* Revert Dynamax HP on fainting
Calls UndoDynamax whenever a mon faints to ensure that its HP is reverted and the relevant data is cleared. Updates UndoDynamax to CalculateMonStats after applying the HP reversion to prevent fainted mons from retaining their boosted Max HP until the end of the battle.
* Update src/battle_main.c
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Co-authored-by: Alex <93446519+AlexOn1ine@users.noreply.github.com>
* Update battle_main.c
Now clears dynamax data when a battler faints
* Update battle_main.c
Actually call the helper function instead of only doing half of what it does.
* Added new line before return
Co-authored-by: Alex <93446519+AlexOn1ine@users.noreply.github.com>
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Co-authored-by: Alex <93446519+AlexOn1ine@users.noreply.github.com>
* Adjust Ate-Ability code a bit to make it more readable
* stupid oversight
* fixed
* pull normal type move check out of function
* unused var
* switch and tests
* oversight
* Apply suggestions from code review
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Co-authored-by: Bassoonian <iasperbassoonian@gmail.com>
* Port xaman move desc to modern expansion
* Fix modern compiler error
* Fix compliling + EFFECT_PLACEHOLDER support
* Change to L-button to avoid conflict with Mega Evolution
* Reorder and change priority to category
* add sprite for move category icon, declare category icon sprite data extern
* remove static category icon sprite data from hgss dex for global data
* Change to else if
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Co-authored-by: Pawkkie <moog272@gmail.com>
Co-authored-by: RavePossum <ravepossum@proton.me>
* Fixes Burning Bulwark burning message and normalizes similar messages
* Fixes Grassy Glide granting priority to Max Move used from that slot
* Missed freeze message
* add saveattacker/savetarget stack
* add safety checks to savedAttackerCount/savedTargetCount
* add testing warnings for saveattacker/savetarget
* update frisk with saveattacker
* restoretarget at end of red card battle scripts, remove testing checks on SaveAttacker,SaveTarget
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Co-authored-by: ghoulslash <pokevoyager0@gmail.com>
* #defines for damage roll bounds
* Risky AI behavior implemented
* Ignore score penalty to EFFECT_RECOIL_IF_MISS moves if accuracy has been lowered
* Adjust score defines
* EFFECT_MIND_BLOWN
* Use GetBestDmgMoveFromBattler instead of AI_CompareDamagingMoves
* Damage roll selection and AI_FLAG_CONSERVATIVE
* Clarify enum names
* Simplify AverageRollDmg line
* Change u8s to u32s
* Turns out Boomburst does a lot of damage lol
* Spacing
* Fixes Dancer triggering if the user flinched
* Add check to make sure "Pokemon used move" message is kept
* Address review
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Co-authored-by: Fltp <fltpessoa2@gmail.com>
* Belch scoring fix and test
* Add assumptions for pocket
* Update test to AI_SINGLE_BATTLE_TEST
* Alex's fixes
* Missed reverting a line
* Mucked up spacing mb
* Mucked up the spacing fix mb MB