Removed multiple instances of hardcoded move IDs (#6856)
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@ -2078,7 +2078,7 @@ static u32 GetBestMonIntegrated(struct Pokemon *party, int firstId, int lastId,
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canSwitchinWin1v1 = CanSwitchinWin1v1(hitsToKOAI, GetNoOfHitsToKOBattlerDmg(damageDealt, opposingBattler), isSwitchinFirst, isFreeSwitch);
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// Check for Baton Pass; hitsToKO requirements mean mon can boost and BP without dying whether it's slower or not
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if (aiMove == MOVE_BATON_PASS)
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if (GetMoveEffect(aiMove) == EFFECT_BATON_PASS)
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{
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if ((isSwitchinFirst && hitsToKOAI > 1) || hitsToKOAI > 2) // Need to take an extra hit if slower
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bits |= 1u << i;
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@ -15,6 +15,7 @@
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#include "trig.h"
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#include "util.h"
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#include "constants/abilities.h"
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#include "constants/battle_move_effects.h"
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#include "constants/rgb.h"
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#include "constants/songs.h"
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#include "constants/moves.h"
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@ -6931,7 +6932,7 @@ static void AnimTask_AllySwitchDataSwap(u8 taskId)
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if (!IsBattlerAlly(gBattleStruct->moveTarget[i], battlerAtk))
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continue;
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if (gChosenMoveByBattler[i] == MOVE_SNIPE_SHOT || ability == ABILITY_PROPELLER_TAIL || ability == ABILITY_STALWART)
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if (GetMoveEffect(gChosenMoveByBattler[i]) == EFFECT_SNIPE_SHOT || ability == ABILITY_PROPELLER_TAIL || ability == ABILITY_STALWART)
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gBattleStruct->moveTarget[i] ^= BIT_FLANK;
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}
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@ -485,11 +485,7 @@ void AnimRockFragment(struct Sprite *sprite)
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// args[6] - attacker or target
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void AnimParticleInVortex(struct Sprite *sprite)
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{
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if (IsDoubleBattle()
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&& (gAnimMoveIndex == MOVE_BLEAKWIND_STORM
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|| gAnimMoveIndex == MOVE_SANDSEAR_STORM
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|| gAnimMoveIndex == MOVE_SPRINGTIDE_STORM
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|| gAnimMoveIndex == MOVE_WILDBOLT_STORM))
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if (IsDoubleBattle() && GetMoveTarget(gAnimMoveIndex) == MOVE_TARGET_BOTH)
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InitSpritePosToAnimTargetsCentre(sprite, FALSE);
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else
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InitSpritePosToAnimBattler(gBattleAnimArgs[6], sprite, FALSE);
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@ -3381,7 +3381,7 @@ void SetMoveEffect(bool32 primary, bool32 certain)
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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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if (GetMoveEffect(gCurrentMove) == EFFECT_SKY_DROP)
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{
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gBattleMons[gEffectBattler].status2 &= ~(STATUS2_LOCK_CONFUSE);
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gBattlerAttacker = gEffectBattler;
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@ -6895,9 +6895,11 @@ static void Cmd_moveend(void)
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&& !TargetFullyImmuneToCurrMove(gBattlerAttacker, BATTLE_PARTNER(gBattlerTarget)))
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gBattlerTarget = BATTLE_PARTNER(gBattlerTarget); // Target the partner in doubles for second hit.
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enum BattleMoveEffects chosenEffect = GetMoveEffect(gChosenMove);
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if (gBattleMons[gBattlerAttacker].hp
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&& gBattleMons[gBattlerTarget].hp
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&& (gChosenMove == MOVE_SLEEP_TALK || (gChosenMove == MOVE_SNORE) || !(gBattleMons[gBattlerAttacker].status1 & STATUS1_SLEEP))
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&& (chosenEffect == EFFECT_SLEEP_TALK || chosenEffect == EFFECT_SNORE || !(gBattleMons[gBattlerAttacker].status1 & STATUS1_SLEEP))
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&& !(gBattleMons[gBattlerAttacker].status1 & STATUS1_FREEZE))
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{
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if (gSpecialStatuses[gBattlerAttacker].parentalBondState)
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@ -13614,7 +13616,7 @@ static void Cmd_copymovepermanently(void)
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for (i = 0; i < MAX_MON_MOVES; i++)
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{
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if (gBattleMons[gBattlerAttacker].moves[i] == MOVE_SKETCH)
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if (GetMoveEffect(gBattleMons[gBattlerAttacker].moves[i]) == EFFECT_SKETCH)
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continue;
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if (gBattleMons[gBattlerAttacker].moves[i] == gLastPrintedMoves[gBattlerTarget])
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break;
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@ -14390,7 +14392,7 @@ static void Cmd_recoverbasedonsunlight(void)
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gBattlerTarget = gBattlerAttacker;
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if (gBattleMons[gBattlerAttacker].hp != gBattleMons[gBattlerAttacker].maxHP)
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{
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if (gCurrentMove == MOVE_SHORE_UP)
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if (GetMoveEffect(gCurrentMove) == EFFECT_SHORE_UP)
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{
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if (HasWeatherEffect() && gBattleWeather & B_WEATHER_SANDSTORM)
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gBattleStruct->moveDamage[gBattlerAttacker] = 20 * GetNonDynamaxMaxHP(gBattlerAttacker) / 30;
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@ -6072,7 +6072,7 @@ static enum ItemEffect TryEjectPack(u32 battler, enum ItemCaseId caseID)
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if (gProtectStructs[battler].statFell
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&& !gProtectStructs[battler].disableEjectPack
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&& CountUsablePartyMons(battler) > 0
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&& !(gCurrentMove == MOVE_PARTING_SHOT && CanBattlerSwitch(gBattlerAttacker))) // Does not activate if attacker used Parting Shot and can switch out
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&& !(GetMoveEffect(gCurrentMove) == EFFECT_PARTING_SHOT && CanBattlerSwitch(gBattlerAttacker))) // Does not activate if attacker used Parting Shot and can switch out
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{
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gProtectStructs[battler].statFell = FALSE;
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gBattleScripting.battler = battler;
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@ -7587,9 +7587,9 @@ u8 GetAttackerObedienceForAction()
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}
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// is not obedient
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if (gCurrentMove == MOVE_RAGE)
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gBattleMons[gBattlerAttacker].status2 &= ~STATUS2_RAGE;
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enum BattleMoveEffects moveEffect = GetMoveEffect(gCurrentMove);
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if (moveEffect == EFFECT_RAGE)
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gBattleMons[gBattlerAttacker].status2 &= ~STATUS2_RAGE;
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if (gBattleMons[gBattlerAttacker].status1 & STATUS1_SLEEP && (moveEffect == EFFECT_SNORE || moveEffect == EFFECT_SLEEP_TALK))
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return DISOBEYS_WHILE_ASLEEP;
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@ -10853,9 +10853,9 @@ bool32 IsBattlerWeatherAffected(u32 battler, u32 weatherFlags)
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// Possible return values are defined in battle.h following MOVE_TARGET_SELECTED
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u32 GetBattlerMoveTargetType(u32 battler, u32 move)
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{
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if (move == MOVE_CURSE && !IS_BATTLER_OF_TYPE(battler, TYPE_GHOST))
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return MOVE_TARGET_USER;
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enum BattleMoveEffects effect = GetMoveEffect(move);
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if (effect == EFFECT_CURSE && !IS_BATTLER_OF_TYPE(battler, TYPE_GHOST))
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return MOVE_TARGET_USER;
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if (effect == EFFECT_EXPANDING_FORCE && IsBattlerTerrainAffected(battler, STATUS_FIELD_PSYCHIC_TERRAIN))
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return MOVE_TARGET_BOTH;
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if (effect == EFFECT_TERA_STARSTORM && gBattleMons[battler].species == SPECIES_TERAPAGOS_STELLAR)
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@ -364,7 +364,7 @@ bool32 MoveSelectionDisplayZMove(u16 zmove, u32 battler)
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gDisplayedStringBattle[1] = CHAR_HYPHEN;
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StringCopy(gDisplayedStringBattle + 2, GetMoveName(move));
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}
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else if (zmove == MOVE_EXTREME_EVOBOOST)
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else if (GetMoveEffect(zmove) == EFFECT_EXTREME_EVOBOOST)
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{
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// Damaging move -> status z move
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StringCopy(gDisplayedStringBattle, sText_StatsPlus2);
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