFFECT
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ld a, [H_WHOSETURN]
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and a
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jr z, .reflectLightScreenEffect
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ld hl, W_ENEMYBATTSTATUS3
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ld de, W_ENEMYMOVEEFFECT
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.reflectLightScreenEffect
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ld a, [de]
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cp LIGHT_SCREEN_EFFECT
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jr nz, .reflect
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bit HasLightScreenUp, [hl] ; is mon already protected by light screen?
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jr nz, .moveFailed
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set HasLightScreenUp, [hl] ; mon is now protected by light screen
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ld hl, LightScreenProtectedText
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jr .playAnim
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.reflect
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bit HasReflectUp, [hl] ; is mon already protected by reflect?
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jr nz, .moveFailed
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set HasReflectUp, [hl] ; mon is now protected by reflect
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ld hl, ReflectGainedArmorText
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.playAnim
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push hl
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ld hl, PlayCurrentMoveAnimation
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call Bankswitch3DtoF
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pop hl
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jp PrintText
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.moveFailed
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ld c, 50
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call DelayFrames
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ld hl, PrintButItFailedText_
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jp Bankswitch3DtoF
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LightScreenProtectedText: ; f649d (3d:649d)
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TX_FAR _LightScreenProtectedText
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db "@"
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ReflectGainedArmorText: ; f64a2 (3d:64a2)
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TX_FAR _ReflectGainedArmorText
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db "@"
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Bankswitch3DtoF: ; f64a7 (3d:64a7)
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ld b, $f ; BANK(BattleCore)
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jp Bankswitch
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