Fox_Drop: PUSH DE LD E, $04 CALL =Check_attack_already_learnt CP $01 JR Z, =.drops.ep_regen_item .drops.attack_item: LD D, $6C LD E, $06 CALL =RNG_Step AND $03 CP $00 CALL Z, =Spawn_object JR =.drops.end .drops.ep_regen_item: LD D, $68 LD E, $03 CALL =RNG_Step AND $03 CP $00 CALL Z, =Spawn_object .drops.end: POP DE RET Fox_Turn: LD A, $mem_map_loading_flags BIT 3, A RET Z PUSH HL PUSH BC PUSH DE INC HL LD A, (HL+) LD B, A LD A, (HL+) LD C, A LD A, (HL+) LD D, A .RESET_BLINKING_MODE .ENTITY_HEALTH_CHECK =.Skip_turn =Fox_Drop .ENTITY_FREEZE_SHIVER =.Skip_turn .ENTITY_STATUS_SKIP_TURN =.Skip_turn .ENTITY_TRY_ATTACK =Laser_sight_check =Laser_Prepare_Attack =.attack_end .ENTITY_TRY_ATTACK =Check_player_next_to =Basic_Enemy_Attack =.attack_end CALL =Walking .attack_end: CALL =Entity_End_movement CALL =Apply_Prepared_Laser_Enemy_Attack .Skip_Turn: LD A, L AND $f0 LD L, A INC HL LD A, B LD (HL+), A LD A, C LD (HL+), A LD A, D LD (HL+), A POP DE POP BC POP HL RET