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Low health alarm documentation
RenaKunisaki
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9 changed files with 71 additions and 52 deletions
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@ -45,7 +45,7 @@ EndOfBattle: ; 137aa (4:77aa)
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predef EvolutionAfterBattle
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.resetVariables
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xor a
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ld [wd083], a
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ld [wLowHealthAlarm], a ;disable low health alarm
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ld [wc02a], a
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ld [W_ISINBATTLE], a
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ld [W_BATTLETYPE], a
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@ -947,7 +947,7 @@ EnemyMonFaintedText: ; 0x3c63e
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Func_3c643: ; 3c643 (f:4643)
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xor a
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ld [wd083], a
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ld [wLowHealthAlarm], a ;disable low health alarm
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ld [wc02a], a
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inc a
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ld [wccf6], a
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@ -1089,15 +1089,15 @@ RemoveFaintedPlayerMon: ; 3c741 (f:4741)
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predef FlagActionPredef ; clear gain exp flag for fainted mon
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ld hl, W_ENEMYBATTSTATUS1
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res 2, [hl] ; reset "attacking multiple times" flag
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ld a, [wd083]
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ld a, [wLowHealthAlarm]
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bit 7, a ; skip sound flag (red bar (?))
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jr z, .skipWaitForSound
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ld a, $ff
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ld [wd083], a
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ld [wLowHealthAlarm], a ;disable low health alarm
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call WaitForSoundToFinish
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.skipWaitForSound
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; bug? if the player mon faints while the enemy mon is using bide,
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; the accumulated damage is overwritten. xxx what values can [wd083] have here?
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; the accumulated damage is overwritten. xxx what values can [wLowHealthAlarm] have here?
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ld hl, wEnemyBideAccumulatedDamage
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ld [hli], a
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ld [hl], a
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@ -1934,16 +1934,16 @@ DrawPlayerHUDAndHPBar: ; 3cd60 (f:4d60)
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cp $2
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jr z, .asm_3cde6
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.asm_3cdd9
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ld hl, wd083
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bit 7, [hl]
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ld hl, wLowHealthAlarm
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bit 7, [hl] ;low health alarm enabled?
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ld [hl], $0
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ret z
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xor a
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ld [wc02a], a
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ret
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.asm_3cde6
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ld hl, wd083
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set 7, [hl]
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ld hl, wLowHealthAlarm
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set 7, [hl] ;enable low health alarm
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ret
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DrawEnemyHUDAndHPBar: ; 3cdec (f:4dec)
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