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# ifndef GUARD_BATTLE_H
# define GUARD_BATTLE_H
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// should they be included here or included individually by every file?
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# include "constants/battle.h"
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# include "constants/form_change_types.h"
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# include "battle_main.h"
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# include "battle_message.h"
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# include "battle_util.h"
# include "battle_script_commands.h"
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# include "battle_ai_switch_items.h"
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# include "battle_gfx_sfx_util.h"
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# include "battle_util2.h"
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# include "battle_bg.h"
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# include "pokeball.h"
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# include "battle_debug.h"
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# include "battle_dynamax.h"
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# include "random.h" // for rng_value_t
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// Used to exclude moves learned temporarily by Transform or Mimic
# define MOVE_IS_PERMANENT(battler, moveSlot) \
( ! ( gBattleMons [ battler ] . status2 & STATUS2_TRANSFORMED ) \
& & ! ( gDisableStructs [ battler ] . mimickedMoves & gBitTable [ moveSlot ] ) )
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// Battle Actions
// These determine what each battler will do in a turn
# define B_ACTION_USE_MOVE 0
# define B_ACTION_USE_ITEM 1
# define B_ACTION_SWITCH 2
# define B_ACTION_RUN 3
# define B_ACTION_SAFARI_WATCH_CAREFULLY 4
# define B_ACTION_SAFARI_BALL 5
# define B_ACTION_SAFARI_POKEBLOCK 6
# define B_ACTION_SAFARI_GO_NEAR 7
# define B_ACTION_SAFARI_RUN 8
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# define B_ACTION_WALLY_THROW 9
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# define B_ACTION_EXEC_SCRIPT 10
# define B_ACTION_TRY_FINISH 11
# define B_ACTION_FINISHED 12
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# define B_ACTION_CANCEL_PARTNER 12 // when choosing an action
# define B_ACTION_NOTHING_FAINTED 13 // when choosing an action
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# define B_ACTION_DEBUG 20
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# define B_ACTION_THROW_BALL 21 // R to throw last used ball
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# define B_ACTION_NONE 0xFF
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# define BATTLE_BUFFER_LINK_SIZE 0x1000
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// Special indicator value for shellBellDmg in SpecialStatus
# define IGNORE_SHELL_BELL 0xFFFF
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// For defining EFFECT_HIT etc. with battle TV scores and flags etc.
struct __attribute__ ( ( packed , aligned ( 2 ) ) ) BattleMoveEffect
{
const u8 * battleScript ;
u16 battleTvScore : 3 ;
u16 encourageEncore : 1 ;
u16 flags : 12 ; // coming soon...
} ;
# define GET_MOVE_BATTLESCRIPT(move) gBattleMoveEffects[gBattleMoves[move].effect].battleScript
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struct ResourceFlags
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{
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u32 flags [ MAX_BATTLERS_COUNT ] ;
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} ;
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# define RESOURCE_FLAG_FLASH_FIRE 0x1
# define RESOURCE_FLAG_ROOST 0x2
# define RESOURCE_FLAG_UNBURDEN 0x4
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# define RESOURCE_FLAG_UNUSED 0x8
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# define RESOURCE_FLAG_TRACED 0x10
# define RESOURCE_FLAG_EMERGENCY_EXIT 0x20
# define RESOURCE_FLAG_NEUTRALIZING_GAS 0x40
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# define RESOURCE_FLAG_ICE_FACE 0x80
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struct DisableStruct
{
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u32 transformedMonPersonality ;
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bool8 transformedMonShininess ;
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u16 disabledMove ;
u16 encoredMove ;
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u8 protectUses : 4 ;
u8 stockpileCounter : 4 ;
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s8 stockpileDef ;
s8 stockpileSpDef ;
s8 stockpileBeforeDef ;
s8 stockpileBeforeSpDef ;
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u8 substituteHP ;
u8 encoredMovePos ;
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u8 disableTimer : 4 ;
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u8 encoreTimer : 4 ;
u8 perishSongTimer : 4 ;
u8 furyCutterCounter ;
u8 rolloutTimer : 4 ;
u8 rolloutTimerStartValue : 4 ;
u8 chargeTimer : 4 ;
u8 tauntTimer : 4 ;
u8 battlerPreventingEscape ;
u8 battlerWithSureHit ;
u8 isFirstTurn ;
u8 truantCounter : 1 ;
u8 truantSwitchInHack : 1 ;
u8 mimickedMoves : 4 ;
u8 rechargeTimer ;
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u8 autotomizeCount ;
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u8 slowStartTimer ;
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u8 embargoTimer ;
u8 magnetRiseTimer ;
u8 telekinesisTimer ;
u8 healBlockTimer ;
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u8 laserFocusTimer ;
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u8 throatChopTimer ;
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u8 wrapTurns ;
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u8 tormentTimer : 4 ; // used for G-Max Meltdown
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u8 usedMoves : 4 ;
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u8 noRetreat : 1 ;
u8 tarShot : 1 ;
u8 octolock : 1 ;
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u8 cudChew : 1 ;
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u8 spikesDone : 1 ;
u8 toxicSpikesDone : 1 ;
u8 stickyWebDone : 1 ;
u8 stealthRockDone : 1 ;
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u8 syrupBombTimer ;
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u8 syrupBombIsShiny : 1 ;
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u8 steelSurgeDone : 1 ;
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u8 weatherAbilityDone : 1 ;
u8 terrainAbilityDone : 1 ;
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u8 usedProteanLibero : 1 ;
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} ;
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struct ProtectStruct
{
u32 protected : 1 ;
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u32 spikyShielded : 1 ;
u32 kingsShielded : 1 ;
u32 banefulBunkered : 1 ;
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u32 obstructed : 1 ;
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u32 endured : 1 ;
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u32 noValidMoves : 1 ;
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u32 helpingHand : 1 ;
u32 bounceMove : 1 ;
u32 stealMove : 1 ;
u32 prlzImmobility : 1 ;
u32 confusionSelfDmg : 1 ;
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u32 targetAffected : 1 ;
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u32 chargingTurn : 1 ;
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u32 fleeType : 2 ; // 0: Normal, 1: FLEE_ITEM, 2: FLEE_ABILITY
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u32 usedImprisonedMove : 1 ;
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u32 loveImmobility : 1 ;
u32 usedDisabledMove : 1 ;
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u32 usedTauntedMove : 1 ;
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u32 flag2Unknown : 1 ; // Only set to 0 once. Checked in 'WasUnableToUseMove' function.
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u32 flinchImmobility : 1 ;
u32 notFirstStrike : 1 ;
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u32 palaceUnableToUseMove : 1 ;
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u32 usesBouncedMove : 1 ;
u32 usedHealBlockedMove : 1 ;
u32 usedGravityPreventedMove : 1 ;
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u32 powderSelfDmg : 1 ;
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u32 usedThroatChopPreventedMove : 1 ;
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u32 statRaised : 1 ;
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u32 usedMicleBerry : 1 ;
u32 usedCustapBerry : 1 ; // also quick claw
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u32 touchedProtectLike : 1 ;
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// End of 32-bit bitfield
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u16 disableEjectPack : 1 ;
u16 statFell : 1 ;
u16 pranksterElevated : 1 ;
u16 quickDraw : 1 ;
u16 beakBlastCharge : 1 ;
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u16 quash : 1 ;
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u16 shellTrap : 1 ;
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u16 maxGuarded : 1 ;
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u16 silkTrapped : 1 ;
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u16 burningBulwarked : 1 ;
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u16 eatMirrorHerb : 1 ;
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u16 activateOpportunist : 2 ; // 2 - to copy stats. 1 - stats copied (do not repeat). 0 - no stats to copy
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u16 usedAllySwitch : 1 ;
Undo PokeCodec's PRs
This commit undoes most of PokeCodec's PRs after the debate in chat. Some
harmless or completely superseded PRs have been left alone, as there is not
much benefit in attempting to undo them.
Reverts #1104, #1108, #1115, #1118, #1119, #1124, #1126, #1127, #1132, #1136,
#1137, #1139, #1140, #1144, #1148, #1149, #1150, #1153, #1155, #1177, #1179,
#1180, #1181, #1182 and #1183.
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u32 physicalDmg ;
u32 specialDmg ;
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u8 physicalBattlerId ;
u8 specialBattlerId ;
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} ;
struct SpecialStatus
{
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s32 shellBellDmg ;
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s32 physicalDmg ;
s32 specialDmg ;
u8 physicalBattlerId ;
u8 specialBattlerId ;
u8 changedStatsBattlerId ; // Battler that was responsible for the latest stat change. Can be self.
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u8 statLowered : 1 ;
u8 lightningRodRedirected : 1 ;
u8 restoredBattlerSprite : 1 ;
u8 traced : 1 ;
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u8 faintedHasReplacement : 1 ;
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u8 focusBanded : 1 ;
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u8 focusSashed : 1 ;
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// End of byte
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u8 sturdied : 1 ;
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u8 stormDrainRedirected : 1 ;
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u8 switchInAbilityDone : 1 ;
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u8 switchInItemDone : 1 ;
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u8 instructedChosenTarget : 3 ;
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u8 berryReduced : 1 ;
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// End of byte
u8 gemParam ;
// End of byte
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u8 gemBoost : 1 ;
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u8 rototillerAffected : 1 ; // to be affected by rototiller
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u8 parentalBondState : 2 ;
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u8 multiHitOn : 1 ;
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u8 announceNeutralizingGas : 1 ; // See Cmd_switchineffects
u8 neutralizingGasRemoved : 1 ; // See VARIOUS_TRY_END_NEUTRALIZING_GAS
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u8 affectionEndured : 1 ;
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// End of byte
u8 damagedMons : 4 ; // Mons that have been damaged directly by using a move, includes substitute.
u8 dancerUsedMove : 1 ;
u8 dancerOriginalTarget : 3 ;
// End of byte
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u8 emergencyExited : 1 ;
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u8 afterYou : 1 ;
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u8 preventLifeOrbDamage : 1 ; // So that Life Orb doesn't activate various effects.
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} ;
struct SideTimer
{
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u8 reflectTimer ;
u8 reflectBattlerId ;
u8 lightscreenTimer ;
u8 lightscreenBattlerId ;
u8 mistTimer ;
u8 mistBattlerId ;
u8 safeguardTimer ;
u8 safeguardBattlerId ;
u8 spikesAmount ;
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u8 toxicSpikesAmount ;
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u8 stealthRockAmount ;
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u8 stickyWebAmount ;
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u8 stickyWebBattlerId ;
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u8 stickyWebBattlerSide ; // Used for Court Change
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u8 auroraVeilTimer ;
u8 auroraVeilBattlerId ;
u8 tailwindTimer ;
u8 tailwindBattlerId ;
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u8 luckyChantTimer ;
u8 luckyChantBattlerId ;
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u8 steelsurgeAmount ;
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// Timers below this point are not swapped by Court Change
u8 followmeTimer ;
u8 followmeTarget : 3 ;
u8 followmePowder : 1 ; // Rage powder, does not affect grass type pokemon.
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u8 retaliateTimer ;
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u8 damageNonTypesTimer ;
u8 damageNonTypesType ;
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u8 rainbowTimer ;
u8 seaOfFireTimer ;
u8 swampTimer ;
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} ;
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struct FieldTimer
{
u8 mudSportTimer ;
u8 waterSportTimer ;
u8 wonderRoomTimer ;
u8 magicRoomTimer ;
u8 trickRoomTimer ;
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u8 terrainTimer ;
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u8 gravityTimer ;
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u8 fairyLockTimer ;
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} ;
struct WishFutureKnock
{
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u8 futureSightCounter [ MAX_BATTLERS_COUNT ] ;
u8 futureSightAttacker [ MAX_BATTLERS_COUNT ] ;
u16 futureSightMove [ MAX_BATTLERS_COUNT ] ;
u8 wishCounter [ MAX_BATTLERS_COUNT ] ;
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u8 wishPartyId [ MAX_BATTLERS_COUNT ] ;
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u8 weatherDuration ;
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u8 knockedOffMons [ NUM_BATTLE_SIDES ] ; // Each battler is represented by a bit.
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} ;
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struct AI_SavedBattleMon
{
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u16 ability ;
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u16 moves [ MAX_MON_MOVES ] ;
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u16 heldItem ;
u16 species ;
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u8 types [ 3 ] ;
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} ;
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struct AiPartyMon
{
u16 species ;
u16 item ;
u16 heldEffect ;
u16 ability ;
u16 gender ;
u16 level ;
u16 moves [ MAX_MON_MOVES ] ;
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u32 status ;
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bool8 isFainted ;
bool8 wasSentInBattle ;
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u8 switchInCount ; // Counts how many times this Pokemon has been sent out or switched into in a battle.
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} ;
struct AIPartyData // Opposing battlers - party mons.
{
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struct AiPartyMon mons [ NUM_BATTLE_SIDES ] [ PARTY_SIZE ] ; // 2 parties(player, opponent). Used to save information on opposing party.
u8 count [ NUM_BATTLE_SIDES ] ;
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} ;
Smarter SwitchAI Mon Choices | HasBadOdds Switch Check (#3253)
* SwitchAI makes much smarter mon choices
* Add HasHadOdds check to ShouldSwitch decision
* Remove early return
* Rework Baton Pass check as per discussion with Alex
* Forgot to adjust a comment
* Don't program before breakfast lol (if / else if fix)
* Switch AI_CalcDamage for AI_DATA->simulatedDmg in HasBadOdds
Thanks Alex! :D
* Typo in a hitToKO comparison
* Remove and replace AI_CalcPartyMonBestMoveDamage and IsAiPartyMonOHKOBy from https://github.com/rh-hideout/pokeemerald-expansion/pull/3146
See https://discord.com/channels/419213663107416084/1144447521960251472 for details
* Major refactor, new struct, switchin considers damage / healing from hazards / status / held item / weather
* Forgot Snow exists and heals Ice Body, haven't played Switch games lol
* (https://github.com/rh-hideout/pokeemerald-expansion/commit/766a1a27a7298e50dd89c5fecc1989b3dd8b8ce3) Compatibility, use new struct field instead of function call
* Fixing oversight from previous upstream merge
* Improve TSpikes handling to make GetSwitchinHazardDamage more applicable
Small fixes:
- EFFECT_EXPLOSION typo (!= to ==)
- Order of if statements near bestResistEffective
- Spacing of terms in big HasBadOdds if statements
* Forgot to uncomment blocks disabled for debugging what turned out to be vanilla behaviour lol
* Remove another holdover from debugging, sorry :/
* Lastly, undoing my debug trainer
* Type matchup based on species type rather than current type
Suggested by BLourenco on Discord, the idea is that a mon that's had its type affected by a move like Soak will still have moves as though it was its regular typing, and so prioritizing the temporary typing wouldn't be ideal.
https://discord.com/channels/419213663107416084/1144447521960251472/1146644578141736970
* gActiveBattler upcoming merge fixes
* Egg changes part 1
* Egg changes part 2, just need to address EWRAM still
* Move SwitchinCandidate struct to AiLogicData
* Consider Steel type when checking TSpikes
* Comment about CanBePoisoned compatibility
* Changes for Egg's 2nd review
* Put period back in comment, whoops lol
* Latest upcoming merge fixes
* Missed a few u32 updates
* Combine GetBestMonIntegrate functions / flags, some modularization
* Fix merge error
* Make modern fixes
* Two tests done, two to go
* Accidentally pushed reference test, removing it
* Type matchup switching tests
* Tests for defensive vs offense switches
---------
Co-authored-by: DizzyEggg <jajkodizzy@wp.pl>
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struct SwitchinCandidate
{
struct BattlePokemon battleMon ;
bool8 hypotheticalStatus ;
} ;
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// Ai Data used when deciding which move to use, computed only once before each turn's start.
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struct AiLogicData
{
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u16 abilities [ MAX_BATTLERS_COUNT ] ;
u16 items [ MAX_BATTLERS_COUNT ] ;
u16 holdEffects [ MAX_BATTLERS_COUNT ] ;
u8 holdEffectParams [ MAX_BATTLERS_COUNT ] ;
u16 predictedMoves [ MAX_BATTLERS_COUNT ] ;
u8 hpPercents [ MAX_BATTLERS_COUNT ] ;
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u16 partnerMove ;
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u16 speedStats [ MAX_BATTLERS_COUNT ] ; // Speed stats for all battles, calculated only once, same way as damages
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s32 simulatedDmg [ MAX_BATTLERS_COUNT ] [ MAX_BATTLERS_COUNT ] [ MAX_MON_MOVES ] ; // attacker, target, moveIndex
u8 effectiveness [ MAX_BATTLERS_COUNT ] [ MAX_BATTLERS_COUNT ] [ MAX_MON_MOVES ] ; // attacker, target, moveIndex
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u8 moveAccuracy [ MAX_BATTLERS_COUNT ] [ MAX_BATTLERS_COUNT ] [ MAX_MON_MOVES ] ; // attacker, target, moveIndex
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u8 moveLimitations [ MAX_BATTLERS_COUNT ] ;
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bool8 shouldSwitchMon ; // Because all available moves have no/little effect. Each bit per battler.
u8 monToSwitchId [ MAX_BATTLERS_COUNT ] ; // ID of the mon to switch.
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bool8 weatherHasEffect ; // The same as WEATHER_HAS_EFFECT. Stored here, so it's called only once.
Smarter SwitchAI Mon Choices | HasBadOdds Switch Check (#3253)
* SwitchAI makes much smarter mon choices
* Add HasHadOdds check to ShouldSwitch decision
* Remove early return
* Rework Baton Pass check as per discussion with Alex
* Forgot to adjust a comment
* Don't program before breakfast lol (if / else if fix)
* Switch AI_CalcDamage for AI_DATA->simulatedDmg in HasBadOdds
Thanks Alex! :D
* Typo in a hitToKO comparison
* Remove and replace AI_CalcPartyMonBestMoveDamage and IsAiPartyMonOHKOBy from https://github.com/rh-hideout/pokeemerald-expansion/pull/3146
See https://discord.com/channels/419213663107416084/1144447521960251472 for details
* Major refactor, new struct, switchin considers damage / healing from hazards / status / held item / weather
* Forgot Snow exists and heals Ice Body, haven't played Switch games lol
* (https://github.com/rh-hideout/pokeemerald-expansion/commit/766a1a27a7298e50dd89c5fecc1989b3dd8b8ce3) Compatibility, use new struct field instead of function call
* Fixing oversight from previous upstream merge
* Improve TSpikes handling to make GetSwitchinHazardDamage more applicable
Small fixes:
- EFFECT_EXPLOSION typo (!= to ==)
- Order of if statements near bestResistEffective
- Spacing of terms in big HasBadOdds if statements
* Forgot to uncomment blocks disabled for debugging what turned out to be vanilla behaviour lol
* Remove another holdover from debugging, sorry :/
* Lastly, undoing my debug trainer
* Type matchup based on species type rather than current type
Suggested by BLourenco on Discord, the idea is that a mon that's had its type affected by a move like Soak will still have moves as though it was its regular typing, and so prioritizing the temporary typing wouldn't be ideal.
https://discord.com/channels/419213663107416084/1144447521960251472/1146644578141736970
* gActiveBattler upcoming merge fixes
* Egg changes part 1
* Egg changes part 2, just need to address EWRAM still
* Move SwitchinCandidate struct to AiLogicData
* Consider Steel type when checking TSpikes
* Comment about CanBePoisoned compatibility
* Changes for Egg's 2nd review
* Put period back in comment, whoops lol
* Latest upcoming merge fixes
* Missed a few u32 updates
* Combine GetBestMonIntegrate functions / flags, some modularization
* Fix merge error
* Make modern fixes
* Two tests done, two to go
* Accidentally pushed reference test, removing it
* Type matchup switching tests
* Tests for defensive vs offense switches
---------
Co-authored-by: DizzyEggg <jajkodizzy@wp.pl>
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u8 mostSuitableMonId ; // Stores result of GetMostSuitableMonToSwitchInto, which decides which generic mon the AI would switch into if they decide to switch. This can be overruled by specific mons found in ShouldSwitch; the final resulting mon is stored in AI_monToSwitchIntoId.
struct SwitchinCandidate switchinCandidate ; // Struct used for deciding which mon to switch to in battle_ai_switch_items.c
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} ;
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struct AI_ThinkingStruct
{
u8 aiState ;
u8 movesetIndex ;
u16 moveConsidered ;
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s32 score [ MAX_MON_MOVES ] ;
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u32 funcResult ;
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u32 aiFlags [ MAX_BATTLERS_COUNT ] ;
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u8 aiAction ;
u8 aiLogicId ;
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struct AI_SavedBattleMon saved [ MAX_BATTLERS_COUNT ] ;
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} ;
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# define AI_MOVE_HISTORY_COUNT 3
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struct BattleHistory
{
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u16 abilities [ MAX_BATTLERS_COUNT ] ;
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u8 itemEffects [ MAX_BATTLERS_COUNT ] ;
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u16 usedMoves [ MAX_BATTLERS_COUNT ] [ MAX_MON_MOVES ] ;
u16 moveHistory [ MAX_BATTLERS_COUNT ] [ AI_MOVE_HISTORY_COUNT ] ; // 3 last used moves for each battler
u8 moveHistoryIndex [ MAX_BATTLERS_COUNT ] ;
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u16 trainerItems [ MAX_BATTLERS_COUNT ] ;
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u8 itemsNo ;
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u16 heldItems [ MAX_BATTLERS_COUNT ] ;
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} ;
struct BattleScriptsStack
{
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const u8 * ptr [ 8 ] ;
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u8 size ;
} ;
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struct BattleCallbacksStack
{
void ( * function [ 8 ] ) ( void ) ;
u8 size ;
} ;
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struct StatsArray
{
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u16 stats [ NUM_STATS ] ;
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} ;
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struct BattleResources
{
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struct SecretBase * secretBase ;
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struct ResourceFlags * flags ;
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struct BattleScriptsStack * battleScriptsStack ;
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struct BattleCallbacksStack * battleCallbackStack ;
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struct StatsArray * beforeLvlUp ;
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struct AI_ThinkingStruct * ai ;
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struct AiLogicData * aiData ;
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struct AIPartyData * aiParty ;
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struct BattleHistory * battleHistory ;
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u8 bufferA [ MAX_BATTLERS_COUNT ] [ 0x200 ] ;
u8 bufferB [ MAX_BATTLERS_COUNT ] [ 0x200 ] ;
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u8 transferBuffer [ 0x100 ] ;
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} ;
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# define AI_THINKING_STRUCT ((struct AI_ThinkingStruct *)(gBattleResources->ai))
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# define AI_DATA ((struct AiLogicData *)(gBattleResources->aiData))
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# define AI_PARTY ((struct AIPartyData *)(gBattleResources->aiParty))
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# define BATTLE_HISTORY ((struct BattleHistory *)(gBattleResources->battleHistory))
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struct BattleResults
{
u8 playerFaintCounter ; // 0x0
u8 opponentFaintCounter ; // 0x1
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u8 playerSwitchesCounter ; // 0x2
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u8 numHealingItemsUsed ; // 0x3
u8 numRevivesUsed ; // 0x4
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u8 playerMonWasDamaged : 1 ; // 0x5
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u8 caughtMonBall : 4 ; // 0x5
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u8 shinyWildMon : 1 ; // 0x5
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u16 playerMon1Species ; // 0x6
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u8 playerMon1Name [ POKEMON_NAME_LENGTH + 1 ] ; // 0x8
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u8 battleTurnCounter ; // 0x13
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u8 playerMon2Name [ POKEMON_NAME_LENGTH + 1 ] ; // 0x14
u8 pokeblockThrows ; // 0x1F
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u16 lastOpponentSpecies ; // 0x20
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u16 lastUsedMovePlayer ; // 0x22
u16 lastUsedMoveOpponent ; // 0x24
u16 playerMon2Species ; // 0x26
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u16 caughtMonSpecies ; // 0x28
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u8 caughtMonNick [ POKEMON_NAME_LENGTH + 1 ] ; // 0x2A
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u8 filler35 ; // 0x35
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u8 catchAttempts [ POKEBALL_COUNT ] ; // 0x36
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} ;
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struct BattleTv_Side
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{
u32 spikesMonId : 3 ;
u32 reflectMonId : 3 ;
u32 lightScreenMonId : 3 ;
u32 safeguardMonId : 3 ;
u32 mistMonId : 3 ;
u32 futureSightMonId : 3 ;
u32 doomDesireMonId : 3 ;
u32 perishSongMonId : 3 ;
u32 wishMonId : 3 ;
u32 grudgeMonId : 3 ;
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u32 usedMoveSlot : 2 ;
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u32 spikesMoveSlot : 2 ;
u32 reflectMoveSlot : 2 ;
u32 lightScreenMoveSlot : 2 ;
u32 safeguardMoveSlot : 2 ;
u32 mistMoveSlot : 2 ;
u32 futureSightMoveSlot : 2 ;
u32 doomDesireMoveSlot : 2 ;
u32 perishSongMoveSlot : 2 ;
u32 wishMoveSlot : 2 ;
u32 grudgeMoveSlot : 2 ;
u32 destinyBondMonId : 3 ;
u32 destinyBondMoveSlot : 2 ;
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u32 faintCause : 4 ;
u32 faintCauseMonId : 3 ;
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u32 explosion : 1 ;
u32 explosionMoveSlot : 2 ;
u32 explosionMonId : 3 ;
u32 perishSong : 1 ;
} ;
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struct BattleTv_Position
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{
u32 curseMonId : 3 ;
u32 leechSeedMonId : 3 ;
u32 nightmareMonId : 3 ;
u32 wrapMonId : 3 ;
u32 attractMonId : 3 ;
u32 confusionMonId : 3 ;
u32 curseMoveSlot : 2 ;
u32 leechSeedMoveSlot : 2 ;
u32 nightmareMoveSlot : 2 ;
u32 wrapMoveSlot : 2 ;
u32 attractMoveSlot : 2 ;
u32 confusionMoveSlot : 2 ;
u32 waterSportMoveSlot : 2 ;
u32 waterSportMonId : 3 ;
u32 mudSportMonId : 3 ;
u32 mudSportMoveSlot : 2 ;
u32 ingrainMonId : 3 ;
u32 ingrainMoveSlot : 2 ;
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u32 attackedByMonId : 3 ;
u32 attackedByMoveSlot : 2 ;
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} ;
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struct BattleTv_Mon
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{
u32 psnMonId : 3 ;
u32 badPsnMonId : 3 ;
u32 brnMonId : 3 ;
u32 prlzMonId : 3 ;
u32 slpMonId : 3 ;
u32 frzMonId : 3 ;
u32 psnMoveSlot : 2 ;
u32 badPsnMoveSlot : 2 ;
u32 brnMoveSlot : 2 ;
u32 prlzMoveSlot : 2 ;
u32 slpMoveSlot : 2 ;
u32 frzMoveSlot : 2 ;
} ;
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struct BattleTv
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{
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struct BattleTv_Mon mon [ NUM_BATTLE_SIDES ] [ PARTY_SIZE ] ;
struct BattleTv_Position pos [ NUM_BATTLE_SIDES ] [ 2 ] ; // [side][flank]
struct BattleTv_Side side [ NUM_BATTLE_SIDES ] ;
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} ;
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struct BattleTvMovePoints
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{
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s16 points [ 2 ] [ PARTY_SIZE * 4 ] ;
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} ;
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struct LinkBattlerHeader
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{
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u8 versionSignatureLo ;
u8 versionSignatureHi ;
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u8 vsScreenHealthFlagsLo ;
u8 vsScreenHealthFlagsHi ;
struct BattleEnigmaBerry battleEnigmaBerry ;
} ;
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struct MegaEvolutionData
{
u8 toEvolve ; // As flags using gBitTable.
bool8 alreadyEvolved [ 4 ] ; // Array id is used for mon position.
u8 battlerId ;
bool8 playerSelect ;
u8 triggerSpriteId ;
} ;
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struct UltraBurstData
{
u8 toBurst ; // As flags using gBitTable.
bool8 alreadyBursted [ 4 ] ; // Array id is used for mon position.
u8 battlerId ;
bool8 playerSelect ;
u8 triggerSpriteId ;
} ;
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struct Illusion
{
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u8 on ;
u8 set ;
u8 broken ;
u8 partyId ;
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struct Pokemon * mon ;
} ;
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struct ZMoveData
{
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u8 viable : 1 ; // current move can become a z move
u8 viewing : 1 ; // if player is viewing the z move name instead of regular moves
u8 active : 1 ; // is z move being used this turn
u8 zStatusActive : 1 ;
u8 healReplacement : 1 ;
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u8 activeCategory : 2 ; // active z move category
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u8 zUnused : 1 ;
u8 triggerSpriteId ;
u8 possibleZMoves [ MAX_BATTLERS_COUNT ] ;
u16 chosenZMove ; // z move of move cursor is on
u8 effect ;
u8 used [ MAX_BATTLERS_COUNT ] ; //one per bank for multi-battles
u16 toBeUsed [ MAX_BATTLERS_COUNT ] ; // z moves per battler to be used
u16 baseMoves [ MAX_BATTLERS_COUNT ] ;
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u8 categories [ MAX_BATTLERS_COUNT ] ;
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} ;
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struct DynamaxData
{
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bool8 playerSelect ;
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u8 triggerSpriteId ;
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u8 toDynamax ; // flags using gBitTable
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bool8 alreadyDynamaxed [ NUM_BATTLE_SIDES ] ;
bool8 dynamaxed [ MAX_BATTLERS_COUNT ] ;
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u8 dynamaxTurns [ MAX_BATTLERS_COUNT ] ;
u8 usingMaxMove [ MAX_BATTLERS_COUNT ] ;
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u8 activeCategory ;
u8 categories [ MAX_BATTLERS_COUNT ] ;
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u16 baseMove [ MAX_BATTLERS_COUNT ] ; // base move of Max Move
u16 lastUsedBaseMove ;
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u16 levelUpHP ;
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} ;
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struct LostItem
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{
u16 originalItem : 15 ;
u16 stolen : 1 ;
} ;
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# if HQ_RANDOM == TRUE
struct BattleVideo {
u32 battleTypeFlags ;
rng_value_t rngSeed ;
} ;
# endif
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struct BattleStruct
{
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u8 turnEffectsTracker ;
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u8 turnEffectsBattlerId ;
u8 turnCountersTracker ;
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u16 wrappedMove [ MAX_BATTLERS_COUNT ] ;
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u16 moveTarget [ MAX_BATTLERS_COUNT ] ;
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u32 expShareExpValue ;
u32 expValue ;
u8 expGettersOrder [ PARTY_SIZE ] ; // First battlers which were sent out, then via exp-share
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u8 expGetterMonId ;
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u8 additionalEffectsCounter : 2 ;
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u8 expOrderId : 3 ;
u8 expGetterBattlerId : 2 ;
u8 teamGotExpMsgPrinted : 1 ; // The 'Rest of your team got msg' has been printed.
u8 givenExpMons ; // Bits for enemy party's pokemon that gave exp to player's party.
u8 expSentInMons ; // As bits for player party mons - not including exp share mons.
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u8 wildVictorySong ;
u8 dynamicMoveType ;
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u8 wrappedBy [ MAX_BATTLERS_COUNT ] ;
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u8 focusPunchBattlers ; // as bits
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u8 battlerPreventingSwitchout ;
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u8 moneyMultiplier : 6 ;
u8 moneyMultiplierItem : 1 ;
u8 moneyMultiplierMove : 1 ;
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u8 savedTurnActionNumber ;
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u8 switchInAbilitiesCounter ;
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u8 faintedActionsState ;
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u8 faintedActionsBattlerId ;
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u8 scriptPartyIdx ; // for printing the nickname
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bool8 selectionScriptFinished [ MAX_BATTLERS_COUNT ] ;
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u8 battlerPartyIndexes [ MAX_BATTLERS_COUNT ] ;
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u8 monToSwitchIntoId [ MAX_BATTLERS_COUNT ] ;
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u8 battlerPartyOrders [ MAX_BATTLERS_COUNT ] [ PARTY_SIZE / 2 ] ;
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u8 runTries ;
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u8 caughtMonNick [ POKEMON_NAME_LENGTH + 1 ] ;
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u8 safariGoNearCounter ;
u8 safariPkblThrowCounter ;
u8 safariEscapeFactor ;
u8 safariCatchFactor ;
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u8 linkBattleVsSpriteId_V ; // The letter "V"
u8 linkBattleVsSpriteId_S ; // The letter "S"
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u8 formToChangeInto ;
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u8 chosenMovePositions [ MAX_BATTLERS_COUNT ] ;
u8 stateIdAfterSelScript [ MAX_BATTLERS_COUNT ] ;
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u8 prevSelectedPartySlot ;
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u8 stringMoveType ;
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u8 absentBattlerFlags ;
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u8 palaceFlags ; // First 4 bits are "is <= 50% HP and not asleep" for each battler, last 4 bits are selected moves to pass to AI
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u8 field_93 ; // related to choosing pokemon?
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u8 wallyBattleState ;
u8 wallyMovesState ;
u8 wallyWaitFrames ;
u8 wallyMoveFrames ;
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u16 lastTakenMove [ MAX_BATTLERS_COUNT ] ; // Last move that a battler was hit with.
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u16 hpOnSwitchout [ NUM_BATTLE_SIDES ] ;
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u32 savedBattleTypeFlags ;
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u16 abilityPreventingSwitchout ;
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u8 hpScale ;
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u16 synchronizeMoveEffect ;
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bool8 anyMonHasTransformed ;
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void ( * savedCallback ) ( void ) ;
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u16 usedHeldItems [ PARTY_SIZE ] [ NUM_BATTLE_SIDES ] ; // For each party member and side. For harvest, recycle
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u16 chosenItem [ MAX_BATTLERS_COUNT ] ;
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u16 choicedMove [ MAX_BATTLERS_COUNT ] ;
u16 changedItems [ MAX_BATTLERS_COUNT ] ;
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u8 switchInItemsCounter ;
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u8 arenaTurnCounter ;
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u8 turnSideTracker ;
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u16 lastTakenMoveFrom [ MAX_BATTLERS_COUNT ] [ MAX_BATTLERS_COUNT ] ; // a 2-D array [target][attacker]
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union {
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struct LinkBattlerHeader linkBattlerHeader ;
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# if HQ_RANDOM == FALSE
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u32 battleVideo [ 2 ] ;
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# else
struct BattleVideo battleVideo ;
# endif
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} multiBuffer ;
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u8 wishPerishSongState ;
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u8 wishPerishSongBattlerId ;
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bool8 overworldWeatherDone ;
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bool8 terrainDone ;
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u8 isAtkCancelerForCalledMove ; // Certain cases in atk canceler should only be checked once, when the original move is called, however others need to be checked the twice.
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u8 atkCancellerTracker ;
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struct BattleTvMovePoints tvMovePoints ;
struct BattleTv tv ;
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u8 AI_monToSwitchIntoId [ MAX_BATTLERS_COUNT ] ;
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s8 arenaMindPoints [ 2 ] ;
s8 arenaSkillPoints [ 2 ] ;
u16 arenaStartHp [ 2 ] ;
u8 arenaLostPlayerMons ; // Bits for party member, lost as in referee's decision, not by fainting.
u8 arenaLostOpponentMons ;
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u8 alreadyStatusedMoveAttempt ; // As bits for battlers; For example when using Thunder Wave on an already paralyzed Pokémon.
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u8 debugBattler ;
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u8 magnitudeBasePower ;
u8 presentBasePower ;
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u8 roostTypes [ MAX_BATTLERS_COUNT ] [ 2 ] ;
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u8 savedBattlerTarget ;
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bool8 ateBoost [ MAX_BATTLERS_COUNT ] ;
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u8 activeAbilityPopUps ; // as bits for each battler
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u8 abilityPopUpSpriteIds [ MAX_BATTLERS_COUNT ] [ 2 ] ; // two per battler
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bool8 throwingPokeBall ;
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struct MegaEvolutionData mega ;
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struct UltraBurstData burst ;
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struct ZMoveData zmove ;
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struct DynamaxData dynamax ;
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const u8 * trainerSlideMsg ;
bool8 trainerSlideLowHpMsgDone ;
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u8 introState ;
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u8 ateBerry [ 2 ] ; // array id determined by side, each party pokemon as bit
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u8 stolenStats [ NUM_BATTLE_STATS ] ; // hp byte is used for which stats to raise, other inform about by how many stages
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u8 lastMoveFailed ; // as bits for each battler, for the sake of Stomping Tantrum
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u8 lastMoveTarget [ MAX_BATTLERS_COUNT ] ; // The last target on which each mon used a move, for the sake of Instruct
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u16 tracedAbility [ MAX_BATTLERS_COUNT ] ;
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u16 hpBefore [ MAX_BATTLERS_COUNT ] ; // Hp of battlers before using a move. For Berserk and Anger Shell.
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bool8 spriteIgnore0Hp ;
struct Illusion illusion [ MAX_BATTLERS_COUNT ] ;
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s32 aiFinalScore [ MAX_BATTLERS_COUNT ] [ MAX_BATTLERS_COUNT ] [ MAX_MON_MOVES ] ; // AI, target, moves to make debugging easier
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u8 aiMoveOrAction [ MAX_BATTLERS_COUNT ] ;
u8 aiChosenTarget [ MAX_BATTLERS_COUNT ] ;
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u8 soulheartBattlerId ;
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u8 friskedBattler ; // Frisk needs to identify 2 battlers in double battles.
bool8 friskedAbility ; // If identifies two mons, show the ability pop-up only once.
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u8 sameMoveTurns [ MAX_BATTLERS_COUNT ] ; // For Metronome, number of times the same moves has been SUCCESFULLY used.
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u16 moveEffect2 ; // For Knock Off
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u16 changedSpecies [ NUM_BATTLE_SIDES ] [ PARTY_SIZE ] ; // For forms when multiple mons can change into the same pokemon.
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u8 quickClawBattlerId ;
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struct LostItem itemLost [ PARTY_SIZE ] ; // Player's team that had items consumed or stolen (two bytes per party member)
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u8 forcedSwitch : 4 ; // For each battler
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u8 switchInAbilityPostponed : 4 ; // To not activate against an empty field, each bit for battler
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u8 blunderPolicy : 1 ; // should blunder policy activate
u8 swapDamageCategory : 1 ; // Photon Geyser, Shell Side Arm, Light That Burns the Sky
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u8 ballSpriteIds [ 2 ] ; // item gfx, window gfx
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u8 appearedInBattle ; // Bitfield to track which Pokemon appeared in battle. Used for Burmy's form change
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u8 skyDropTargets [ MAX_BATTLERS_COUNT ] ; // For Sky Drop, to account for if multiple Pokemon use Sky Drop in a double battle.
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// When using a move which hits multiple opponents which is then bounced by a target, we need to make sure, the move hits both opponents, the one with bounce, and the one without.
u8 attackerBeforeBounce : 2 ;
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u8 beatUpSlot : 3 ;
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bool8 hitSwitchTargetFailed : 1 ;
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bool8 effectsBeforeUsingMoveDone : 1 ; // Mega Evo and Focus Punch/Shell Trap effects.
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u8 targetsDone [ MAX_BATTLERS_COUNT ] ; // Each battler as a bit.
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u16 overwrittenAbilities [ MAX_BATTLERS_COUNT ] ; // abilities overwritten during battle (keep separate from battle history in case of switching)
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bool8 allowedToChangeFormInWeather [ PARTY_SIZE ] [ NUM_BATTLE_SIDES ] ; // For each party member and side, used by Ice Face.
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u8 battleBondTransformed [ NUM_BATTLE_SIDES ] ; // Bitfield for each party.
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u8 storedHealingWish : 4 ; // Each battler as a bit.
u8 storedLunarDance : 4 ; // Each battler as a bit.
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u8 bonusCritStages [ MAX_BATTLERS_COUNT ] ; // G-Max Chi Strike boosts crit stages of allies.
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uq4_12_t supremeOverlordModifier [ MAX_BATTLERS_COUNT ] ;
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u8 itemPartyIndex [ MAX_BATTLERS_COUNT ] ;
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u8 itemMoveIndex [ MAX_BATTLERS_COUNT ] ;
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u8 trainerSlideFirstCriticalHitMsgState : 2 ;
u8 trainerSlideFirstSuperEffectiveHitMsgState : 2 ;
u8 trainerSlideFirstSTABMoveMsgState : 2 ;
u8 trainerSlidePlayerMonUnaffectedMsgState : 2 ;
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u8 trainerSlideHalfHpMsgDone : 1 ;
u8 trainerSlideMegaEvolutionMsgDone : 1 ;
u8 trainerSlideZMoveMsgDone : 1 ;
u8 trainerSlideBeforeFirstTurnMsgDone : 1 ;
u8 trainerSlideDynamaxMsgDone : 1 ;
u8 pledgeMove : 1 ;
u8 isSkyBattle : 1 ;
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u32 aiDelayTimer ; // Counts number of frames AI takes to choose an action.
u32 aiDelayFrames ; // Number of frames it took to choose an action.
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u8 timesGotHit [ NUM_BATTLE_SIDES ] [ PARTY_SIZE ] ;
u8 enduredDamage ;
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u8 transformZeroToHero [ NUM_BATTLE_SIDES ] ;
u8 intrepidSwordBoost [ NUM_BATTLE_SIDES ] ;
u8 dauntlessShieldBoost [ NUM_BATTLE_SIDES ] ;
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u8 stickySyrupdBy [ MAX_BATTLERS_COUNT ] ;
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} ;
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// The palaceFlags member of struct BattleStruct contains 1 flag per move to indicate which moves the AI should consider,
// and 1 flag per battler to indicate whether the battler is awake and at <= 50% HP (which affects move choice).
// The assert below is to ensure palaceFlags is large enough to store these flags without overlap.
STATIC_ASSERT ( sizeof ( ( ( struct BattleStruct * ) 0 ) - > palaceFlags ) * 8 > = MAX_BATTLERS_COUNT + MAX_MON_MOVES , PalaceFlagsTooSmall )
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# define DYNAMIC_TYPE_MASK ((1 << 6) - 1)
# define F_DYNAMIC_TYPE_IGNORE_PHYSICALITY (1 << 6) // If set, the dynamic type's physicality won't be used for certain move effects.
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# define F_DYNAMIC_TYPE_SET (1 << 7) // Set for all dynamic types to distinguish a dynamic type of Normal (0) from no dynamic type.
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# define GET_MOVE_TYPE(move, typeArg) \
{ \
if ( gBattleStruct - > dynamicMoveType ) \
typeArg = gBattleStruct - > dynamicMoveType & DYNAMIC_TYPE_MASK ; \
else \
typeArg = gBattleMoves [ move ] . type ; \
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}
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# define IS_MOVE_PHYSICAL(move)(GetBattleMoveCategory(move) == BATTLE_CATEGORY_PHYSICAL)
# define IS_MOVE_SPECIAL(move)(GetBattleMoveCategory(move) == BATTLE_CATEGORY_SPECIAL)
# define IS_MOVE_STATUS(move)(gBattleMoves[move].category == BATTLE_CATEGORY_STATUS)
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# define IS_MOVE_RECOIL(move)(gBattleMoves[move].recoil > 0 || gBattleMoves[move].effect == EFFECT_RECOIL_IF_MISS)
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# define BATTLER_MAX_HP(battlerId)(gBattleMons[battlerId].hp == gBattleMons[battlerId].maxHP)
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# define TARGET_TURN_DAMAGED ((gSpecialStatuses[gBattlerTarget].physicalDmg != 0 || gSpecialStatuses[gBattlerTarget].specialDmg != 0) || (gBattleStruct->enduredDamage & gBitTable[gBattlerTarget]))
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# define BATTLER_TURN_DAMAGED(battlerId) ((gSpecialStatuses[battlerId].physicalDmg != 0 || gSpecialStatuses[battlerId].specialDmg != 0) || (gBattleStruct->enduredDamage & gBitTable[battler]))
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# define IS_BATTLER_OF_TYPE(battlerId, type)((GetBattlerType(battlerId, 0) == type || GetBattlerType(battlerId, 1) == type || (GetBattlerType(battlerId, 2) != TYPE_MYSTERY && GetBattlerType(battlerId, 2) == type)))
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# define IS_BATTLER_TYPELESS(battlerId)(GetBattlerType(battlerId, 0) == TYPE_MYSTERY && GetBattlerType(battlerId, 1) == TYPE_MYSTERY && GetBattlerType(battlerId, 2) == TYPE_MYSTERY)
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# define SET_BATTLER_TYPE(battlerId, type) \
{ \
gBattleMons [ battlerId ] . type1 = type ; \
gBattleMons [ battlerId ] . type2 = type ; \
gBattleMons [ battlerId ] . type3 = TYPE_MYSTERY ; \
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}
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# define RESTORE_BATTLER_TYPE(battlerId) \
{ \
gBattleMons [ battlerId ] . type1 = gSpeciesInfo [ gBattleMons [ battlerId ] . species ] . types [ 0 ] ; \
gBattleMons [ battlerId ] . type2 = gSpeciesInfo [ gBattleMons [ battlerId ] . species ] . types [ 1 ] ; \
gBattleMons [ battlerId ] . type3 = TYPE_MYSTERY ; \
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}
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# define IS_BATTLER_PROTECTED(battlerId)(gProtectStructs[battlerId].protected \
| | gSideStatuses [ GetBattlerSide ( battlerId ) ] & SIDE_STATUS_WIDE_GUARD \
| | gSideStatuses [ GetBattlerSide ( battlerId ) ] & SIDE_STATUS_QUICK_GUARD \
| | gSideStatuses [ GetBattlerSide ( battlerId ) ] & SIDE_STATUS_CRAFTY_SHIELD \
| | gSideStatuses [ GetBattlerSide ( battlerId ) ] & SIDE_STATUS_MAT_BLOCK \
| | gProtectStructs [ battlerId ] . spikyShielded \
| | gProtectStructs [ battlerId ] . kingsShielded \
| | gProtectStructs [ battlerId ] . banefulBunkered \
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| | gProtectStructs [ battlerId ] . burningBulwarked \
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| | gProtectStructs [ battlerId ] . obstructed \
| | gProtectStructs [ battlerId ] . silkTrapped )
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# define GET_STAT_BUFF_ID(n)((n & 7)) // first three bits 0x1, 0x2, 0x4
# define GET_STAT_BUFF_VALUE_WITH_SIGN(n)((n & 0xF8))
# define GET_STAT_BUFF_VALUE(n)(((n >> 3) & 0xF)) // 0x8, 0x10, 0x20, 0x40
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# define STAT_BUFF_NEGATIVE 0x80 // 0x80, the sign bit
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# define SET_STAT_BUFF_VALUE(n)((((n) << 3) & 0xF8))
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# define SET_STATCHANGER(statId, stage, goesDown)(gBattleScripting.statChanger = (statId) + ((stage) << 3) + (goesDown << 7))
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# define SET_STATCHANGER2(dst, statId, stage, goesDown)(dst = (statId) + ((stage) << 3) + (goesDown << 7))
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// NOTE: The members of this struct have hard-coded offsets
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// in include/constants/battle_script_commands.h
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struct BattleScripting
{
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s32 painSplitHp ;
s32 bideDmg ;
u8 multihitString [ 6 ] ;
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bool8 expOnCatch ;
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u8 twoTurnsMoveStringId ;
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u8 animArg1 ;
u8 animArg2 ;
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u16 tripleKickPower ;
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u8 moveendState ;
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u8 savedStatChanger ; // For further use, if attempting to change stat two times(ex. Moody)
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u8 shiftSwitched ; // When the game tells you the next enemy's pokemon and you switch. Option for noobs but oh well.
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u8 battler ;
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u8 animTurn ;
u8 animTargetsHit ;
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u8 statChanger ;
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bool8 statAnimPlayed ;
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u8 getexpState ;
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u8 battleStyle ;
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u8 drawlvlupboxState ;
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u8 learnMoveState ;
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u8 savedBattler ;
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u8 reshowMainState ;
u8 reshowHelperState ;
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u8 levelUpHP ;
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u8 windowsType ; // B_WIN_TYPE_*
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u8 multiplayerId ;
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u8 specialTrainerBattleType ;
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bool8 monCaught ;
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s32 savedDmg ;
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u16 savedMoveEffect ; // For moves hitting multiple targets.
u16 moveEffect ;
u16 multihitMoveEffect ;
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u8 illusionNickHack ; // To properly display nick in STRINGID_ENEMYABOUTTOSWITCHPKMN.
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bool8 fixedPopup ; // Force ability popup to stick until manually called back
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u16 abilityPopupOverwrite ;
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u8 switchCase ; // Special switching conditions, eg. red card
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u8 overrideBerryRequirements ;
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u8 stickyWebStatDrop ; // To prevent Defiant activating on a Court Change'd Sticky Web
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} ;
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struct BattleSpriteInfo
{
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u16 invisible : 1 ; // 0x1
u16 lowHpSong : 1 ; // 0x2
u16 behindSubstitute : 1 ; // 0x4
u16 flag_x8 : 1 ; // 0x8
u16 hpNumbersNoBars : 1 ; // 0x10
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u16 transformSpecies ;
} ;
struct BattleAnimationInfo
{
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u16 animArg ; // to fill up later
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u8 field_2 ;
u8 field_3 ;
u8 field_4 ;
u8 field_5 ;
u8 field_6 ;
u8 field_7 ;
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u8 ballThrowCaseId : 6 ;
u8 isCriticalCapture : 1 ;
u8 criticalCaptureSuccess : 1 ;
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u8 introAnimActive : 1 ;
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u8 wildMonInvisible : 1 ;
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u8 field_9_x1C : 3 ;
u8 field_9_x20 : 1 ;
u8 field_9_x40 : 1 ;
u8 field_9_x80 : 1 ;
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u8 numBallParticles ;
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u8 field_B ;
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s16 ballSubpx ;
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u8 field_E ;
u8 field_F ;
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} ;
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struct BattleHealthboxInfo
{
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u8 partyStatusSummaryShown : 1 ;
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u8 healthboxIsBouncing : 1 ;
u8 battlerIsBouncing : 1 ;
u8 ballAnimActive : 1 ; // 0x8
u8 statusAnimActive : 1 ; // x10
u8 animFromTableActive : 1 ; // x20
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u8 specialAnimActive : 1 ; // x40
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u8 triedShinyMonAnim : 1 ;
u8 finishedShinyMonAnim : 1 ;
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u8 opponentDrawPartyStatusSummaryDelay : 4 ;
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u8 bgmRestored : 1 ;
u8 waitForCry : 1 ;
u8 healthboxSlideInStarted : 1 ;
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u8 healthboxBounceSpriteId ;
u8 battlerBounceSpriteId ;
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u8 animationState ;
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u8 partyStatusDelayTimer ;
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u8 matrixNum ;
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u8 shadowSpriteId ;
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u8 soundTimer ;
u8 introEndDelay ;
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u8 field_A ;
u8 field_B ;
} ;
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struct BattleBarInfo
{
u8 healthboxSpriteId ;
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s32 maxValue ;
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s32 oldValue ;
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s32 receivedValue ;
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s32 currValue ;
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} ;
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struct BattleSpriteData
{
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struct BattleSpriteInfo * battlerData ;
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struct BattleHealthboxInfo * healthBoxesData ;
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struct BattleAnimationInfo * animationData ;
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struct BattleBarInfo * battleBars ;
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} ;
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# include "sprite.h"
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struct MonSpritesGfx
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{
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void * firstDecompressed ; // ptr to the decompressed sprite of the first Pokémon
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union {
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void * ptr [ MAX_BATTLERS_COUNT ] ;
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u8 * byte [ MAX_BATTLERS_COUNT ] ;
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} sprites ;
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struct SpriteTemplate templates [ MAX_BATTLERS_COUNT ] ;
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struct SpriteFrameImage frameImages [ MAX_BATTLERS_COUNT ] [ MAX_MON_PIC_FRAMES ] ;
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u8 unusedArr [ 0x80 ] ;
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u8 * barFontGfx ;
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void * unusedPtr ;
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u16 * buffer ;
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} ;
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struct QueuedStatBoost
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{
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u8 stats ; // bitfield for each battle stat that is set if the stat changes
s8 statChanges [ NUM_BATTLE_STATS - 1 ] ; // highest bit being set decreases the stat
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} ; /* size = 8 */
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// All battle variables are declared in battle_main.c
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extern u16 gBattle_BG0_X ;
extern u16 gBattle_BG0_Y ;
extern u16 gBattle_BG1_X ;
extern u16 gBattle_BG1_Y ;
extern u16 gBattle_BG2_X ;
extern u16 gBattle_BG2_Y ;
extern u16 gBattle_BG3_X ;
extern u16 gBattle_BG3_Y ;
extern u16 gBattle_WIN0H ;
extern u16 gBattle_WIN0V ;
extern u16 gBattle_WIN1H ;
extern u16 gBattle_WIN1V ;
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extern u8 gDisplayedStringBattle [ 425 ] ;
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extern u8 gBattleTextBuff1 [ TEXT_BUFF_ARRAY_COUNT ] ;
extern u8 gBattleTextBuff2 [ TEXT_BUFF_ARRAY_COUNT ] ;
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extern u8 gBattleTextBuff3 [ TEXT_BUFF_ARRAY_COUNT + 13 ] ; //to handle stupidly large z move names
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extern u32 gBattleTypeFlags ;
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extern u8 gBattleTerrain ;
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extern u32 gUnusedFirstBattleVar1 ;
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extern u8 * gBattleAnimBgTileBuffer ;
extern u8 * gBattleAnimBgTilemapBuffer ;
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extern u32 gBattleControllerExecFlags ;
extern u8 gBattlersCount ;
extern u16 gBattlerPartyIndexes [ MAX_BATTLERS_COUNT ] ;
extern u8 gBattlerPositions [ MAX_BATTLERS_COUNT ] ;
extern u8 gActionsByTurnOrder [ MAX_BATTLERS_COUNT ] ;
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extern u8 gBattlerByTurnOrder [ MAX_BATTLERS_COUNT ] ;
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extern u8 gCurrentTurnActionNumber ;
extern u8 gCurrentActionFuncId ;
extern struct BattlePokemon gBattleMons [ MAX_BATTLERS_COUNT ] ;
extern u8 gBattlerSpriteIds [ MAX_BATTLERS_COUNT ] ;
extern u8 gCurrMovePos ;
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extern u8 gChosenMovePos ;
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extern u16 gCurrentMove ;
extern u16 gChosenMove ;
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extern u16 gCalledMove ;
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extern s32 gBattleMoveDamage ;
extern s32 gHpDealt ;
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extern s32 gBideDmg [ MAX_BATTLERS_COUNT ] ;
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extern u16 gLastUsedItem ;
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extern u16 gLastUsedAbility ;
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extern u8 gBattlerAttacker ;
extern u8 gBattlerTarget ;
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extern u8 gBattlerFainted ;
extern u8 gEffectBattler ;
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extern u8 gPotentialItemEffectBattler ;
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extern u8 gAbsentBattlerFlags ;
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extern u8 gIsCriticalHit ;
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extern u8 gMultiHitCounter ;
extern const u8 * gBattlescriptCurrInstr ;
extern u8 gChosenActionByBattler [ MAX_BATTLERS_COUNT ] ;
extern const u8 * gSelectionBattleScripts [ MAX_BATTLERS_COUNT ] ;
extern const u8 * gPalaceSelectionBattleScripts [ MAX_BATTLERS_COUNT ] ;
extern u16 gLastPrintedMoves [ MAX_BATTLERS_COUNT ] ;
extern u16 gLastMoves [ MAX_BATTLERS_COUNT ] ;
extern u16 gLastLandedMoves [ MAX_BATTLERS_COUNT ] ;
extern u16 gLastHitByType [ MAX_BATTLERS_COUNT ] ;
extern u16 gLastResultingMoves [ MAX_BATTLERS_COUNT ] ;
extern u16 gLockedMoves [ MAX_BATTLERS_COUNT ] ;
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extern u16 gLastUsedMove ;
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extern u8 gLastHitBy [ MAX_BATTLERS_COUNT ] ;
extern u16 gChosenMoveByBattler [ MAX_BATTLERS_COUNT ] ;
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extern u16 gMoveResultFlags ;
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extern u32 gHitMarker ;
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extern u8 gBideTarget [ MAX_BATTLERS_COUNT ] ;
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extern u8 gUnusedFirstBattleVar2 ;
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extern u32 gSideStatuses [ NUM_BATTLE_SIDES ] ;
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extern struct SideTimer gSideTimers [ NUM_BATTLE_SIDES ] ;
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extern u32 gStatuses3 [ MAX_BATTLERS_COUNT ] ;
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extern u32 gStatuses4 [ MAX_BATTLERS_COUNT ] ;
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extern struct DisableStruct gDisableStructs [ MAX_BATTLERS_COUNT ] ;
extern u16 gPauseCounterBattle ;
extern u16 gPaydayMoney ;
extern u8 gBattleCommunication [ BATTLE_COMMUNICATION_ENTRIES_COUNT ] ;
extern u8 gBattleOutcome ;
extern struct ProtectStruct gProtectStructs [ MAX_BATTLERS_COUNT ] ;
extern struct SpecialStatus gSpecialStatuses [ MAX_BATTLERS_COUNT ] ;
extern u16 gBattleWeather ;
extern struct WishFutureKnock gWishFutureKnock ;
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extern u16 gIntroSlideFlags ;
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extern u8 gSentPokesToOpponent [ 2 ] ;
extern struct BattleEnigmaBerry gEnigmaBerries [ MAX_BATTLERS_COUNT ] ;
extern struct BattleScripting gBattleScripting ;
extern struct BattleStruct * gBattleStruct ;
extern u8 * gLinkBattleSendBuffer ;
extern u8 * gLinkBattleRecvBuffer ;
extern struct BattleResources * gBattleResources ;
extern u8 gActionSelectionCursor [ MAX_BATTLERS_COUNT ] ;
extern u8 gMoveSelectionCursor [ MAX_BATTLERS_COUNT ] ;
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extern u8 gBattlerStatusSummaryTaskId [ MAX_BATTLERS_COUNT ] ;
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extern u8 gBattlerInMenuId ;
extern bool8 gDoingBattleAnim ;
extern u32 gTransformedPersonalities [ MAX_BATTLERS_COUNT ] ;
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extern bool8 gTransformedShininess [ MAX_BATTLERS_COUNT ] ;
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extern u8 gPlayerDpadHoldFrames ;
extern struct BattleSpriteData * gBattleSpritesDataPtr ;
extern struct MonSpritesGfx * gMonSpritesGfxPtr ;
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extern struct BattleHealthboxInfo * gBattleControllerOpponentHealthboxData ;
extern struct BattleHealthboxInfo * gBattleControllerOpponentFlankHealthboxData ;
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extern u16 gBattleMovePower ;
extern u16 gMoveToLearn ;
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extern u32 gFieldStatuses ;
extern struct FieldTimer gFieldTimers ;
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extern u8 gBattlerAbility ;
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extern u16 gPartnerSpriteId ;
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extern struct QueuedStatBoost gQueuedStatBoosts [ MAX_BATTLERS_COUNT ] ;
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extern const struct BattleMoveEffect gBattleMoveEffects [ ] ;
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extern void ( * gPreBattleCallback1 ) ( void ) ;
extern void ( * gBattleMainFunc ) ( void ) ;
extern struct BattleResults gBattleResults ;
extern u8 gLeveledUpInBattle ;
extern u8 gHealthboxSpriteIds [ MAX_BATTLERS_COUNT ] ;
extern u8 gMultiUsePlayerCursor ;
extern u8 gNumberOfMovesToChoose ;
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extern bool8 gHasFetchedBall ;
extern u8 gLastUsedBall ;
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extern u16 gLastThrownBall ;
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extern u16 gBallToDisplay ;
extern bool8 gLastUsedBallMenuPresent ;
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extern u8 gPartyCriticalHits [ PARTY_SIZE ] ;
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static inline u32 GetBattlerPosition ( u32 battler )
{
return gBattlerPositions [ battler ] ;
}
static inline u32 GetBattlerSide ( u32 battler )
{
return GetBattlerPosition ( battler ) & BIT_SIDE ;
}
static inline struct Pokemon * GetSideParty ( u32 side )
{
return ( side = = B_SIDE_PLAYER ) ? gPlayerParty : gEnemyParty ;
}
static inline struct Pokemon * GetBattlerParty ( u32 battler )
{
return GetSideParty ( GetBattlerSide ( battler ) ) ;
}
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# endif // GUARD_BATTLE_H