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- DecrementPP:
- ; after using a move, decrement pp in battle and (if not transformed?) in party
- ld a, [de]
- cp STRUGGLE
- ret z ; if the pokemon is using "struggle", there's nothing to do
- ; we don't decrement PP for "struggle"
- ld hl, wPlayerBattleStatus1
- ld a, [hli] ; load the wPlayerBattleStatus1 pokemon status flags and increment hl to load the
- ; wPlayerBattleStatus2 status flags later
- and (1 << STORING_ENERGY) | (1 << THRASHING_ABOUT) | (1 << ATTACKING_MULTIPLE_TIMES)
- ret nz ; if any of these statuses are true, don't decrement PP
- bit USING_RAGE, [hl]
- ret nz ; don't decrement PP either if Pokemon is using Rage
- ld hl, wBattleMonPP ; PP of first move (in battle)
- ; decrement PP in the battle struct
- call .DecrementPP
- ; decrement PP in the party struct
- ld a, [wPlayerBattleStatus3]
- bit TRANSFORMED, a
- ret nz ; Return if transformed. Pokemon Red stores the "current pokemon's" PP
- ; separately from the "Pokemon in your party's" PP. This is
- ; duplication -- in all cases *other* than Pokemon with Transform.
- ; Normally, this means we have to go on and make the same
- ; modification to the "party's pokemon" PP that we made to the
- ; "current pokemon's" PP. But, if we're dealing with a Transformed
- ; Pokemon, it has separate PP for the move set that it copied from
- ; its opponent, which is *not* the same as its real PP as part of your
- ; party. So we return, and don't do that part.
- ld hl, wPartyMon1PP ; PP of first move (in party)
- ld a, [wPlayerMonNumber] ; which mon in party is active
- ld bc, wPartyMon2 - wPartyMon1
- call AddNTimes ; calculate address of the mon to modify
- .DecrementPP:
- ld a, [wPlayerMoveListIndex] ; which move (0, 1, 2, 3) did we use?
- ld c, a
- ld b, 0
- add hl ,bc ; calculate the address in memory of the PP we need to decrement
- ; based on the move chosen.
- dec [hl] ; Decrement PP
- ret
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