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import asm65816
import ASMRef
ROM[0xC2311B] = JMP_l (Battle_Window)
// C4A1F2
// Text window used
// By default,
// Small window 18 (0x12)
// Medium window 15 (0x0F)
import asm65816
import ASMRef
define Fire_A_Power = 80
define Fire_B_Power = 160
define Fire_G_Power = 240
define Fire_O_Power = 320
Fire_General: {
REP (0x31)
import asm65816
import ASMRef
define Freeze_A_Power = 180
define Freeze_B_Power = 360
define Freeze_G_Power = 540
define Freeze_O_Power = 720
define Solidification_Chance = 25
Freeze_General: {
import asm65816
import ASMRef
define Rockin_A_Power = 80
define Rockin_B_Power = 180
define Rockin_G_Power = 320
define Rockin_O_Power = 640
Rockin_General: {
REP (0x31)
import asm65816
import ASMRef
define Starstorm_A_Power = 360
define Starstorm_O_Power = 720
Starstorm_General: {
REP (0x31)
PHD
PHA
import asm65816
import ASMRef
define Thunder_A_Damage = 120
define Thunder_B_Damage = 120
define Thunder_G_Damage = 200
define Thunder_O_Damage = 200
define Thunder_A_Hits = 1
define Thunder_B_Hits = 2
define Thunder_G_Hits = 3
import asm65816
import ASMRef
Flash_Alpha: {
REP (0x31)
JSL (NPC_Check) //Checks if target is an NPC
CMP_i (0x0000)
BNE_a (FlashA_Return) //Attack fails if target is an NPC
JSL (Flash_Immunity_Test)
CMP_i (0x0000)
import asm65816
import ASMRef
define Lifeup_A_Power = 100
define Lifeup_B_Power = 300
define Lifeup_G_Power = 10000
define Lifeup_O_Power = 400
Lifeup_General: {
REP (0x31)
import asm65816
import ASMRef
Healing_Alpha: {
REP (0x31)
PHD
TDC
ADC_i (0xFFEE)
TCD
LDA_a (0xA972) //Loads Current target to Accumulator
import asm65816
import ASMRef
Magnet_No_PP_Text:
newline
"@{target} does not have any PP![03]"
eob
Magnet: {
REP (0x31)