$ python3 migration_scripts/convert_parties.py src/data/trainers.h src/data/trainer_parties.h src/data/npc_trainers.party
Is available to convert Trainer Control-formatted trainers/parties into
Competitive-formatted ones.
Multiple '#include's can be placed in the trainer section of src/data.c
to support spreading the trainers across multiple .party files.
trainerproc does not interpret the values, leaving that job to the C
compiler, so we use '#line' to associate those errors with the lines in
the .party file(s). Because the columns don't make sense we use
-fno-show-column and -fno-diagostics-show-caret. We might want to move
gTrainers into its own file so that the rest of src/data.c isn't
affected by those flags.
Extensions (misfeatures, imo):
- .party files are passed through cpp, so '#define's are supported, and so
are '// ...' and '/* ... */' comments.
- .party files also support writing, e.g. 'SPECIES_PIKACHU' instead of
'Pikachu'. This allows people to write constants explicitly if they
like.
Pragmas:
- '#pragma trainerproc ivs explicit' requires an explicit 'IVs:' line
rather than defaulting to 31s.
- '#pragma trainerproc ivs <IVs>' changes the default IVs.
- '#pragma trainerproc level explicit' requires an explicit 'Level:'
line rather than defaulting to 100.
- '#pragma trainerproc level <level>' changes the default level.
Co-authored-by: Eduardo Quezada <eduardo602002@gmail.com>
Co-authored-by: Alex <93446519+AlexOn1ine@users.noreply.github.com>
* more customization to struct FacilityMon, remove facility item ids, convert vanilla data, add CreateFacilityMon universal function
* fix some unused vars
* use TrainerMon struct instead of FacilityMon
* add dynamaxLevel, gigantamaxFactor to CreateFacilityMon
* some struct TrainerMon documentation
---------
Co-authored-by: ghoulslash <pokevoyager0@gmail.com>
* Absolute IDs
* Mothim internal forms
* Scatterbug/Spewpa internal forms
* Fixed Mothim not having form tables
* Totem Alolan Raticate
* Moved shared dex text to its own folder
* Totem Mimikyu
* Added missing empty third-ability fields
* Totem Gumshoos + missing totem flags
* Renamed files to better match their contents
* Fixed Disguise on Totem Mimikyu
* Totem Vikavolt/Alolan Marowak + missing Gumshoos form table
* Totem Ribombee/Araquanid/Lurantis/Salazzle
* Totem Togedemaru/Kommo-O
* Partner Pikachu/Eevee
* Reintroduced shinyLocked species flag for convenience
* Revert "Reintroduced shinyLocked species flag for convenience"
This reverts commit 3e07bd378b.
* Moved BERRY_MUTATION_CHANCE to include/config/overworld.h and renamed it to OW_BERRY_MUTATION_CHANCE
* Move level_caps.h to config folder
* Multiple EV/IV refered as EVs/IVs
* Disabled decap by default
* Level up learnsetst comments
* Adds Tidy Up + minor Dragon Cheer follow up
* improve tidy up script
* Add IncreaseTidyUpScore function
* remove useless calls
* 2 small tests and a correction for IncreasyTidyUpScore
* Updated the way in which ScrCmd_givemon and ScriptGiveMon assign a default ability
When an abilityNum is not assigned in a call to givemon performed inside of an overworld script, ScriptGiveMonParameterized will make sure to generate an abilityNum of 0 or 1 in the same way vanilla does it; by defaulting to 0, and then tweaking it based on the least relevant bit of the Pokémon's personality.
ScriptGiveMon will set the default ability of a Pokémon in the same way now too, because even though it was rewritten in #3924, it should ideally produce a Pokémon in a similar way than vanilla does it.
* Removed pointless abilityNum setup in ScriptGiveMonParameterized
* Allow developers to choose metric or imperial, and their decimal seperator of choice for Pokédex entries
- Creates which cleans up the existing implementing of printing height and weight to the pokedex
- Developers can choose to use metric or imperial units of measurement in the Pokédex
- - Developers can choose to use any character as a decimal seperator in the Pokédex
- Allows users to define units and decimal seperators independently
- Fixes a bug in Lotad / Seedot house
* Fixed compilation issue with agbcc
* Updated to include HGSS Dex and address PR Feedback
* Last Respects effect + Fixed Supreme Overlord
* Fixed ability pop-up happening when there's no fainted party members
* Fixed Supreme Overlord counting faints during the battle instead of fainted party
* Removed invalid test.
* Converted GetSupremeOverlordModifier to an inline function
* Created inline functions to obtain faint counters
* Fixed erroneous implemenation and tests
* settwoturnstring command
* Unified two-turn attacks and Meteor Beam
To do: Solar Beam
* Solar Beam
Also fixed various function, removed EFFECT_GUST (who knows why that exists?)
* Updated Solar Beam + tests
* Redid two turn move + animations logic
Removed pointless various function; to do: remove Skull Bash, fix AI test
* Removed now-pointless flag
* Removed Skull Bash
And temporarily commented out failing AI tests
* Removed Sky Uppercut effect
Not sure when or why this was ever necessary
* Removed BattleScript_EffectSemiInvulnerable
Now uses BattleScript_EffectTwoTurnsAttack. Kept the effect; used the argument field to determine which STATUS3 such moves should apply but added a function to jump over weather checks in BattleScript_EffectTwoTurnsAttack if the current move is semi-invulnerable (since the instant-fire weather check and STATUS3 use the same field)
* Applied review changes
* Replaced VARIOUS with callnative
Tried to fix test but couldn't :/ wtf is going on
* Fixed one AI test
Cant fix the other...
* Added KNOWN_FAILING to failing AI tests
Separated them out into their own test
* Optimised script, overhauled charge turn string setting
Condensed multiple confusing macros into one, jumpifweathercheckchargeeffects. Script now tweaked and trimmed, string ids for charge turns now added to argument along with status3 (thanks to compression macro) and instant-fire-weather for semi-invulnerable and two-turn moves respectively. Also introduced a savedStringId in gBattleScripting to make string selection work.
* Unified two turn move tests + minor corrections
* Added semi-invulnerable move tests
Set the Razor Wind test to known failing - something to do with its animation?
---------
Co-authored-by: Alex <93446519+AlexOn1ine@users.noreply.github.com>
* Remove non-existent tilesets from label comments and alphabetize
* Fixed braces style
* gbagfx bit depth upconversion fix
* jsonproc: filter out every non-alphanumeric character
* fix(linking): link gflib/malloc.c at top of EWRAM in ld_script_modern.ld
* Adds move Upper Hand
* Requested changes
- Tabs / spaces where proper
- HitFromAtkString -> HitFromAccCheck
- Actually compiles now lol
- Moved assumes into relevant tests
- Cleaned up the check for TryUpperHand
* Fixed || positioning
* Update upper_hand.c
* Revert "Merge remote-tracking branch 'upstream/master' into upper-hand"
This reverts commit b21275dfe9, reversing
changes made to 89b1ad1ea1.
* AI logic and conflicts solved
* Test fix
* Fix Sheer Force test
* Requested changes
* Requested changes
* Update battle_script_commands.c
---------
Co-authored-by: GriffinR <griffin.g.richards@gmail.com>
Co-authored-by: Eduardo Quezada <eduardo602002@gmail.com>
Co-authored-by: Sierraffinity <sierra@domoreaweso.me>
Co-authored-by: sbird <sbird@no.tld>
* Splits First Impression effect from Fake Out
* Fix test failing
* rename EFFECT_FAKE_OUT
* use moveeffect chance for fake out and priority field for first impression
* rename rest of fake out
* messed up merge
* remove useful comment
---------
Co-authored-by: Eduardo Quezada D'Ottone <eduardo602002@gmail.com>
* Made gBattleMoves handle the InGame name and description of battle moves
No more multiple arrays in separate, individual files.
Note:
-Keep an eye on Task_LearnedMove.
* Reintroduced move names
Misc:
-Fixed Trick-or-Treat and Light of Ruin's expanded names.
-Introduced a new field for Z-Move names, and a constant for their name length.
-Added a few TODOs to GetBattleMoveName.
-Updated GetMaxMoveName and GetZMoveName. There's no reason not to let GetBattleMoveName handle everything on its own.
* Updated GetBattleMoveName to handle Z-Move Names
Misc:
-Removed pointless TODO about MOVE_NAME_LENGTH.
-The compiler doesn't allow to have a move name with a value higher than MOVE_NAME_LENGTH, therefore it's pointless to worry about it.
* Fixed a couple of expanded move names
* Removed zMoveName variable of struct BattleMove and extended the name variable's size
* Ditched no longer used MOVE_NAME_LENGTH constant
* Corrected the names of the max moves
I should have done this after updating the size of the name variable of the struct BattleMove, but I didn't think about it at all until Cancer Fairy indirectly gave me the idea.
* Fixed U-turn's name
* Brought back MOVE_NAME_LENGTH
I think it doesn't make sense to have a Z_MOVE_NAME_LENGTH because the length in question is used for all battle moves, not just the Z-Moves.
* Introduced a union for Move/Z-Move names in the struct BattleMove
* Fixed the union for gBattleMoves move names
Also updated GetBattleMoveName to properly handle Max Move names.
Also also renamed the "zMoveName" variable to "bigMoveName" which better reflects its purpose. Z-Move names weren't the only thing it covered, since it also handles Max Move names.
* Removed deprecated GetZMoveName and GetMaxMoveName
* Reintroduced mention to gMoveNames in sGFRomHeader
* Fixed move names and ported move descriptions
* Fused the struct ContestMove into the struct BattleMove
* Removed no longer used Z_MOVE_NAME_LENGTH constant
* Renamed the struct BattleMove's bigMoveName variable and introduced macros to prettify move names
* Reintroduced the contest parameters for Pokémon moves
* Renamed gBattleMoves to gMovesInfo
This is consistent with gSpeciesInfo, the array that contains most of the species data.
* Renamed the BattleMove struct to MovesInfo
This is consistent with the struct SpeciesInfo, which contains the variables used by the gSpeciesInfo array.
* Removed empty lines separating battle params from contest params in gMovesInfo
* Renamed MovesInfo to MoveInfo
* Added Cancer Fairy's HANDLE_EXPANDED_MOVE_NAME macro
Used to handle moves with expanded names in a more comfortable manner.
Also fixed Trick-or-Treat's expanded name.
* Renamed GetBattleMoveName to GetMoveName
* Added a comment pointing out that the shared move descriptions are shared move descriptions
* Re-aligned one of the escape characters of CHECK_MOVE_FLAG
* Renamed the battle_moves.h file to moves_info.h instead for consistency's sake
* Applied Eduardo's adjustments
* Using compound string for regular move names as well, saving 1180 bytes and making their use consistent
* Move description formatting
* Updated Pursuit test after merge
* Renamed the BATTLE_CATEGORY constants to DAMAGE_CATEGORY
---------
Co-authored-by: Nephrite <thechurchofcage@gmail.com>
Co-authored-by: Bassoonian <iasperbassoonian@gmail.com>
Co-authored-by: Eduardo Quezada D'Ottone <eduardo602002@gmail.com>
* Rename gItems to gItemsInfo
* Rename gAbilities to gAbilitiesInfo
* Just fixing up my bad merge
---------
Co-authored-by: Eduardo Quezada D'Ottone <eduardo602002@gmail.com>
* Created gMoveBattleEffects array
* Renamed array to gBattleMoveEffects
Applied array in battle_util.c and battle_script_commands.c; doesn't build yet...
* Got it building...
* Added missing battle_tv effects
* Fixed and got it building
I'm an idiot sometimes
* Added battle_tv scores, encourage Encore flag
All works and builds just fine
* Merge fixes
* Reformatted battle_move_effects
Also tweaked struct, added macro
---------
Co-authored-by: Alex <93446519+AlexOn1ine@users.noreply.github.com>
* Updated CopyItemNameHandlePlural to deal with plural names
* Fixed whitespace in a few places
* Fixed whitespace in a few places
* Add remaining plural forms.
* Created ITEM_NAME_PLURAL_LENGTH
* Updated ITEM_NAME_PLURAL_LENGTH per feedback https://github.com/rh-hideout/pokeemerald-expansion/pull/4001\#discussion_r1453598165
* Reverted ITEM_NAME_PLURAL_LENGTH to +2 and added new comment
* Removed GetBerryCountString from CopyItemNameHandlePlural
Will deprecate the former in a future feature: https://github.com/rh-hideout/pokeemerald-expansion/issues/4010
---------
Co-authored-by: Zimmermann Gyula <graiondilach@hotmail.com>
Co-authored-by: Bassoonian <iasperbassoonian@gmail.com>
* Refactor battle mugshots
The battle mugshot transitions have been merged into the one transition id and are now loaded depending on the trainer data.
Two new fields have been added to struct Trainer; mugshotEnabled and mugshotColor. mugshotEnabled is the toggle for loading the mugshot transition when set to TRUE and mugshotColor is the color of the mugshot for that particular trainer.
The Elite Four and Champion have been updated so their mugshots are correctly loaded when you battle them.
A bug has also been fixed where if the player starts on a tile that has an active field effect, the player's sprite will use the palette of the opponent's sprite.
* Added a new folder in src/data named battle_transitions.
The two look ups for the opponent rotation scaling and coords have been put into their own files and added into this new folder.
The coords look up has also been changed to use the struct.
* Fixed errors with modern that were preventing compile
* Added mugshot coords to gTrainerSprites
* Added rotation scales to gTrainerSprites
* Replaced tabs with spaces
* Incorporated comments
* Added battle_transition include back to data.c
* Fixed alignment issues in Mugshots_CreateTrainerPics
---------
Co-authored-by: pkmnsnfrn <pkmnsnfrn@gmail.com>
Co-authored-by: Alex <93446519+AlexOn1ine@users.noreply.github.com>
* Expanded the amount of max items per stack from 99 to 999
* Set Battle Pyramid Bag stack limit back to 99
This commit exists for archival purposes.
People who may want to set the limit of item stacks in the Battle Pyramid's bag to 999 can refer to its code diff.
* Reintroduced the Battle Pyramid changes through a MAX_PYRAMID_BAG_ITEM_CAPACITY constant
* Gave 3 digit support to the Battle Pyramid's bag
* Rewrote the comment for MAX_PYRAMID_BAG_ITEM_CAPACITY
* Made DebugAction_Give_Item_SelectQuantity use MAX_ITEM_DIGITS
* Ditched BERRY_CAPACITY_DIGITS and BAG_ITEM_CAPACITY_DIGITS
* Removed MAX_BERRY_CAPACITY
No point in keeping it if we're making all item stacks cap at 999.
* Applied review corrections
* Removed pointless local var in DebugAction_Give_Item_SelectQuantity
* Defined a MAX_PYRAMID_ITEM_DIGITS
* Cleaned up some of the functions in which MAX_ITEM_DIGITS is used
Summary:
-Removed pointless local variables in CheckBagHasSpace, AddBagItem, PrintItemQuantity and PrintItemSoldAmount.
-Removed pointless brackets in an if statement of CheckBagHasSpace.
-Initialized the pocket local variable of CheckBagHasSpace from the get go to save a few lines too.
---------
Co-authored-by: Eduardo Quezada D'Ottone <eduardo602002@gmail.com>
* Removed EFFECT_HURRICANE in favor of using EFFECT_THUNDER
* Added EFFECT_BLIZZARD
* Helping the IDE a little
* Added EFFECT_RAIN_ALWAYS_HIT for Forces of Nature moves
* Removed MOVE_SELF_DESTRUCT and MOVE_EXPLOSION hardcoding
* Removed EFFECT_FRUSTRATION hardcoding
MOVE_SELF_DESTRUCT
* Cleaned up sPoints_MoveEffect
* Removed MOVE_AURA_WHEEL and MOVE_PRESENT hardcoding
* Fixed compile
Not the ideal solution but Fling now has a hardcoded check for Shield Dust and acts accordingly - a better long term solution inolves making a bunch of reusable MOVE_EFFECTS and rejigging attackcanceler but I didn't feel like doing that today...
* Archaludon?
* more archuladon stuff
* Hydrapple and Gouging Fire
* Raging Bolt
* Iron Boulder and Iron Crown
* Terapagos
* Pecharunt
* Update gen_9.h
* Pokedex orders
Function no longer has ability to apply effects from moveEffect - for that, seteffectprimary or secondary is now recommended. Removed EFFECT_RAMPAGE, updated a few tests
* Change Ivy Cudgel to be based on Ogerpon form rather than held item
* Update ivy_cudgel.c
* Address reviews
* Update test/battle/move_effect/ivy_cudgel.c
---------
Co-authored-by: Bassoonian <iasperbassoonian@gmail.com>
Both working by applying an additional effect; added a generic "jumpifnotcurrentmoveargtype" type command to make it possible, relpacing secret power's function
* Check progress in non-battle PARAMETRIZEd tests
* Overworld Script Tests
* Backward-compatible BoxPokemon Refactor
Reuses space that contains zeros to provide space for:
- HP/status in the box
- 12-character nicknames
- Up to 63 PokéBalls
- Shininess separate from PID
- Hidden Nature
- Hyper Training
- Dynamax Level
- Gigantamax Factor
- Terastallization Types
- Shadow
Implements:
- OW_PC_HEAL to switch between Gen7- and Gen8+ behavior
- Nature Mints
- Dynamax Candy
- Hyper Training commands (canhypertrain/hypertrain)
- Gigantamax Factor commands (hasgigantamaxfactor/togglegigantamaxfactor)
- Terastallization Type on the summary screen
- Prevents Gigantamax Factor Pokémon from evolving into a species without a Gigantamax form
* fixup! Backward-compatible BoxPokemon Refactor
* displaydexinfo fix from Jasper
Replaced ALWAYS_CRIT with an alwaysCriticalHit flag to account for the fact that in earlier generations, there is no crit stage at which crits are guaranteed. Renamed critBoost to criticalHitStage (at Edu's prompting). Reorder .criticalHitStage defines in battle_moves.h to be aligned with struct order.
* Unified EFFECT_RECOIL
Combined EFFECT_RECOIL_25/33/50/33_STATUS into a single EFFECT; added an extra field to BattleMove 'secondaryData' that contains the franction of HP recoil; argument still holds status effect for Flare Blitz/Volt Tackle
* BattleMove struct change
Added critrate, recoil, multihit fields, made zMove into a union of effect/powerOverride for status/non-status moves respectively. Added new recoil field and zMove field to all moves. To-do: crit rate, multihit
* Critrate field added
Moves use a critRate field instead of a flag - obsoletes EFFECT_ALWAYS_CRIT
* Just a little define
Makes clear that critBoost = 3 means ALWAYS CRIT
* Added a proper recoil field
Just to make it unambiguous and flexible - can finally have a move with 69% recoil.
* Fixed AI damage calculation for multi-strike moves
* Fixes + removed unused effects
* Tests fixes
Two to fix: pass when run in isolation but not when the whole group is run, which is annoying...
* Minor fixes
* Minor tweaks
* Fixed move effects
* recoil tests
---------
Co-authored-by: Alex <alexthenotes@gmail.com>
* Added SpeciesInfo fields
# Conflicts:
# include/pokemon.h
* Added missing comments
* Renamed gigantamax to isGigantamax
* Converted species flags to agbcc bit flags
* Added padding after flags
* Pikachu form config
* Dex text
* Reordered Paradox flag
* Missing Pikachu ifdef comments
* Moved P_GEN_x_POKEMON settings to the species_families file
* Gen 1 Dex entries
* Renamed file to species_enabled.h
* Prevent Pokémon from evolving if their evolution is disabled
* Prevent Pokémon from being affected by Eviolite if their evolution is disabled
* Prevent Pokémon offspring if they're disabled
* Corrected imprementation of evolution prevention
It could potentially overwrite items by accident
* Cross-evo configs
* Gen 2 dex entries
* Changed cry table to use assignable IDs
# Conflicts:
# include/pokemon.h
* Form table pointers
* Beginning support for moving data to gSpeciesInfo
* Pokédexes reads text from gSpeciesInfo
* Reading species names from gSpeciesInfo
* Fixed erroneous copy-paste
* Moved Bulbasaur to Raichu Family data do gSpeciesinfo
* Added female pic sizes
* Macros for Front, Back, Palette and Learnsets
* Sandshrew to Dugtrio Families
* Obtains Height/Weight from gSpeciesInfo
* Read category from gSpeciesInfo
* Removed unused data from pokedex_entries.h
* Moved Gen 1 data to gSpeciesInfo
* Moved Gen 2 data to gSpeciesInfo + fixed Ursaluna Bloodmoon not producing Teddiursa eggs
* Moved Gen 3 data to gSpeciesInfo
* Moved Gen 4 data to gSpeciesInfo
* HGSS dex properly shows form sprites
* Fixed data type for GetSpeciesHeight/Weight
* Reading Pokédex Size data from gSpeciesInfo
* Cleaned up mon graphic decompression function
* Reading Front Pics gSpeciesInfo
* Reading Back Pics gSpeciesInfo
* Updated uses of GetMonSpritePalStruct to allow loading the data directly instead of reading the struct
* Reading palettes from gSpeciesInfo
* Reading animation delay from gSpeciesInfo
* Fixed Pokémon Debug Menu not reading animation delay
* Reading front anim Id from gSpeciesInfo
* Reading back anim Id from gSpeciesInfo
* Reading Animation Frames from gSpeciesInfo
* Reading Icon Sprites from gSpeciesInfo
* Reading Icon Palette IDs from gSpeciesInfo
* Reading Footprints from gSpeciesInfo
* Reading Mon Pic sizes from gSpeciesInfo
* Separate mon pic sizes for female mon
* Reading Level Up Learnsets from gSpeciesInfo
* Reading Teachable Learnsets from gSpeciesInfo
* Reading National Dex Number from gSpeciesInfo
* Reading Enemy Mon Elevation from gSpeciesInfo
* Reading Evolutions from gSpeciesInfo
* Reading form table from gSpeciesInfo
* Fixed button label inconsistency in pokémon debug menu
* Reading form change table from gSpeciesInfo
* Removed need to define mon graphics in include/graphics.h
* Reordered mon graphics by family
* Fixed National dex number offset
* gFrontierBannedSpecies now checks IsSpeciesEnabled
* Added 3 more toggles for Fusions, Primal Reversions and Ultra Burst
* Gen 3 & 4 family toggles for dex entries
* Fixed missing Mr. Rime data
* Gen 1 dex descriptions as compound strings
* Gen 2 dex descriptions as compound strings
* Gen 3 dex descriptions as compound strings
* Gen 4 dex descriptions as compound strings
* Fixed compile in agbcc
* Moved Gen 5 data to gSpeciesInfo
* Using PLACEHOLDER_ANIM_SINGLE_FRAME when needed (same hash)
* Renamed PLACEHOLDER_TWO_FRAME_ANIMATION to PLACEHOLDER_ANIM_TWO_FRAMES
* Fixed capitalization for front pic anims
* Fixed `CanEvolve`
* Moved Gen 6 data to gSpeciesInfo
* Gen 7 without macros
* Gen 8 without macros
* Gen 9 without macros
* Fixed Gen 9 sound data
* Finished moving Gen 7 data in macros (by Alex)
Co-authored-by: Alex <93446519+AlexOn1ine@users.noreply.github.com>
* Ultra Necrozma is now included in the fusion forms define
* Cries are now properly excluded from the rom when disabling species
* Removed P_GEN_x_POKEMON from form_change_tables.h
* Fixed Yanmega's cry ignoring the P_GEN_4_CROSS_EVOS setting
* Added P_NEW_EVOS_IN_REGIONAL_DEX setting
* Automatic ASSUMPTION_FAIL when used species are disabled
* Finished moving Gen 8 data in macros (by Alex)
Co-authored-by: Alex <93446519+AlexOn1ine@users.noreply.github.com>
* Expanded Alcremie macro
* Finished moving Gen 9 data in macros (by Alex)
* Fixed missing data for Komala and Marshadow
* Form species id tables use family toggles + added missing Ursaluna form species id table
* Fixed Genesect palettes
* Fixed Flabébé family graphics
* Fixed Minior Graphics
* Fixed missing Calyrex data
* Family toggles in mon graphcis (By Jasper/Bassoonian)
Co-authored-by: Bassoonian <iasperbassoonian@gmail.com>
* Fixed missing Ogerpon data
* Ordered Level Up Learnsets (missing toggles)
Also added White Basculin learnset
* Added more Minior synonyms
* Fixed enamorus order
* Reordered teachable learnsets
* Removed sSpeciesXXX level up learnsets + reordered
* Removed unneeded assumes
* Removed unused extra animations
* Family toggles in mon level up learnsets (By Jasper/Bassoonian)
Co-authored-by: Bassoonian <iasperbassoonian@gmail.com>
* Fixed Phione graphics inclusion
* Family toggles for Teachable Learnsets
Co-authored-by: Bassoonian <iasperbassoonian@gmail.com>
* Ordered Front Pic Anims
* Family toggles for front pic animations
Co-authored-by: Bassoonian <iasperbassoonian@gmail.com>
* Fixed HGSS dex incorrectly showing the wrong mon when catching it
* Family toggles for Egg Moves + reodered
Co-authored-by: Bassoonian <iasperbassoonian@gmail.com>
* Fixed HGSS not checking for null footprints
* Review changes
* Fixed Female difference mon not using their macros
* Fixed Alcremie Macro
* Fixed compile error when disabling the Bulbasaur family
* Fixed Turtwig and Chimchar family + Houndour and Mareep cries not being excluded properly
* Re-added missing Egg graphical data
* Fixed crash during the Birch Intro when Lotad is disabled
* Renamed PALLETE to PALETTES
* Removed extra spacing for YOffsets
* Fixed compile when only disabling cross-gen evolutions
* Added Tera Forms define (Ogerpon and Terapagos)
* Fixed Necrozma macro
* Removed .noFlip = FALSE
* Fixed dex number in summary screen for forms when nat dex is disabled
* Fixed Paldean form paths
---------
Co-authored-by: Alex <93446519+AlexOn1ine@users.noreply.github.com>
Co-authored-by: Bassoonian <iasperbassoonian@gmail.com>
* Chilly Reception Effect
* Wrap Chilling Reception Message Better
* Animation & Some Testing
* Remove Wimp Out cases from Chilly Reception tests
* Animation tweaks
* Battle Script Updates
* Created CheckPrimalWeather macro for Weather Effects
* Updated Chilly Reception logic to switch even if weather doesn't change
Testing Updates
* Fixed test: Move does not animate if weather fails to change
* Remove snow animation check during failure path test
* * Fix indentation
* Move Chilly Reception animation to always play (even when weather change fails)
* Updates to MoveSwitch and PartingShot to get closer to original logic
* Update BattleScript_EffectChillyReception logic
* * Move CHILLY_RECEPTION animation
* Test updates
* Fix Chilly Reception MESSAGE checks
---------
Co-authored-by: Patrick Curran <rapidnutcracker@gmail.com>
Co-authored-by: Alex <93446519+AlexOn1ine@users.noreply.github.com>
* Legendary Mon Fusion Evolution Compatibility Added
Kyurem, Calyrex, and Necrozma Fusions have been implemented, however, the animation for the the process is incomplete, the party menu screen needs to be updated while the screen is whited out and it has proved beyond me right now. Smh
* Added Fusion Move Prompts
Handles cases for learning the fusion moves from the other fused mon and deleting the move when you unfuse (plus learning confusion (well a set choice in the data struct) if there are no moves left after deleting one)
* Fix Bug With Fusion Mon Move Learning
If the main fusion came after the fused mon in the party order it would try to teach the move to the next member in the party
* Apply suggestions from code review
Co-authored-by: LOuroboros <lunosouroboros@gmail.com>
* Fix build
* Fix fusion items being used up
* Fixed animations
* RefreshPartyMenu
* Apply suggestions from code review
Co-authored-by: Eduardo Quezada D'Ottone <eduardo602002@gmail.com>
* Apply suggestions
* Update form_change_tables.h
* Fix animation and simplify fusion tables
* Fix party full message
* Remove trailing whitespaces
* Update party_menu.c
* Update party_menu.c
* Make IsFusionMon better
* Apply suggestions from code review
Co-authored-by: Bassoonian <iasperbassoonian@gmail.com>
---------
Co-authored-by: TeamAquasHideout <jonathonheddings@gmail.com>
Co-authored-by: Eduardo Quezada D'Ottone <eduardo602002@gmail.com>
Co-authored-by: LOuroboros <lunosouroboros@gmail.com>
Co-authored-by: Bassoonian <iasperbassoonian@gmail.com>
* Adds combined pledge move effects
* added pledge status and various other fixes
* leftover
* fix triple arrow test tag
* pledge moves can not be redirected by absorbing abilities
* more pledge changes
* remove duplicate test
* Stab boost, Rainbow anim and new SeaOfFire anim
* leftover
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Co-authored-by: Bassoonian <iasperbassoonian@gmail.com>
* Adds Raging Bull and various fixes
* fix compiling on abgcc
* syrup bomb anim fix
* sticky syrup anim in link battles
* fix sticky syrup in link battles
* fix battler index
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Co-authored-by: Bassoonian <iasperbassoonian@gmail.com>
* Adds Glaive Rush
* Fixes: Glaive Rush status is removed until users next turn
* Glaive Rush no affect
* simplify glaive rush script
* simlify script further
* leftover
* Fix Plasma Fists and Relic Song + tests
* Callnative for Plasma Fists
* Use Status Field Ion Deludge for Plasma Fists
* add assumes for flinch_status
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Co-authored-by: Bassoonian <iasperbassoonian@gmail.com>
Rename HITMARKER_IGNORE_SAFEGUARD to HITMARKER_STATUS_ABILITY_EFFECT.
This flag is used exclusively by status-inflicting Abilities,
and has 3 main functions:
- Whether the effect bypasses Shield Dust
- Whether the effect bypasses Safeguard
- Which text string to display when the status condition is inflicted
(i.e. whether it was inflicted by a move or Ability)
I believe this new name better represents what the flag actually does.
This name was structured to parallel HITMARKER_SYNCHRONISE_EFFECT.
* Form changing method for Shaymin Sky into Land at night
* Ordered form change tables
* Refactored form change type to support both night and day
* Removed added space
---------
Co-authored-by: Bassoonian <iasperbassoonian@gmail.com>
* Gen 1 and 2 families + fixes
- Fixed mixed identation.
- Fixed Azurill being Normal/Water type in Pre-Gen6 setting.
- Fixed Wobbuffett being before Wynaut
- Fixed Dudunsparce's macro being out of order
* Updated macros of Megas that shared held item with base forms
* Gen 3 families
* Separated Latis macro
* Gen 4 families
* Moved Misc Info to the top of arrays
* Renamed FAMILY_x to P_FAMILY_x
* Gen 5 families
* Gen 6 families
* Gen 7 families
* Gen 8 families
* Gen 9 families
* Mega Evolutions
* Gigantamax Form toggles
* Alolan Forms
* Galarian Forms
* Added missing comments
* Hisuian Forms
* Paldean Forms
* Fixed missing Paldean form flags
* Fixed order
---------
Co-authored-by: Bassoonian <iasperbassoonian@gmail.com>
* 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
* (766a1a27a7) 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>
* Added missing cross-gen evolutions
* Added forms for evos
* Converted some EVO_NONEs into EVO_MOVE
* Moved Ursaring's evolution up
* Added evolution methods for Dudunsparce and Maushold
* Mon animation names
* Moved indicator code so it follows the same standards as the other indicators
* Whitespace
* Fixed modern compile
* Fixed issue that caused Low Key Toxtricity learning Amped moves when Gigantamaxed