Penguin_Drop: PUSH DE LD E, $03 CALL =Check_attack_already_learnt CP $01 JR Z, =.drops.ep_regen_item .drops.attack_item: LD D, $6C LD E, $05 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 Penguin_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 .ENTITY_HEALTH_CHECK =.Skip_turn =Penguin_Drop .ENTITY_FREEZE_SHIVER =.Skip_turn .ENTITY_STATUS_SKIP_TURN =.Skip_turn .RESET_BLINKING_MODE LD A, $mem_moving_animation_step CP $00 JR NZ, =.attack_end LD A, $mem_bunny_status CP $01 JR Z, =.Run_away CP $04 JR Z, =.Run_away .ENTITY_TRY_ATTACK =Freeze_sight_check =Freeze_Enemy_Attack =.attack_end CALL =Walking JR =.attack_end .Run_away: CALL =Walking_Away .attack_end: CALL =Entity_End_movement .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