Mega Evolution alters turn order

This commit is contained in:
kleeenexfeu 2021-11-19 22:03:10 +01:00
parent 1696e60b9f
commit 03a9f3f413
2 changed files with 37 additions and 0 deletions

View file

@ -92,6 +92,11 @@
#define GEN_8 5
#endif
// Mega Evolution settings
#define B_MEGA_EVO_ALTER_TURN_ORDER GEN_7 // In gen6, mega evolving doesn't change the turn order when mega evolving occurs. This is fixed in gen 7
// Calculation settings
#define B_CRIT_CHANCE GEN_7 // Chances of a critical hit landing. See CalcCritChanceStage.
#define B_CRIT_MULTIPLIER GEN_7 // In Gen6+, critical hits multiply damage by 1.5 instead of 2.

View file

@ -104,6 +104,7 @@ static void RunTurnActionsFunctions(void);
static void SetActionsAndBattlersTurnOrder(void);
static void sub_803CDF8(void);
static bool8 AllAtActionConfirmed(void);
static void TryChangeTurnOrder(void);
static void CheckFocusPunch_ClearVarsBeforeTurnStarts(void);
static void CheckMegaEvolutionBeforeTurn(void);
static void CheckQuickClaw_CustapBerryActivation(void);
@ -4688,10 +4689,41 @@ static void CheckMegaEvolutionBeforeTurn(void)
}
}
#if B_MEGA_EVO_ALTER_TURN_ORDER <= GEN_6
gBattleMainFunc = CheckFocusPunch_ClearVarsBeforeTurnStarts;
gBattleStruct->focusPunchBattlerId = 0;
#else
gBattleMainFunc = TryChangeTurnOrder; // This will just do nothing if no mon has mega evolved
#endif
}
// In gen7, priority and speed are recalculated during the turn in which a pokemon mega evolves
static void TryChangeTurnOrder(void)
{
s32 i, j;
for (i = 0; i < gBattlersCount - 1; i++)
{
for (j = i + 1; j < gBattlersCount; j++)
{
u8 battler1 = gBattlerByTurnOrder[i];
u8 battler2 = gBattlerByTurnOrder[j];
if (gActionsByTurnOrder[i] != B_ACTION_USE_ITEM
&& gActionsByTurnOrder[j] != B_ACTION_USE_ITEM
&& gActionsByTurnOrder[i] != B_ACTION_SWITCH
&& gActionsByTurnOrder[j] != B_ACTION_SWITCH
&& gActionsByTurnOrder[i] != B_ACTION_THROW_BALL
&& gActionsByTurnOrder[j] != B_ACTION_THROW_BALL)
{
if (GetWhoStrikesFirst(battler1, battler2, FALSE))
SwapTurnOrder(i, j);
}
}
}
gBattleMainFunc = CheckFocusPunch_ClearVarsBeforeTurnStarts;
gBattleStruct->focusPunchBattlerId = 0;
}
static void CheckFocusPunch_ClearVarsBeforeTurnStarts(void)
{
u32 i;