quash pr clean up
This commit is contained in:
parent
06b4548603
commit
91b76e2e4f
3 changed files with 72 additions and 73 deletions
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@ -147,9 +147,9 @@ struct ProtectStruct
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u16 pranksterElevated:1;
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u16 quickDraw:1;
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u16 beakBlastCharge:1;
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u16 quash:1;
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u32 physicalDmg;
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u32 specialDmg;
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u8 quash : 1;
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u8 physicalBattlerId;
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u8 specialBattlerId;
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};
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@ -670,7 +670,7 @@ struct BattleStruct
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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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// 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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{
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@ -2981,10 +2981,10 @@ static void BattleStartClearSetData(void)
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gBattleStruct->arenaLostOpponentMons = 0;
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gBattleStruct->mega.triggerSpriteId = 0xFF;
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gBattleStruct->stickyWebUser = 0xFF;
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gBattleStruct->appearedInBattle = 0;
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for (i = 0; i < PARTY_SIZE; i++)
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{
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gBattleStruct->usedHeldItems[i][0] = 0;
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@ -3084,7 +3084,7 @@ void SwitchInClearSetData(void)
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gBattleStruct->lastTakenMoveFrom[gActiveBattler][3] = 0;
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gBattleStruct->lastMoveFailed &= ~(gBitTable[gActiveBattler]);
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gBattleStruct->palaceFlags &= ~(gBitTable[gActiveBattler]);
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if (gActiveBattler == gBattleStruct->stickyWebUser)
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gBattleStruct->stickyWebUser = 0xFF; // Switched into sticky web user slot so reset it
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@ -3100,7 +3100,7 @@ void SwitchInClearSetData(void)
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gBattleResources->flags->flags[gActiveBattler] = 0;
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gCurrentMove = MOVE_NONE;
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gBattleStruct->arenaTurnCounter = 0xFF;
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// Reset damage to prevent things like red card activating if the switched-in mon is holding it
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gSpecialStatuses[gActiveBattler].physicalDmg = 0;
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gSpecialStatuses[gActiveBattler].specialDmg = 0;
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@ -3184,7 +3184,7 @@ void FaintClearSetData(void)
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gBattleStruct->lastTakenMoveFrom[gActiveBattler][3] = 0;
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gBattleStruct->palaceFlags &= ~(gBitTable[gActiveBattler]);
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if (gActiveBattler == gBattleStruct->stickyWebUser)
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gBattleStruct->stickyWebUser = 0xFF; // User of sticky web fainted, so reset the stored battler ID
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@ -3696,7 +3696,7 @@ static void TryDoEventsBeforeFirstTurn(void)
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gMoveResultFlags = 0;
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gRandomTurnNumber = Random();
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GetAiLogicData(); // get assumed abilities, hold effects, etc of all battlers
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if (gBattleTypeFlags & BATTLE_TYPE_ARENA)
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@ -3904,7 +3904,7 @@ static void HandleTurnActionSelectionState(void)
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case STATE_TURN_START_RECORD: // Recorded battle related action on start of every turn.
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RecordedBattle_CopyBattlerMoves();
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gBattleCommunication[gActiveBattler] = STATE_BEFORE_ACTION_CHOSEN;
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// Do AI score computations here so we can use them in AI_TrySwitchOrUseItem
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if ((gBattleTypeFlags & BATTLE_TYPE_HAS_AI || IsWildMonSmart()) && IsBattlerAIControlled(gActiveBattler)) {
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gBattleStruct->aiMoveOrAction[gActiveBattler] = ComputeBattleAiScores(gActiveBattler);
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@ -4515,10 +4515,9 @@ s8 GetMovePriority(u32 battlerId, u16 move)
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break;
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}
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}
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if (gProtectStructs[battlerId].quash == 1)
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{
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if (gProtectStructs[battlerId].quash)
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priority = -8;
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}
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return priority;
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}
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@ -4568,7 +4567,7 @@ u8 GetWhoStrikesFirst(u8 battler1, u8 battler2, bool8 ignoreChosenMoves)
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// QUICK CLAW / CUSTAP - always first
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// LAGGING TAIL - always last
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// STALL - always last
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if (gProtectStructs[battler1].quickDraw && !gProtectStructs[battler2].quickDraw)
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strikesFirst = 0;
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else if (!gProtectStructs[battler1].quickDraw && gProtectStructs[battler2].quickDraw)
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@ -4740,7 +4739,7 @@ static void TurnValuesCleanUp(bool8 var0)
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gProtectStructs[gActiveBattler].spikyShielded = FALSE;
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gProtectStructs[gActiveBattler].kingsShielded = FALSE;
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gProtectStructs[gActiveBattler].banefulBunkered = FALSE;
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gProtectStructs[gBattlerTarget].quash = FALSE;
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gProtectStructs[gBattlerTarget].quash = FALSE;
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}
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else
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{
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@ -1422,7 +1422,7 @@ static void Cmd_attackcanceler(void)
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return;
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if (AbilityBattleEffects(ABILITYEFFECT_MOVES_BLOCK, gBattlerTarget, 0, 0, 0))
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return;
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if (!gBattleMons[gBattlerAttacker].pp[gCurrMovePos] && gCurrentMove != MOVE_STRUGGLE
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if (!gBattleMons[gBattlerAttacker].pp[gCurrMovePos] && gCurrentMove != MOVE_STRUGGLE
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&& !(gHitMarker & (HITMARKER_ALLOW_NO_PP | HITMARKER_NO_ATTACKSTRING | HITMARKER_NO_PPDEDUCT))
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&& !(gBattleMons[gBattlerAttacker].status2 & STATUS2_MULTIPLETURNS))
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{
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@ -1622,7 +1622,7 @@ static bool32 AccuracyCalcHelper(u16 move)
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RecordAbilityBattle(gBattlerTarget, ABILITY_NO_GUARD);
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return TRUE;
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}
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if (gBattleStruct->zmove.active && !(gStatuses3[gBattlerTarget] & STATUS3_SEMI_INVULNERABLE))
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{
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JumpIfMoveFailed(7, move);
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@ -1765,7 +1765,7 @@ static void Cmd_accuracycheck(void)
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gMoveResultFlags |= MOVE_RESULT_MISSED;
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if (GetBattlerHoldEffect(gBattlerAttacker, TRUE) == HOLD_EFFECT_BLUNDER_POLICY)
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gBattleStruct->blunderPolicy = TRUE; // Only activates from missing through acc/evasion checks
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if (gBattleTypeFlags & BATTLE_TYPE_DOUBLE &&
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(moveTarget == MOVE_TARGET_BOTH || moveTarget == MOVE_TARGET_FOES_AND_ALLY))
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gBattleCommunication[MISS_TYPE] = B_MSG_AVOIDED_ATK;
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@ -2596,14 +2596,14 @@ static void CheckSetUnburden(u8 battlerId)
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// battlerStealer steals the item of battlerItem
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void StealTargetItem(u8 battlerStealer, u8 battlerItem)
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{
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{
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gLastUsedItem = gBattleMons[battlerItem].item;
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gBattleMons[battlerItem].item = 0;
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RecordItemEffectBattle(battlerItem, 0);
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RecordItemEffectBattle(battlerStealer, ItemId_GetHoldEffect(gLastUsedItem));
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gBattleMons[battlerStealer].item = gLastUsedItem;
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CheckSetUnburden(battlerItem);
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gBattleResources->flags->flags[battlerStealer] &= ~RESOURCE_FLAG_UNBURDEN;
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@ -2614,9 +2614,9 @@ void StealTargetItem(u8 battlerStealer, u8 battlerItem)
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gActiveBattler = battlerItem;
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BtlController_EmitSetMonData(BUFFER_A, REQUEST_HELDITEM_BATTLE, 0, sizeof(gBattleMons[gBattlerTarget].item), &gBattleMons[battlerItem].item); // remove target item
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MarkBattlerForControllerExec(battlerItem);
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gBattleStruct->choicedMove[battlerItem] = 0;
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TrySaveExchangedItem(battlerItem, gLastUsedItem);
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}
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@ -2640,7 +2640,7 @@ void SetMoveEffect(bool32 primary, u32 certain)
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bool32 mirrorArmorReflected = (GetBattlerAbility(gBattlerTarget) == ABILITY_MIRROR_ARMOR);
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u32 flags = 0;
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u16 battlerAbility;
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switch (gBattleScripting.moveEffect) // Set move effects which happen later on
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{
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case MOVE_EFFECT_KNOCK_OFF:
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@ -2749,7 +2749,7 @@ void SetMoveEffect(bool32 primary, u32 certain)
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case STATUS1_BURN:
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if (gCurrentMove == MOVE_BURNING_JEALOUSY && !gProtectStructs[gEffectBattler].statRaised)
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break;
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if ((battlerAbility == ABILITY_WATER_VEIL || battlerAbility == ABILITY_WATER_BUBBLE)
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&& (primary == TRUE || certain == MOVE_EFFECT_CERTAIN))
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{
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@ -2944,7 +2944,7 @@ void SetMoveEffect(bool32 primary, u32 certain)
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else
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{
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gBattleMons[gEffectBattler].status2 |= STATUS2_CONFUSION_TURN(((Random()) % 4) + 2); // 2-5 turns
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// If the confusion is activating due to being released from Sky Drop, go to "confused due to fatigue" script.
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// Otherwise, do normal confusion script.
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if(gCurrentMove == MOVE_SKY_DROP)
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@ -2956,7 +2956,7 @@ void SetMoveEffect(bool32 primary, u32 certain)
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else
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{
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BattleScriptPush(gBattlescriptCurrInstr + 1);
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gBattlescriptCurrInstr = sMoveEffectBS_Ptrs[gBattleScripting.moveEffect];
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gBattlescriptCurrInstr = sMoveEffectBS_Ptrs[gBattleScripting.moveEffect];
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}
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}
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break;
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@ -3091,7 +3091,7 @@ void SetMoveEffect(bool32 primary, u32 certain)
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flags = affectsUser;
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if (mirrorArmorReflected && !affectsUser)
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flags |= STAT_CHANGE_ALLOW_PTR;
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if (ChangeStatBuffs(SET_STAT_BUFF_VALUE(1) | STAT_BUFF_NEGATIVE,
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gBattleScripting.moveEffect - MOVE_EFFECT_ATK_MINUS_1 + 1,
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flags | STAT_CHANGE_UPDATE_MOVE_EFFECT, gBattlescriptCurrInstr + 1))
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@ -3482,14 +3482,14 @@ void SetMoveEffect(bool32 primary, u32 certain)
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gBattleMons[gEffectBattler].item = 0;
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CheckSetUnburden(gEffectBattler);
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gActiveBattler = gEffectBattler;
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BtlController_EmitSetMonData(BUFFER_A, REQUEST_HELDITEM_BATTLE, 0, sizeof(gBattleMons[gEffectBattler].item), &gBattleMons[gEffectBattler].item);
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MarkBattlerForControllerExec(gActiveBattler);
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// attacker temporarily gains their item
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gBattleStruct->changedItems[gBattlerAttacker] = gBattleMons[gBattlerAttacker].item;
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gBattleMons[gBattlerAttacker].item = gLastUsedItem;
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BattleScriptPush(gBattlescriptCurrInstr + 1);
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gBattlescriptCurrInstr = BattleScript_MoveEffectBugBite;
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}
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@ -5257,13 +5257,13 @@ static void Cmd_moveend(void)
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if (gBattleStruct->skyDropTargets[targetId] == i)
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break;
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}
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// Set gBattlerAttacker to the battler id of the target
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gBattlerAttacker = targetId;
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// Jump to "confused due to fatigue" script
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gBattlescriptCurrInstr = BattleScript_ThrashConfuses;
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// Clear skyDropTargets data
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gBattleStruct->skyDropTargets[i] = 0xFF;
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gBattleStruct->skyDropTargets[targetId] = 0xFF;
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@ -5380,7 +5380,7 @@ static void Cmd_moveend(void)
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if (!(gHitMarker & HITMARKER_UNABLE_TO_USE_MOVE)
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&& !(gMoveResultFlags & MOVE_RESULT_NO_EFFECT))
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gProtectStructs[gBattlerAttacker].targetAffected = TRUE;
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if (!(gHitMarker & HITMARKER_UNABLE_TO_USE_MOVE)
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&& gBattleTypeFlags & BATTLE_TYPE_DOUBLE
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&& !gProtectStructs[gBattlerAttacker].chargingTurn
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@ -5482,7 +5482,7 @@ static void Cmd_moveend(void)
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&& GetBattlerHoldEffect(battler, TRUE) == HOLD_EFFECT_RED_CARD
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&& (gSpecialStatuses[battler].physicalDmg != 0 || gSpecialStatuses[battler].specialDmg != 0)
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&& CanBattlerSwitch(gBattlerAttacker))
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{
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{
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gLastUsedItem = gBattleMons[battler].item;
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gActiveBattler = gBattleStruct->savedBattlerTarget = gBattleScripting.battler = battler; // Battler with red card
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gEffectBattler = gBattlerAttacker;
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@ -5554,7 +5554,7 @@ static void Cmd_moveend(void)
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// Battle scripting is super brittle so we shall do the item exchange now (if possible)
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if (GetBattlerAbility(gBattlerAttacker) != ABILITY_STICKY_HOLD)
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StealTargetItem(gBattlerTarget, gBattlerAttacker); // Target takes attacker's item
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gEffectBattler = gBattlerAttacker;
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BattleScriptPushCursor();
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gBattlescriptCurrInstr = BattleScript_Pickpocket; // Includes sticky hold check to print separate string
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@ -7109,7 +7109,7 @@ static void Cmd_removeitem(void)
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// Popped Air Balloon cannot be restored by any means.
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if (GetBattlerHoldEffect(gActiveBattler, TRUE) != HOLD_EFFECT_AIR_BALLOON)
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gBattleStruct->usedHeldItems[gBattlerPartyIndexes[gActiveBattler]][GetBattlerSide(gActiveBattler)] = itemId; // Remember if switched out
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gBattleMons[gActiveBattler].item = ITEM_NONE;
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CheckSetUnburden(gActiveBattler);
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@ -8103,7 +8103,7 @@ static void Cmd_various(void)
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break;
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case VARIOUS_ARENA_JUDGMENT_WINDOW:
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i = BattleArena_ShowJudgmentWindow(&gBattleCommunication[0]);
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// BattleArena_ShowJudgmentWindow's last state was an intermediate step.
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// Return without advancing the current instruction so that it will be called again.
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if (i == ARENA_RESULT_RUNNING)
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@ -8454,13 +8454,13 @@ static void Cmd_various(void)
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}
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return;
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case VARIOUS_TRY_QUASH:
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if (GetBattlerTurnOrderNum(gBattlerAttacker) > GetBattlerTurnOrderNum(gBattlerTarget)) // is true if foe is faster, has a bigger priority, or switches
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if (GetBattlerTurnOrderNum(gBattlerAttacker) > GetBattlerTurnOrderNum(gBattlerTarget)) // It's true if foe is faster, has a bigger priority, or switches
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{
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gBattlescriptCurrInstr = T1_READ_PTR(gBattlescriptCurrInstr + 3); // This replaces the current battlescript with the "fail" script, if the condition
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} // we checked is true
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gBattlescriptCurrInstr = T1_READ_PTR(gBattlescriptCurrInstr + 3); // This replaces the current battlescript with the "fail" script.
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}
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else // If the condition is not true, it means we are faster than the foe, so we can set the quash bit
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{
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gProtectStructs[gBattlerTarget].quash = 1;
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gProtectStructs[gBattlerTarget].quash = TRUE;
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gBattlescriptCurrInstr += 7; // and then we proceed with the rest of our battlescript
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}
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return;
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@ -8554,7 +8554,7 @@ static void Cmd_various(void)
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}
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return;
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case VARIOUS_TRY_SOAK:
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if (gBattleMons[gBattlerTarget].type1 == gBattleMoves[gCurrentMove].type
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if (gBattleMons[gBattlerTarget].type1 == gBattleMoves[gCurrentMove].type
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&& gBattleMons[gBattlerTarget].type2 == gBattleMoves[gCurrentMove].type)
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{
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gBattlescriptCurrInstr = T1_READ_PTR(gBattlescriptCurrInstr + 3);
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@ -9082,7 +9082,7 @@ static void Cmd_various(void)
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case VARIOUS_MAKE_INVISIBLE:
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if (gBattleControllerExecFlags)
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break;
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BtlController_EmitSpriteInvisibility(BUFFER_A, TRUE);
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MarkBattlerForControllerExec(gActiveBattler);
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break;
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@ -9123,10 +9123,10 @@ static void Cmd_various(void)
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BtlController_EmitSetMonData(BUFFER_A, REQUEST_PPMOVE1_BATTLE + i, 0, sizeof(gBattleMons[gActiveBattler].pp[i]), &gBattleMons[gActiveBattler].pp[i]);
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MarkBattlerForControllerExec(gActiveBattler);
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}
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if (gBattleMons[gActiveBattler].pp[i] == 0 && gBattleStruct->skyDropTargets[gActiveBattler] == 0xFF)
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CancelMultiTurnMoves(gActiveBattler);
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gBattlescriptCurrInstr += 7; // continue
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}
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else
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@ -9200,19 +9200,19 @@ static void Cmd_various(void)
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return;
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case VARIOUS_SET_SKY_DROP:
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gStatuses3[gBattlerTarget] |= (STATUS3_SKY_DROPPED | STATUS3_ON_AIR);
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/* skyDropTargets holds the information of who is in a particular instance of Sky Drop.
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/* skyDropTargets holds the information of who is in a particular instance of Sky Drop.
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This is needed in the case that multiple Pokemon use Sky Drop in the same turn or if
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the target of a Sky Drop faints while in the air.*/
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gBattleStruct->skyDropTargets[gBattlerAttacker] = gBattlerTarget;
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gBattleStruct->skyDropTargets[gBattlerTarget] = gBattlerAttacker;
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// End any multiturn effects caused by the target except STATUS2_LOCK_CONFUSE
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gBattleMons[gBattlerTarget].status2 &= ~(STATUS2_MULTIPLETURNS);
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gBattleMons[gBattlerTarget].status2 &= ~(STATUS2_UPROAR);
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gBattleMons[gBattlerTarget].status2 &= ~(STATUS2_BIDE);
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gDisableStructs[gBattlerTarget].rolloutTimer = 0;
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gDisableStructs[gBattlerTarget].furyCutterCounter = 0;
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// End any Follow Me/Rage Powder effects caused by the target
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if (gSideTimers[GetBattlerSide(gBattlerTarget)].followmeTimer != 0 && gSideTimers[GetBattlerSide(gBattlerTarget)].followmeTarget == gBattlerTarget)
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gSideTimers[GetBattlerSide(gBattlerTarget)].followmeTimer = 0;
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@ -9225,12 +9225,12 @@ static void Cmd_various(void)
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gBattlescriptCurrInstr = T1_READ_PTR(gBattlescriptCurrInstr + 3);
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else
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{
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gBattleStruct->skyDropTargets[gBattlerAttacker] = 0xFF;
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||||
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;
|
||||
|
|
Loading…
Reference in a new issue