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Jul 23rd, 2019
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  1. cp EVOLVE_RANDOM
  2. jr z, .random
  3.  
  4. cp EVOLVE_RANDOM2
  5. jr z, .random2
  6.  
  7. [...]
  8.  
  9. .random
  10. ; load hp into d
  11. ld a, [wTempMonHP]
  12. ld d, a
  13. ; load mon id into a
  14. ld a, [wTempMonID]
  15. ; load 254 into b
  16. ld b, $FE
  17. ; reset c
  18. ld c, 0
  19. ;
  20. sub a, d
  21. jr .randomdivide
  22.  
  23. .randomdivide
  24. ; **BREATH IN**
  25. ; d equals the hp, a equals the id, b equals 250, c equals 0
  26. ; so...
  27. ;
  28. ; increment c
  29. inc c
  30. ; load a into d, saving it for later
  31. ld d, a
  32. ; load c into a, loading the count into memory.
  33. ld a, c
  34. ; is "c" 250? if so get outta here, that's the max number.
  35. cp $F0
  36. jr z, .randomfinishloop
  37. ; load a BACK into c, then load d BACK into a
  38. ld c, a
  39. ld a, d
  40. ; subtract b from a
  41. sub b
  42. ; if the value is zero, we've gotten our result.
  43. jr z, .randomfinishloop
  44. jr .randomdivide
  45.  
  46. .randomfinishloop
  47. ; load c into a
  48. ld a, c
  49. ; is a bigger then 100?
  50. cp $9A
  51. ; if so, proceed into evolution
  52. jr nc, .proceed
  53.  
  54. .random2
  55. ; load the pokemon level into d
  56. ld a, [wTempMonLevel]
  57. ld d, a
  58. ; load mon id into a
  59. ld a, [wTempMonID]
  60. ; load 254 into b
  61. ld b, $FE
  62. ; reset c
  63. ld c, 0
  64. sub a, d
  65. jr .randomdivide
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