pokered-rematch/engine/battle/moveEffects/recoil_effect.asm

71 lines
1.2 KiB
NASM

RecoilEffect_:
ld a, [H_WHOSETURN]
and a
ld a, [wPlayerMoveNum]
ld hl, wBattleMonMaxHP
jr z, .recoilEffect
ld a, [wEnemyMoveNum]
ld hl, wEnemyMonMaxHP
.recoilEffect
ld d, a
ld a, [wDamage]
ld b, a
ld a, [wDamage + 1]
ld c, a
srl b
rr c
ld a, d
cp STRUGGLE ; struggle deals 50% recoil damage
jr z, .gotRecoilDamage
srl b
rr c
.gotRecoilDamage
ld a, b
or c
jr nz, .updateHP
inc c ; minimum recoil damage is 1
.updateHP
; subtract HP from user due to the recoil damage
ld a, [hli]
ld [wHPBarMaxHP+1], a
ld a, [hl]
ld [wHPBarMaxHP], a
push bc
ld bc, wBattleMonHP - wBattleMonMaxHP
add hl, bc
pop bc
ld a, [hl]
ld [wHPBarOldHP], a
sub c
ld [hld], a
ld [wHPBarNewHP], a
ld a, [hl]
ld [wHPBarOldHP+1], a
sbc b
ld [hl], a
ld [wHPBarNewHP+1], a
jr nc, .getHPBarCoords
; if recoil damage is higher than the Pokemon's HP, set its HP to 0
xor a
ld [hli], a
ld [hl], a
ld hl, wHPBarNewHP
ld [hli], a
ld [hl], a
.getHPBarCoords
coord hl, 10, 9
ld a, [H_WHOSETURN]
and a
ld a, $1
jr z, .updateHPBar
coord hl, 2, 2
xor a
.updateHPBar
ld [wHPBarType], a
predef UpdateHPBar2
ld hl, HitWithRecoilText
jp PrintText
HitWithRecoilText:
TX_FAR _HitWithRecoilText
db "@"