quash pr clean up

This commit is contained in:
DizzyEggg 2022-08-24 23:39:34 +02:00
parent 06b4548603
commit 91b76e2e4f
3 changed files with 72 additions and 73 deletions

View file

@ -147,9 +147,9 @@ struct ProtectStruct
u16 pranksterElevated:1;
u16 quickDraw:1;
u16 beakBlastCharge:1;
u16 quash:1;
u32 physicalDmg;
u32 specialDmg;
u8 quash : 1;
u8 physicalBattlerId;
u8 specialBattlerId;
};
@ -670,7 +670,7 @@ struct BattleStruct
#define SET_STATCHANGER(statId, stage, goesDown)(gBattleScripting.statChanger = (statId) + ((stage) << 3) + (goesDown << 7))
#define SET_STATCHANGER2(dst, statId, stage, goesDown)(dst = (statId) + ((stage) << 3) + (goesDown << 7))
// NOTE: The members of this struct have hard-coded offsets
// NOTE: The members of this struct have hard-coded offsets
// in include/constants/battle_script_commands.h
struct BattleScripting
{

View file

@ -2981,10 +2981,10 @@ static void BattleStartClearSetData(void)
gBattleStruct->arenaLostOpponentMons = 0;
gBattleStruct->mega.triggerSpriteId = 0xFF;
gBattleStruct->stickyWebUser = 0xFF;
gBattleStruct->appearedInBattle = 0;
for (i = 0; i < PARTY_SIZE; i++)
{
gBattleStruct->usedHeldItems[i][0] = 0;
@ -3084,7 +3084,7 @@ void SwitchInClearSetData(void)
gBattleStruct->lastTakenMoveFrom[gActiveBattler][3] = 0;
gBattleStruct->lastMoveFailed &= ~(gBitTable[gActiveBattler]);
gBattleStruct->palaceFlags &= ~(gBitTable[gActiveBattler]);
if (gActiveBattler == gBattleStruct->stickyWebUser)
gBattleStruct->stickyWebUser = 0xFF; // Switched into sticky web user slot so reset it
@ -3100,7 +3100,7 @@ void SwitchInClearSetData(void)
gBattleResources->flags->flags[gActiveBattler] = 0;
gCurrentMove = MOVE_NONE;
gBattleStruct->arenaTurnCounter = 0xFF;
// Reset damage to prevent things like red card activating if the switched-in mon is holding it
gSpecialStatuses[gActiveBattler].physicalDmg = 0;
gSpecialStatuses[gActiveBattler].specialDmg = 0;
@ -3184,7 +3184,7 @@ void FaintClearSetData(void)
gBattleStruct->lastTakenMoveFrom[gActiveBattler][3] = 0;
gBattleStruct->palaceFlags &= ~(gBitTable[gActiveBattler]);
if (gActiveBattler == gBattleStruct->stickyWebUser)
gBattleStruct->stickyWebUser = 0xFF; // User of sticky web fainted, so reset the stored battler ID
@ -3696,7 +3696,7 @@ static void TryDoEventsBeforeFirstTurn(void)
gMoveResultFlags = 0;
gRandomTurnNumber = Random();
GetAiLogicData(); // get assumed abilities, hold effects, etc of all battlers
if (gBattleTypeFlags & BATTLE_TYPE_ARENA)
@ -3904,7 +3904,7 @@ static void HandleTurnActionSelectionState(void)
case STATE_TURN_START_RECORD: // Recorded battle related action on start of every turn.
RecordedBattle_CopyBattlerMoves();
gBattleCommunication[gActiveBattler] = STATE_BEFORE_ACTION_CHOSEN;
// Do AI score computations here so we can use them in AI_TrySwitchOrUseItem
if ((gBattleTypeFlags & BATTLE_TYPE_HAS_AI || IsWildMonSmart()) && IsBattlerAIControlled(gActiveBattler)) {
gBattleStruct->aiMoveOrAction[gActiveBattler] = ComputeBattleAiScores(gActiveBattler);
@ -4515,10 +4515,9 @@ s8 GetMovePriority(u32 battlerId, u16 move)
break;
}
}
if (gProtectStructs[battlerId].quash == 1)
{
if (gProtectStructs[battlerId].quash)
priority = -8;
}
return priority;
}
@ -4568,7 +4567,7 @@ u8 GetWhoStrikesFirst(u8 battler1, u8 battler2, bool8 ignoreChosenMoves)
// QUICK CLAW / CUSTAP - always first
// LAGGING TAIL - always last
// STALL - always last
if (gProtectStructs[battler1].quickDraw && !gProtectStructs[battler2].quickDraw)
strikesFirst = 0;
else if (!gProtectStructs[battler1].quickDraw && gProtectStructs[battler2].quickDraw)
@ -4740,7 +4739,7 @@ static void TurnValuesCleanUp(bool8 var0)
gProtectStructs[gActiveBattler].spikyShielded = FALSE;
gProtectStructs[gActiveBattler].kingsShielded = FALSE;
gProtectStructs[gActiveBattler].banefulBunkered = FALSE;
gProtectStructs[gBattlerTarget].quash = FALSE;
gProtectStructs[gBattlerTarget].quash = FALSE;
}
else
{

View file

@ -1422,7 +1422,7 @@ static void Cmd_attackcanceler(void)
return;
if (AbilityBattleEffects(ABILITYEFFECT_MOVES_BLOCK, gBattlerTarget, 0, 0, 0))
return;
if (!gBattleMons[gBattlerAttacker].pp[gCurrMovePos] && gCurrentMove != MOVE_STRUGGLE
if (!gBattleMons[gBattlerAttacker].pp[gCurrMovePos] && gCurrentMove != MOVE_STRUGGLE
&& !(gHitMarker & (HITMARKER_ALLOW_NO_PP | HITMARKER_NO_ATTACKSTRING | HITMARKER_NO_PPDEDUCT))
&& !(gBattleMons[gBattlerAttacker].status2 & STATUS2_MULTIPLETURNS))
{
@ -1622,7 +1622,7 @@ static bool32 AccuracyCalcHelper(u16 move)
RecordAbilityBattle(gBattlerTarget, ABILITY_NO_GUARD);
return TRUE;
}
if (gBattleStruct->zmove.active && !(gStatuses3[gBattlerTarget] & STATUS3_SEMI_INVULNERABLE))
{
JumpIfMoveFailed(7, move);
@ -1765,7 +1765,7 @@ static void Cmd_accuracycheck(void)
gMoveResultFlags |= MOVE_RESULT_MISSED;
if (GetBattlerHoldEffect(gBattlerAttacker, TRUE) == HOLD_EFFECT_BLUNDER_POLICY)
gBattleStruct->blunderPolicy = TRUE; // Only activates from missing through acc/evasion checks
if (gBattleTypeFlags & BATTLE_TYPE_DOUBLE &&
(moveTarget == MOVE_TARGET_BOTH || moveTarget == MOVE_TARGET_FOES_AND_ALLY))
gBattleCommunication[MISS_TYPE] = B_MSG_AVOIDED_ATK;
@ -2596,14 +2596,14 @@ static void CheckSetUnburden(u8 battlerId)
// battlerStealer steals the item of battlerItem
void StealTargetItem(u8 battlerStealer, u8 battlerItem)
{
{
gLastUsedItem = gBattleMons[battlerItem].item;
gBattleMons[battlerItem].item = 0;
RecordItemEffectBattle(battlerItem, 0);
RecordItemEffectBattle(battlerStealer, ItemId_GetHoldEffect(gLastUsedItem));
gBattleMons[battlerStealer].item = gLastUsedItem;
CheckSetUnburden(battlerItem);
gBattleResources->flags->flags[battlerStealer] &= ~RESOURCE_FLAG_UNBURDEN;
@ -2614,9 +2614,9 @@ void StealTargetItem(u8 battlerStealer, u8 battlerItem)
gActiveBattler = battlerItem;
BtlController_EmitSetMonData(BUFFER_A, REQUEST_HELDITEM_BATTLE, 0, sizeof(gBattleMons[gBattlerTarget].item), &gBattleMons[battlerItem].item); // remove target item
MarkBattlerForControllerExec(battlerItem);
gBattleStruct->choicedMove[battlerItem] = 0;
TrySaveExchangedItem(battlerItem, gLastUsedItem);
}
@ -2640,7 +2640,7 @@ void SetMoveEffect(bool32 primary, u32 certain)
bool32 mirrorArmorReflected = (GetBattlerAbility(gBattlerTarget) == ABILITY_MIRROR_ARMOR);
u32 flags = 0;
u16 battlerAbility;
switch (gBattleScripting.moveEffect) // Set move effects which happen later on
{
case MOVE_EFFECT_KNOCK_OFF:
@ -2749,7 +2749,7 @@ void SetMoveEffect(bool32 primary, u32 certain)
case STATUS1_BURN:
if (gCurrentMove == MOVE_BURNING_JEALOUSY && !gProtectStructs[gEffectBattler].statRaised)
break;
if ((battlerAbility == ABILITY_WATER_VEIL || battlerAbility == ABILITY_WATER_BUBBLE)
&& (primary == TRUE || certain == MOVE_EFFECT_CERTAIN))
{
@ -2944,7 +2944,7 @@ void SetMoveEffect(bool32 primary, u32 certain)
else
{
gBattleMons[gEffectBattler].status2 |= STATUS2_CONFUSION_TURN(((Random()) % 4) + 2); // 2-5 turns
// If the confusion is activating due to being released from Sky Drop, go to "confused due to fatigue" script.
// Otherwise, do normal confusion script.
if(gCurrentMove == MOVE_SKY_DROP)
@ -2956,7 +2956,7 @@ void SetMoveEffect(bool32 primary, u32 certain)
else
{
BattleScriptPush(gBattlescriptCurrInstr + 1);
gBattlescriptCurrInstr = sMoveEffectBS_Ptrs[gBattleScripting.moveEffect];
gBattlescriptCurrInstr = sMoveEffectBS_Ptrs[gBattleScripting.moveEffect];
}
}
break;
@ -3091,7 +3091,7 @@ void SetMoveEffect(bool32 primary, u32 certain)
flags = affectsUser;
if (mirrorArmorReflected && !affectsUser)
flags |= STAT_CHANGE_ALLOW_PTR;
if (ChangeStatBuffs(SET_STAT_BUFF_VALUE(1) | STAT_BUFF_NEGATIVE,
gBattleScripting.moveEffect - MOVE_EFFECT_ATK_MINUS_1 + 1,
flags | STAT_CHANGE_UPDATE_MOVE_EFFECT, gBattlescriptCurrInstr + 1))
@ -3482,14 +3482,14 @@ void SetMoveEffect(bool32 primary, u32 certain)
gBattleMons[gEffectBattler].item = 0;
CheckSetUnburden(gEffectBattler);
gActiveBattler = gEffectBattler;
BtlController_EmitSetMonData(BUFFER_A, REQUEST_HELDITEM_BATTLE, 0, sizeof(gBattleMons[gEffectBattler].item), &gBattleMons[gEffectBattler].item);
MarkBattlerForControllerExec(gActiveBattler);
// attacker temporarily gains their item
gBattleStruct->changedItems[gBattlerAttacker] = gBattleMons[gBattlerAttacker].item;
gBattleMons[gBattlerAttacker].item = gLastUsedItem;
BattleScriptPush(gBattlescriptCurrInstr + 1);
gBattlescriptCurrInstr = BattleScript_MoveEffectBugBite;
}
@ -5257,13 +5257,13 @@ static void Cmd_moveend(void)
if (gBattleStruct->skyDropTargets[targetId] == i)
break;
}
// Set gBattlerAttacker to the battler id of the target
gBattlerAttacker = targetId;
// Jump to "confused due to fatigue" script
gBattlescriptCurrInstr = BattleScript_ThrashConfuses;
// Clear skyDropTargets data
gBattleStruct->skyDropTargets[i] = 0xFF;
gBattleStruct->skyDropTargets[targetId] = 0xFF;
@ -5380,7 +5380,7 @@ static void Cmd_moveend(void)
if (!(gHitMarker & HITMARKER_UNABLE_TO_USE_MOVE)
&& !(gMoveResultFlags & MOVE_RESULT_NO_EFFECT))
gProtectStructs[gBattlerAttacker].targetAffected = TRUE;
if (!(gHitMarker & HITMARKER_UNABLE_TO_USE_MOVE)
&& gBattleTypeFlags & BATTLE_TYPE_DOUBLE
&& !gProtectStructs[gBattlerAttacker].chargingTurn
@ -5482,7 +5482,7 @@ static void Cmd_moveend(void)
&& GetBattlerHoldEffect(battler, TRUE) == HOLD_EFFECT_RED_CARD
&& (gSpecialStatuses[battler].physicalDmg != 0 || gSpecialStatuses[battler].specialDmg != 0)
&& CanBattlerSwitch(gBattlerAttacker))
{
{
gLastUsedItem = gBattleMons[battler].item;
gActiveBattler = gBattleStruct->savedBattlerTarget = gBattleScripting.battler = battler; // Battler with red card
gEffectBattler = gBattlerAttacker;
@ -5554,7 +5554,7 @@ static void Cmd_moveend(void)
// Battle scripting is super brittle so we shall do the item exchange now (if possible)
if (GetBattlerAbility(gBattlerAttacker) != ABILITY_STICKY_HOLD)
StealTargetItem(gBattlerTarget, gBattlerAttacker); // Target takes attacker's item
gEffectBattler = gBattlerAttacker;
BattleScriptPushCursor();
gBattlescriptCurrInstr = BattleScript_Pickpocket; // Includes sticky hold check to print separate string
@ -7109,7 +7109,7 @@ static void Cmd_removeitem(void)
// Popped Air Balloon cannot be restored by any means.
if (GetBattlerHoldEffect(gActiveBattler, TRUE) != HOLD_EFFECT_AIR_BALLOON)
gBattleStruct->usedHeldItems[gBattlerPartyIndexes[gActiveBattler]][GetBattlerSide(gActiveBattler)] = itemId; // Remember if switched out
gBattleMons[gActiveBattler].item = ITEM_NONE;
CheckSetUnburden(gActiveBattler);
@ -8103,7 +8103,7 @@ static void Cmd_various(void)
break;
case VARIOUS_ARENA_JUDGMENT_WINDOW:
i = BattleArena_ShowJudgmentWindow(&gBattleCommunication[0]);
// BattleArena_ShowJudgmentWindow's last state was an intermediate step.
// Return without advancing the current instruction so that it will be called again.
if (i == ARENA_RESULT_RUNNING)
@ -8454,13 +8454,13 @@ static void Cmd_various(void)
}
return;
case VARIOUS_TRY_QUASH:
if (GetBattlerTurnOrderNum(gBattlerAttacker) > GetBattlerTurnOrderNum(gBattlerTarget)) // is true if foe is faster, has a bigger priority, or switches
if (GetBattlerTurnOrderNum(gBattlerAttacker) > GetBattlerTurnOrderNum(gBattlerTarget)) // It's true if foe is faster, has a bigger priority, or switches
{
gBattlescriptCurrInstr = T1_READ_PTR(gBattlescriptCurrInstr + 3); // This replaces the current battlescript with the "fail" script, if the condition
} // we checked is true
gBattlescriptCurrInstr = T1_READ_PTR(gBattlescriptCurrInstr + 3); // This replaces the current battlescript with the "fail" script.
}
else // If the condition is not true, it means we are faster than the foe, so we can set the quash bit
{
gProtectStructs[gBattlerTarget].quash = 1;
gProtectStructs[gBattlerTarget].quash = TRUE;
gBattlescriptCurrInstr += 7; // and then we proceed with the rest of our battlescript
}
return;
@ -8554,7 +8554,7 @@ static void Cmd_various(void)
}
return;
case VARIOUS_TRY_SOAK:
if (gBattleMons[gBattlerTarget].type1 == gBattleMoves[gCurrentMove].type
if (gBattleMons[gBattlerTarget].type1 == gBattleMoves[gCurrentMove].type
&& gBattleMons[gBattlerTarget].type2 == gBattleMoves[gCurrentMove].type)
{
gBattlescriptCurrInstr = T1_READ_PTR(gBattlescriptCurrInstr + 3);
@ -9082,7 +9082,7 @@ static void Cmd_various(void)
case VARIOUS_MAKE_INVISIBLE:
if (gBattleControllerExecFlags)
break;
BtlController_EmitSpriteInvisibility(BUFFER_A, TRUE);
MarkBattlerForControllerExec(gActiveBattler);
break;
@ -9123,10 +9123,10 @@ static void Cmd_various(void)
BtlController_EmitSetMonData(BUFFER_A, REQUEST_PPMOVE1_BATTLE + i, 0, sizeof(gBattleMons[gActiveBattler].pp[i]), &gBattleMons[gActiveBattler].pp[i]);
MarkBattlerForControllerExec(gActiveBattler);
}
if (gBattleMons[gActiveBattler].pp[i] == 0 && gBattleStruct->skyDropTargets[gActiveBattler] == 0xFF)
CancelMultiTurnMoves(gActiveBattler);
gBattlescriptCurrInstr += 7; // continue
}
else
@ -9200,19 +9200,19 @@ static void Cmd_various(void)
return;
case VARIOUS_SET_SKY_DROP:
gStatuses3[gBattlerTarget] |= (STATUS3_SKY_DROPPED | STATUS3_ON_AIR);
/* skyDropTargets holds the information of who is in a particular instance of Sky Drop.
/* skyDropTargets holds the information of who is in a particular instance of Sky Drop.
This is needed in the case that multiple Pokemon use Sky Drop in the same turn or if
the target of a Sky Drop faints while in the air.*/
gBattleStruct->skyDropTargets[gBattlerAttacker] = gBattlerTarget;
gBattleStruct->skyDropTargets[gBattlerTarget] = gBattlerAttacker;
// End any multiturn effects caused by the target except STATUS2_LOCK_CONFUSE
gBattleMons[gBattlerTarget].status2 &= ~(STATUS2_MULTIPLETURNS);
gBattleMons[gBattlerTarget].status2 &= ~(STATUS2_UPROAR);
gBattleMons[gBattlerTarget].status2 &= ~(STATUS2_BIDE);
gDisableStructs[gBattlerTarget].rolloutTimer = 0;
gDisableStructs[gBattlerTarget].furyCutterCounter = 0;
// End any Follow Me/Rage Powder effects caused by the target
if (gSideTimers[GetBattlerSide(gBattlerTarget)].followmeTimer != 0 && gSideTimers[GetBattlerSide(gBattlerTarget)].followmeTarget == gBattlerTarget)
gSideTimers[GetBattlerSide(gBattlerTarget)].followmeTimer = 0;
@ -9225,12 +9225,12 @@ static void Cmd_various(void)
gBattlescriptCurrInstr = T1_READ_PTR(gBattlescriptCurrInstr + 3);
else
{
gBattleStruct->skyDropTargets[gBattlerAttacker] = 0xFF;
gBattleStruct->skyDropTargets[gBattlerAttacker] = 0xFF;
gBattleStruct->skyDropTargets[gBattlerTarget] = 0xFF;
gStatuses3[gBattlerTarget] &= ~(STATUS3_SKY_DROPPED | STATUS3_ON_AIR);
gBattlescriptCurrInstr += 7;
}
// Confuse target if they were in the middle of Petal Dance/Outrage/Thrash when targeted.
if (gBattleMons[gBattlerTarget].status2 & STATUS2_LOCK_CONFUSE)
gBattleScripting.moveEffect = (MOVE_EFFECT_CONFUSION | MOVE_EFFECT_CERTAIN);
@ -9244,7 +9244,7 @@ static void Cmd_various(void)
// Clear skyDropTargets data
gBattleStruct->skyDropTargets[gBattleStruct->skyDropTargets[gEffectBattler]] = 0xFF;
gBattleStruct->skyDropTargets[gEffectBattler] = 0xFF;
// If the target was in the middle of Outrage/Thrash/etc. when targeted by Sky Drop, confuse them on release and do proper animation
if (gBattleMons[gEffectBattler].status2 & STATUS2_LOCK_CONFUSE && CanBeConfused(gEffectBattler))
{
@ -9317,7 +9317,7 @@ static void Cmd_various(void)
count++;
}
}
if (count == 0)
gBattlescriptCurrInstr = T1_READ_PTR(gBattlescriptCurrInstr + 3); // Rototiller fails
else
@ -9354,19 +9354,19 @@ static void Cmd_various(void)
gBattlescriptCurrInstr += 4;
return;
}
gBattleScripting.battler = gEffectBattler = gBattlerTarget = gActiveBattler; // Cover all berry effect battlerId cases. e.g. ChangeStatBuffs uses target ID
// Do move end berry effects for just a single battler, instead of looping through all battlers
if (ItemBattleEffects(ITEMEFFECT_BATTLER_MOVE_END, gActiveBattler, FALSE))
return;
if (gBattlescriptCurrInstr[3])
{
gBattleMons[gActiveBattler].item = gBattleStruct->changedItems[gActiveBattler];
gBattleStruct->changedItems[gActiveBattler] = ITEM_NONE;
gBattleResources->flags->flags[gActiveBattler] &= ~RESOURCE_FLAG_UNBURDEN;
}
gBattlescriptCurrInstr += 4;
return;
case VARIOUS_JUMP_IF_CANT_REVERT_TO_PRIMAL:
@ -9538,7 +9538,7 @@ static void Cmd_various(void)
return;
case VARIOUS_CAN_TAR_SHOT_WORK:
// Tar Shot will fail if it's already been used on the target and its speed can't be lowered further
if (!gDisableStructs[gActiveBattler].tarShot
if (!gDisableStructs[gActiveBattler].tarShot
&& CompareStat(gActiveBattler, STAT_SPEED, MAX_STAT_STAGE, CMP_LESS_THAN))
gBattlescriptCurrInstr += 7;
else
@ -9636,7 +9636,7 @@ static void Cmd_various(void)
case VARIOUS_BATTLER_ITEM_TO_LAST_USED_ITEM:
gBattleMons[gActiveBattler].item = gLastUsedItem;
break;
case VARIOUS_SET_BEAK_BLAST:
case VARIOUS_SET_BEAK_BLAST:
gProtectStructs[gBattlerAttacker].beakBlastCharge = TRUE;
break;
case VARIOUS_SWAP_SIDE_STATUSES:
@ -10254,7 +10254,7 @@ static u32 ChangeStatBuffs(s8 statValue, u32 statId, u32 flags, const u8 *BS_ptr
gActiveBattler = gBattlerAttacker;
else
gActiveBattler = gBattlerTarget;
activeBattlerAbility = GetBattlerAbility(gActiveBattler);
gSpecialStatuses[gActiveBattler].changedStatsBattlerId = gBattlerAttacker;
@ -10418,7 +10418,7 @@ static u32 ChangeStatBuffs(s8 statValue, u32 statId, u32 flags, const u8 *BS_ptr
gBattleTextBuff2[index++] = STRINGID_STATFELL;
gBattleTextBuff2[index++] = STRINGID_STATFELL >> 8;
gBattleTextBuff2[index] = B_BUFF_EOS;
if (gBattleMons[gActiveBattler].statStages[statId] == MIN_STAT_STAGE)
{
gBattleCommunication[MULTISTRING_CHOOSER] = B_MSG_STAT_WONT_DECREASE;
@ -10605,9 +10605,9 @@ static void Cmd_forcerandomswitch(void)
struct Pokemon *party = NULL;
s32 validMons = 0;
s32 minNeeded;
bool32 redCardForcedSwitch = FALSE;
// Red card checks against wild pokemon. If we have reached here, the player has a mon to switch into
// Red card swaps attacker with target to get the animation correct, so here we check attacker which is really the target. Thanks GF...
if (gBattleScripting.switchCase == B_SWITCH_RED_CARD
@ -10650,7 +10650,7 @@ static void Cmd_forcerandomswitch(void)
&& GetBattlerSide(gBattlerTarget) == B_SIDE_PLAYER)
|| redCardForcedSwitch
)
{
{
if (GetBattlerSide(gBattlerTarget) == B_SIDE_PLAYER)
party = gPlayerParty;
else
@ -12175,7 +12175,7 @@ static void Cmd_maxattackhalvehp(void)
if (!(gBattleMons[gBattlerAttacker].maxHP / 2))
halfHp = 1;
// Belly Drum fails if the user's current HP is less than half its maximum, or if the user's Attack is already at +6 (even if the user has Contrary).
if (gBattleMons[gBattlerAttacker].statStages[STAT_ATK] < MAX_STAT_STAGE
&& gBattleMons[gBattlerAttacker].hp > halfHp)
@ -12671,7 +12671,7 @@ static void Cmd_tryswapitems(void)
gBattleMons[gBattlerAttacker].item = ITEM_NONE;
gBattleMons[gBattlerTarget].item = oldItemAtk;
RecordItemEffectBattle(gBattlerAttacker, 0);
RecordItemEffectBattle(gBattlerTarget, ItemId_GetHoldEffect(oldItemAtk));
@ -12690,7 +12690,7 @@ static void Cmd_tryswapitems(void)
PREPARE_ITEM_BUFFER(gBattleTextBuff1, *newItemAtk)
PREPARE_ITEM_BUFFER(gBattleTextBuff2, oldItemAtk)
if (!(sideAttacker == sideTarget && IsPartnerMonFromSameTrainer(gBattlerAttacker)))
{
// if targeting your own side and you aren't in a multi battle, don't save items as stolen
@ -12767,7 +12767,7 @@ static void Cmd_trywish(void)
#else
gBattleMoveDamage = max(1, gBattleMons[gBattlerTarget].maxHP / 2);
#endif
gBattleMoveDamage *= -1;
if (gBattleMons[gBattlerTarget].hp == gBattleMons[gBattlerTarget].maxHP)
gBattlescriptCurrInstr = T1_READ_PTR(gBattlescriptCurrInstr + 2);
@ -13163,7 +13163,7 @@ u16 GetSecretPowerMoveEffect(void)
}
}
else
{
{
switch (gBattleTerrain)
{
case BATTLE_TERRAIN_GRASS:
@ -13386,7 +13386,7 @@ static void Cmd_settypebasedhalvers(void)
gBattleCommunication[MULTISTRING_CHOOSER] = B_MSG_WEAKEN_ELECTRIC;
worked = TRUE;
}
#else
#else
if (!(gStatuses4[gBattlerAttacker] & STATUS4_MUD_SPORT))
{
gStatuses4[gBattlerAttacker] |= STATUS4_MUD_SPORT;
@ -13561,20 +13561,20 @@ static void Cmd_removelightscreenreflect(void)
{
u8 side;
bool32 failed;
#if B_BRICK_BREAK >= GEN_4
// From Gen 4 onwards, Brick Break can remove screens on the user's side if used on an ally
side = GetBattlerSide(gBattlerTarget);
#else
side = GetBattlerSide(gBattlerAttacker) ^ BIT_SIDE;
#endif
#if B_BRICK_BREAK >= GEN_5
failed = (gMoveResultFlags & MOVE_RESULT_NO_EFFECT);
#else
failed = FALSE;
#endif
if (!failed
&& (gSideTimers[side].reflectTimer
|| gSideTimers[side].lightscreenTimer
@ -13633,7 +13633,7 @@ static void Cmd_handleballthrow(void)
{
u32 odds, i;
u8 catchRate;
gLastThrownBall = gLastUsedItem;
if (gBattleTypeFlags & BATTLE_TYPE_SAFARI)
catchRate = gBattleStruct->safariCatchFactor * 1275 / 100;