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https://github.com/thornAvery/kep-hack.git
synced 2025-09-17 02:40:50 +12:00
Label some battle related functions
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@ -875,7 +875,7 @@ FaintEnemyPokemon ; 0x3c567
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call WaitForSoundToFinish
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call WaitForSoundToFinish
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jr .sfxplayed
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jr .sfxplayed
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.wild_win
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.wild_win
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call Func_3c643
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call EndLowHealthAlarm
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ld a, MUSIC_DEFEATED_WILD_MON
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ld a, MUSIC_DEFEATED_WILD_MON
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call PlayBattleVictoryMusic
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call PlayBattleVictoryMusic
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.sfxplayed
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.sfxplayed
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@ -946,7 +946,7 @@ EnemyMonFaintedText: ; 0x3c63e
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TX_FAR _EnemyMonFaintedText
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TX_FAR _EnemyMonFaintedText
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db "@"
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db "@"
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Func_3c643: ; 3c643 (f:4643)
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EndLowHealthAlarm: ; 3c643 (f:4643)
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xor a
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xor a
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ld [wLowHealthAlarm], a ;disable low health alarm
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ld [wLowHealthAlarm], a ;disable low health alarm
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ld [wc02a], a
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ld [wc02a], a
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@ -996,7 +996,7 @@ ReplaceFaintedEnemyMon: ; 3c664 (f:4664)
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ret
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ret
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TrainerBattleVictory: ; 3c696 (f:4696)
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TrainerBattleVictory: ; 3c696 (f:4696)
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call Func_3c643
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call EndLowHealthAlarm
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ld b, MUSIC_DEFEATED_GYM_LEADER
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ld b, MUSIC_DEFEATED_GYM_LEADER
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ld a, [W_GYMLEADERNO]
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ld a, [W_GYMLEADERNO]
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and a
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and a
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@ -3188,7 +3188,7 @@ PlayerCalcMoveDamage: ; 3d6dc (f:56dc)
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jp c,.moveHitTest ; SetDamageEffects moves (e.g. Seismic Toss and Super Fang) skip damage calculation
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jp c,.moveHitTest ; SetDamageEffects moves (e.g. Seismic Toss and Super Fang) skip damage calculation
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call CriticalHitTest
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call CriticalHitTest
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call HandleCounterMove
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call HandleCounterMove
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jr z,asm_3d705
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jr z,handleIfMoveMissed
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call GetDamageVarsForPlayerAttack
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call GetDamageVarsForPlayerAttack
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call CalculateDamage
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call CalculateDamage
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jp z,asm_3d74b ; for moves with 0 BP, skip any further damage calculation and, for now, skip MoveHitTest
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jp z,asm_3d74b ; for moves with 0 BP, skip any further damage calculation and, for now, skip MoveHitTest
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@ -3197,7 +3197,7 @@ PlayerCalcMoveDamage: ; 3d6dc (f:56dc)
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call RandomizeDamage
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call RandomizeDamage
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.moveHitTest
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.moveHitTest
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call MoveHitTest
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call MoveHitTest
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asm_3d705
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handleIfMoveMissed
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ld a,[W_MOVEMISSED]
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ld a,[W_MOVEMISSED]
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and a
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and a
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jr z,asm_3d714
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jr z,asm_3d714
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@ -3573,7 +3573,7 @@ CheckPlayerStatusConditions: ; 3d854 (f:5854)
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ld [hl],a
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ld [hl],a
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ld a,BIDE
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ld a,BIDE
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ld [W_PLAYERMOVENUM],a
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ld [W_PLAYERMOVENUM],a
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ld hl,asm_3d705 ; skip damage calculation, DecrementPP and MoveHitTest
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ld hl,handleIfMoveMissed ; skip damage calculation, DecrementPP and MoveHitTest
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jp .returnToHL
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jp .returnToHL
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.ThrashingAboutCheck
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.ThrashingAboutCheck
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@ -4481,7 +4481,7 @@ CalculateDamage: ; 3df65 (f:5f65)
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; d: base power
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; d: base power
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; e: level
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; e: level
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ld a, [$fff3] ; whose turn?
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ld a, [H_WHOSETURN] ; whose turn?
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and a
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and a
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ld a, [W_PLAYERMOVEEFFECT]
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ld a, [W_PLAYERMOVEEFFECT]
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jr z, .effect
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jr z, .effect
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@ -4504,7 +4504,7 @@ CalculateDamage: ; 3df65 (f:5f65)
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; Calculate OHKO damage based on remaining HP.
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; Calculate OHKO damage based on remaining HP.
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cp a, OHKO_EFFECT
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cp a, OHKO_EFFECT
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jp z, Func_3e016
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jp z, JumpToOHKOMoveEffect
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; Don't calculate damage for moves that don't do any.
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; Don't calculate damage for moves that don't do any.
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ld a, d ; base power
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ld a, d ; base power
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@ -4636,7 +4636,7 @@ CalculateDamage: ; 3df65 (f:5f65)
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and a
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and a
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ret
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ret
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Func_3e016: ; 3e016 (f:6016)
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JumpToOHKOMoveEffect: ; 3e016 (f:6016)
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call JumpMoveEffect
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call JumpMoveEffect
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ld a, [W_MOVEMISSED]
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ld a, [W_MOVEMISSED]
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dec a
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dec a
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@ -5066,7 +5066,7 @@ AttackSubstitute: ; 3e25e (f:625e)
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; the Substitute had before being attacked.
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; the Substitute had before being attacked.
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ld h,b
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ld h,b
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ld l,c
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ld l,c
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res 4,[hl] ; unset the substitute bit
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res HasSubstituteUp,[hl] ; unset the substitute bit
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ld hl,SubstituteBrokeText
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ld hl,SubstituteBrokeText
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call PrintText
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call PrintText
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; flip whose turn it is for the next function call
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; flip whose turn it is for the next function call
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@ -7096,14 +7096,14 @@ JumpMoveEffect: ; 3f132 (f:7132)
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ret
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ret
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_JumpMoveEffect: ; 3f138 (f:7138)
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_JumpMoveEffect: ; 3f138 (f:7138)
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ld a, [$fff3] ;whose turn?
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ld a, [H_WHOSETURN]
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and a
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and a
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ld a, [W_PLAYERMOVEEFFECT]
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ld a, [W_PLAYERMOVEEFFECT]
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jr z, .next1
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jr z, .next1
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ld a, [W_ENEMYMOVEEFFECT]
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ld a, [W_ENEMYMOVEEFFECT]
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.next1
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.next1
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dec a ;subtract 1, there is no special effect for 00
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dec a ; subtract 1, there is no special effect for 00
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add a ;x2, 16bit pointers
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add a ; x2, 16bit pointers
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ld hl, MoveEffectPointerTable
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ld hl, MoveEffectPointerTable
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ld b, 0
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ld b, 0
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ld c, a
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ld c, a
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@ -7111,7 +7111,7 @@ _JumpMoveEffect: ; 3f138 (f:7138)
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ld a, [hli]
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ld a, [hli]
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ld h, [hl]
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ld h, [hl]
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ld l, a
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ld l, a
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jp [hl] ;jump to special effect handler
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jp [hl] ; jump to special effect handler
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MoveEffectPointerTable: ; 3f150 (f:7150)
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MoveEffectPointerTable: ; 3f150 (f:7150)
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dw SleepEffect ; unused effect
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dw SleepEffect ; unused effect
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@ -7376,7 +7376,7 @@ FreezeBurnParalyzeEffect: ; 3f30c (f:730c)
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ld [wcc5b], a
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ld [wcc5b], a
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call CheckTargetSubstitute ; test bit 4 of d063/d068 flags [target has substitute flag]
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call CheckTargetSubstitute ; test bit 4 of d063/d068 flags [target has substitute flag]
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ret nz ; return if they have a substitute, can't effect them
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ret nz ; return if they have a substitute, can't effect them
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ld a, [$fff3]
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ld a, [H_WHOSETURN]
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and a
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and a
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jp nz, opponentAttacker
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jp nz, opponentAttacker
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ld a, [wEnemyMonStatus]
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ld a, [wEnemyMonStatus]
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@ -7488,7 +7488,7 @@ CheckDefrost: ; 3f3e2 (f:73e2)
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; any fire-type move that has a chance inflict burn (all but Fire Spin) will defrost a frozen target
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; any fire-type move that has a chance inflict burn (all but Fire Spin) will defrost a frozen target
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and a, 1 << FRZ ; are they frozen?
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and a, 1 << FRZ ; are they frozen?
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ret z ; return if so
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ret z ; return if so
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ld a, [$fff3]
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ld a, [H_WHOSETURN]
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and a
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and a
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jr nz, .opponent
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jr nz, .opponent
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;player [attacker]
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;player [attacker]
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@ -7885,7 +7885,7 @@ MoveMissed: ; 3f65a (f:765a)
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ld a, [de]
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ld a, [de]
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cp $44
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cp $44
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ret nc
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ret nc
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jp Func_3fb4e
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jp ConditionalPrintButItFailed
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MonsStatsFellText: ; 3f661 (f:7661)
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MonsStatsFellText: ; 3f661 (f:7661)
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TX_FAR _MonsStatsFellText
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TX_FAR _MonsStatsFellText
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@ -8084,7 +8084,7 @@ SwitchAndTeleportEffect: ; 3f739 (f:7739)
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ld a, [W_ENEMYMOVENUM]
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ld a, [W_ENEMYMOVENUM]
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cp TELEPORT
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cp TELEPORT
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jp nz, PrintText
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jp nz, PrintText
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jp Func_3fb4e
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jp ConditionalPrintButItFailed
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.asm_3f7e4
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.asm_3f7e4
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push af
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push af
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call PlayBattleAnimation
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call PlayBattleAnimation
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@ -8358,7 +8358,7 @@ ConfusionEffectFailed: ; 3f9a6 (f:79a6)
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ret z
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ret z
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ld c, $32
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ld c, $32
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call DelayFrames
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call DelayFrames
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jp Func_3fb4e
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jp ConditionalPrintButItFailed
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ParalyzeEffect: ; 3f9b1 (f:79b1)
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ParalyzeEffect: ; 3f9b1 (f:79b1)
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ld hl, ParalyzeEffect_
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ld hl, ParalyzeEffect_
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@ -8613,10 +8613,10 @@ NoEffectText: ; 3fb49 (f:7b49)
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TX_FAR _NoEffectText
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TX_FAR _NoEffectText
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db "@"
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db "@"
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Func_3fb4e: ; 3fb4e (f:7b4e)
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ConditionalPrintButItFailed: ; 3fb4e (f:7b4e)
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ld a, [wMoveDidntMiss]
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ld a, [wMoveDidntMiss]
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and a
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and a
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ret nz
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ret nz ; return if the side effect failed, yet the attack was successful
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PrintButItFailedText_: ; 3fb53 (f:7b53)
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PrintButItFailedText_: ; 3fb53 (f:7b53)
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ld hl, ButItFailedText
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ld hl, ButItFailedText
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