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- 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 HAS_LIGHT_SCREEN_UP, [hl] ; is mon already protected by light screen?
- jr nz, .moveFailed
- set HAS_LIGHT_SCREEN_UP, [hl] ; mon is now protected by light screen
- ld hl, LightScreenProtectedText
- jr .playAnim
- .reflect
- bit HAS_REFLECT_UP, [hl] ; is mon already protected by reflect?
- jr nz, .moveFailed
- set HAS_REFLECT_UP, [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
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