493478e94b
* Original implementation from Phlayne
* Moved Sky Battle Flag / Var into a config
* Optimized existing code and fixed existing bugs
Added error message for when sky battle var and flag are not set
Merged CanDoSkyBattle and PrepareSkyBattle into one special
* Added compatibility for Gen7+
* Commented out Volt Crash from banned moves
* Cleaned up debug scripts from testing
* Fixed bug where player did not white out even if they had no healthy Pokémon and only an egg
Zeroed out both Sky Battle configs
* Removed extra include from src/field_specials.c
Removed extra line break in src/battle_script_commands.c
* Added FLAG_DISABLED_IN_SKY_BATTLE
Added FLAG_DISABLED_IN_SKY_BATTLE to appropriate moves
* Changed DoesSkyBattleCancelCurrentMove to look at move flags
* Fixed alignment and spacing in battle_moves.h
* Added FLAG_DISABLED_IN_SKY_BATTLE to Sticky Web
* Added FLAG_DISABLED_IN_SKY_BATTLE to Steel Roller
* Disabled the ability to change Battle Terrain when Sky Battle is happening
Stopped Ceaseless Edge from spawning Spikes when Sky Battle is happening
Added B_SKY_BATTLE_STRICT_MECHANICS config
* Fixed bug with SKY_BATTLE_STRICT_MECHANICS where conditions were not consistently being applied
* Add rulesVariants to the BattleStruct
Added skyBattle check in AllocateBattleResources
* Replaced B_FLAG_SKY_BATTLE checks with rulesVariants.skyBattle checks
* Fixed debug script
* Reverted include/config/battle.h
* Fixed spacing and placement of functions
* Fixed debug script omission
Fixed bug where Spikes did not set from Ceaseless Edge and Stone Axe
* Added FLAG_DISABLED_IN_SKY_BATTLE to Psychic Terrain
* Addressed DizzyEgg PR feedback
* Forgot a file in last commit
* Addressed feedback from DizzyEggg
* Address Lunos' PR feedback
* Update specials.inc
Added an empty line at the end of data/specials.inc
* Fixed spacing
* Apply suggestions from code review
Co-authored-by: Eduardo Quezada D'Ottone <eduardo602002@gmail.com>
* Updated skyBattleBanned and HandleBattleVariantEndParty to use correct names
* Removed STRICT_MOVES and STRICT_MECHANICS
* Fixed minor spacing issues with merge
* Merged in upcoming
* Implemented feedback from Jasper
5da6117d1b
---------
Co-authored-by: Eduardo Quezada D'Ottone <eduardo602002@gmail.com>
65 lines
2.5 KiB
C
65 lines
2.5 KiB
C
#ifndef GUARD_BATTLE_SCRIPT_COMMANDS_H
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#define GUARD_BATTLE_SCRIPT_COMMANDS_H
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#include "constants/battle_script_commands.h"
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// Arguments for 'flags' in HandleBattleWindow
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#define WINDOW_CLEAR (1 << 0)
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#define WINDOW_BG1 (1 << 7)
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// Arguments for 'xStart, yStart, xEnd, yEnd' in HandleBattleWindow
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#define YESNOBOX_X_Y 24, 8, 29, 13
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struct StatFractions
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{
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u8 dividend;
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u8 divisor;
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};
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struct PickupItem
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{
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u16 itemId;
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u8 percentage[10];
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};
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s32 CalcCritChanceStageArgs(u32 battlerAtk, u32 battlerDef, u32 move, bool32 recordAbility, u32 abilityAtk, u32 abilityDef, u32 holdEffectAtk);
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s32 CalcCritChanceStage(u32 battlerAtk, u32 battlerDef, u32 move, bool32 recordAbility);
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s32 GetCritHitChance(s32 critChanceIndex);
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u32 GetTotalAccuracy(u32 battlerAtk, u32 battlerDef, u32 move, u32 atkAbility, u32 defAbility, u32 atkHoldEffect, u32 defHoldEffect);
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u8 GetBattlerTurnOrderNum(u8 battlerId);
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bool32 NoAliveMonsForPlayer(void);
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bool32 NoAliveMonsForEitherParty(void);
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void SetMoveEffect(bool32 primary, u32 certain);
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bool32 CanBattlerSwitch(u32 battlerId);
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void BattleDestroyYesNoCursorAt(u8 cursorPosition);
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void BattleCreateYesNoCursorAt(u8 cursorPosition);
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void BufferMoveToLearnIntoBattleTextBuff2(void);
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void HandleBattleWindow(u8 xStart, u8 yStart, u8 xEnd, u8 yEnd, u8 flags);
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bool8 UproarWakeUpCheck(u8 battlerId);
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bool32 DoesSubstituteBlockMove(u32 battlerAtk, u32 battlerDef, u32 move);
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bool32 DoesDisguiseBlockMove(u32 battlerAtk, u32 battlerDef, u32 move);
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bool32 CanPoisonType(u8 battlerAttacker, u8 battlerTarget);
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bool32 CanParalyzeType(u8 battlerAttacker, u8 battlerTarget);
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bool32 CanUseLastResort(u8 battlerId);
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u32 IsFlowerVeilProtected(u32 battler);
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u32 IsLeafGuardProtected(u32 battler);
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bool32 IsShieldsDownProtected(u32 battler);
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u32 IsAbilityStatusProtected(u32 battler);
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bool32 TryResetBattlerStatChanges(u8 battler);
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bool32 CanCamouflage(u8 battlerId);
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u16 GetNaturePowerMove(void);
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u16 GetSecretPowerMoveEffect(void);
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void StealTargetItem(u8 battlerStealer, u8 battlerItem);
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u8 GetCatchingBattler(void);
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u32 GetHighestStatId(u32 battlerId);
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bool32 ProteanTryChangeType(u32 battler, u32 ability, u32 move, u32 moveType);
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bool32 IsMoveNotAllowedInSkyBattles(u32 move);
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bool32 DoSwitchInAbilitiesItems(u32 battlerId);
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u8 GetFirstFaintedPartyIndex(u8 battlerId);
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bool32 IsMoveAffectedByParentalBond(u32 move, u32 battler);
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extern void (* const gBattleScriptingCommandsTable[])(void);
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extern const u8 gBattlePalaceNatureToMoveGroupLikelihood[NUM_NATURES][4];
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extern const struct StatFractions gAccuracyStageRatios[];
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#endif // GUARD_BATTLE_SCRIPT_COMMANDS_H
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