Draft Change
This commit is contained in:
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573200d56a
commit
9c34634dd6
@ -5841,8 +5841,26 @@ BattleScript_LearnedNewMove::
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BattleScript_LearnMoveReturn::
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return
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@@@ === NEW WEATHER SCRIPT
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BattleScript_WeatherContinues::
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printfromtable gWeatherTurnStringIds
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waitmessage B_WAIT_TIME_LONG
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playanimation_var BS_ATTACKER, sB_ANIM_ARG1
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setbyte gBattleCommunication, 0
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call BattleScript_ActivateWeatherAbilities
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end2
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BattleScript_WeatherFaded::
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printfromtable gWeatherEndsStringIds
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waitmessage B_WAIT_TIME_LONG
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call BattleScript_ActivateWeatherAbilities
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end2
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@@@ === NEW WEATHER SCRIPT
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BattleScript_RainContinuesOrEnds::
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printfromtable gRainContinuesStringIds
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@printfromtable gRainContinuesStringIds
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waitmessage B_WAIT_TIME_LONG
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jumpifbyte CMP_EQUAL, cMULTISTRING_CHOOSER, B_MSG_RAIN_STOPPED, BattleScript_RainContinuesOrEndsEnd
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playanimation BS_ATTACKER, B_ANIM_RAIN_CONTINUES
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@ -5851,14 +5869,14 @@ BattleScript_RainContinuesOrEndsEnd::
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end2
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BattleScript_DamagingWeatherContinues::
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printfromtable gSandStormHailSnowContinuesStringIds
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@printfromtable gSandStormHailSnowContinuesStringIds
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waitmessage B_WAIT_TIME_LONG
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playanimation_var BS_ATTACKER, sB_ANIM_ARG1
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setbyte gBattleCommunication, 0
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end2
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BattleScript_DamagingWeather::
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printfromtable gSandStormHailDmgStringIds
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@printfromtable gSandStormHailDmgStringIds
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waitmessage B_WAIT_TIME_LONG
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effectivenesssound
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hitanimation BS_SCRIPTING
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@ -5874,7 +5892,7 @@ BattleScript_IceBodyHeal::
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end2
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BattleScript_SandStormHailSnowEnds::
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printfromtable gSandStormHailSnowEndStringIds
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@printfromtable gSandStormHailSnowEndStringIds
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waitmessage B_WAIT_TIME_LONG
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call BattleScript_ActivateWeatherAbilities
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end2
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@ -50,6 +50,10 @@ extern const u8 BattleScript_DoSwitchOut[];
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extern const u8 BattleScript_MoveSwitchOpenPartyScreen[];
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extern const u8 BattleScript_Pausex20[];
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extern const u8 BattleScript_LevelUp[];
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extern const u8 BattleScript_WeatherContinues[];
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extern const u8 BattleScript_WeatherFaded[];
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extern const u8 BattleScript_RainContinuesOrEnds[];
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extern const u8 BattleScript_SnowContinuesOrEnds[];
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extern const u8 BattleScript_DamagingWeatherContinues[];
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@ -784,14 +784,25 @@
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// gWeatherEndsStringIds
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#define B_MSG_WEATHER_END_RAIN 0
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#define B_MSG_WEATHER_END_SANDSTORM 1
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#define B_MSG_WEATHER_END_SUN 2
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#define B_MSG_WEATHER_END_SUN 1
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#define B_MSG_WEATHER_END_SANDSTORM 2
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#define B_MSG_WEATHER_END_HAIL 3
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#define B_MSG_WEATHER_END_STRONG_WINDS 4
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#define B_MSG_WEATHER_END_SNOW 5
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#define B_MSG_WEATHER_END_FOG 6
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#define B_MSG_WEATHER_END_SNOW 4
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#define B_MSG_WEATHER_END_FOG 5
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#define B_MSG_WEATHER_END_STRONG_WINDS 6
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#define B_MSG_WEATHER_END_COUNT 7
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// gWeatherTurnStringIds
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#define B_MSG_WEATHER_TURN_RAIN 0
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#define B_MSG_WEATHER_TURN_DOWNPOUR 1
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#define B_MSG_WEATHER_TURN_SUN 2
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#define B_MSG_WEATHER_TURN_SANDSTORM 3
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#define B_MSG_WEATHER_TURN_HAIL 4
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#define B_MSG_WEATHER_TURN_SNOW 5
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#define B_MSG_WEATHER_TURN_FOG 6
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#define B_MSG_WEATHER_TURN_STRONG_WINDS 7
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#define B_MSG_WEATHER_TURN_COUNT 8
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// gRainContinuesStringIds
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#define B_MSG_RAIN_CONTINUES 0
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#define B_MSG_DOWNPOUR_CONTINUES 1
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@ -1013,20 +1013,25 @@ const u16 gMoveWeatherChangeStringIds[] =
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const u16 gWeatherEndsStringIds[B_MSG_WEATHER_END_COUNT] =
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{
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[B_MSG_WEATHER_END_RAIN] = STRINGID_RAINSTOPPED,
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[B_MSG_WEATHER_END_SANDSTORM] = STRINGID_SANDSTORMSUBSIDED,
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[B_MSG_WEATHER_END_SUN] = STRINGID_SUNLIGHTFADED,
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[B_MSG_WEATHER_END_HAIL] = STRINGID_HAILSTOPPED,
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[B_MSG_WEATHER_END_RAIN] = STRINGID_RAINSTOPPED,
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[B_MSG_WEATHER_END_SUN] = STRINGID_SUNLIGHTFADED,
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[B_MSG_WEATHER_END_SANDSTORM] = STRINGID_SANDSTORMSUBSIDED,
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[B_MSG_WEATHER_END_HAIL] = STRINGID_HAILSTOPPED,
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[B_MSG_WEATHER_END_SNOW] = STRINGID_SNOWSTOPPED,
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[B_MSG_WEATHER_END_FOG] = STRINGID_FOGLIFTED,
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[B_MSG_WEATHER_END_STRONG_WINDS] = STRINGID_STRONGWINDSDISSIPATED,
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[B_MSG_WEATHER_END_SNOW] = STRINGID_SNOWSTOPPED,
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[B_MSG_WEATHER_END_FOG] = STRINGID_FOGLIFTED,
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};
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const u16 gSandStormHailSnowContinuesStringIds[] =
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const u16 gWeatherTurnStringIds[] =
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{
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[B_MSG_SANDSTORM] = STRINGID_SANDSTORMRAGES,
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[B_MSG_HAIL] = STRINGID_HAILCONTINUES,
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[B_MSG_SNOW] = STRINGID_SNOWCONTINUES,
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[B_MSG_WEATHER_TURN_RAIN] = STRINGID_RAINCONTINUES,
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[B_MSG_WEATHER_TURN_DOWNPOUR] = STRINGID_DOWNPOURCONTINUES,
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[B_MSG_WEATHER_TURN_SUN] = STRINGID_SUNLIGHTSTRONG,
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[B_MSG_WEATHER_TURN_SANDSTORM] = STRINGID_SANDSTORMRAGES,
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[B_MSG_WEATHER_TURN_HAIL] = STRINGID_HAILCONTINUES,
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[B_MSG_WEATHER_TURN_SNOW] = STRINGID_SNOWCONTINUES,
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[B_MSG_WEATHER_TURN_FOG] = STRINGID_FOGISDEEP,
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[B_MSG_WEATHER_TURN_STRONG_WINDS] = STRINGID_MYSTERIOUSAIRCURRENTBLOWSON,
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};
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const u16 gSandStormHailDmgStringIds[] =
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@ -1035,20 +1040,6 @@ const u16 gSandStormHailDmgStringIds[] =
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[B_MSG_HAIL] = STRINGID_PKMNPELTEDBYHAIL
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};
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const u16 gSandStormHailSnowEndStringIds[] =
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{
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[B_MSG_SANDSTORM] = STRINGID_SANDSTORMSUBSIDED,
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[B_MSG_HAIL] = STRINGID_HAILSTOPPED,
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[B_MSG_SNOW] = STRINGID_SNOWSTOPPED,
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};
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const u16 gRainContinuesStringIds[] =
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{
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[B_MSG_RAIN_CONTINUES] = STRINGID_RAINCONTINUES,
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[B_MSG_DOWNPOUR_CONTINUES] = STRINGID_DOWNPOURCONTINUES,
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[B_MSG_RAIN_STOPPED] = STRINGID_RAINSTOPPED
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};
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const u16 gProtectLikeUsedStringIds[] =
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{
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[B_MSG_PROTECTED_ITSELF] = STRINGID_PKMNPROTECTEDITSELF2,
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@ -1520,12 +1520,13 @@ enum
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ENDTURN_SAFEGUARD,
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ENDTURN_TAILWIND,
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ENDTURN_WISH,
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ENDTURN_RAIN,
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ENDTURN_SANDSTORM,
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ENDTURN_SUN,
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ENDTURN_HAIL,
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ENDTURN_SNOW,
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ENDTURN_FOG,
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ENDTURN_WEATHER,
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// ENDTURN_RAIN,
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// ENDTURN_SANDSTORM,
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// ENDTURN_SUN,
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// ENDTURN_HAIL,
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// ENDTURN_SNOW,
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// ENDTURN_FOG,
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ENDTURN_DAMAGE_NON_TYPES,
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ENDTURN_GRAVITY,
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ENDTURN_WATER_SPORT,
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@ -1567,6 +1568,65 @@ static bool32 EndTurnTerrain(u32 terrainFlag, u32 stringTableId)
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return FALSE;
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}
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#define BATTLE_WEATHER_MESSAGE_STOPPED 0
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#define BATTLE_WEATHER_MESSAGE_TURN 1
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#define BATTLE_WEATHER_ANIMATION 2
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static const u32 sBattleWeatherAttributes[][3] =
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{
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// Type of Weather // End Message // Weather Continues // Weather Animation
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[BATTLE_WEATHER_RAIN] = {B_MSG_WEATHER_END_RAIN, B_MSG_WEATHER_TURN_RAIN, B_ANIM_RAIN_CONTINUES},
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[BATTLE_WEATHER_RAIN_DOWNPOUR] = {B_MSG_WEATHER_END_RAIN, B_MSG_WEATHER_TURN_DOWNPOUR, B_ANIM_RAIN_CONTINUES},
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[BATTLE_WEATHER_SUN] = {B_MSG_WEATHER_END_SUN, B_MSG_WEATHER_TURN_SUN, B_ANIM_SUN_CONTINUES},
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[BATTLE_WEATHER_SANDSTORM] = {B_MSG_WEATHER_END_SANDSTORM, B_MSG_WEATHER_TURN_SANDSTORM, B_ANIM_SANDSTORM_CONTINUES},
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[BATTLE_WEATHER_HAIL] = {B_MSG_WEATHER_END_HAIL, B_MSG_WEATHER_TURN_HAIL, B_ANIM_HAIL_CONTINUES},
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[BATTLE_WEATHER_SNOW] = {B_MSG_WEATHER_END_SNOW, B_MSG_WEATHER_TURN_SNOW, B_ANIM_SNOW_CONTINUES},
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[BATTLE_WEATHER_FOG] = {B_MSG_WEATHER_END_FOG, B_MSG_WEATHER_TURN_FOG, B_ANIM_FOG_CONTINUES},
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[BATTLE_WEATHER_STRONG_WINDS] = {B_MSG_WEATHER_END_STRONG_WINDS, B_MSG_WEATHER_TURN_STRONG_WINDS, B_ANIM_STRONG_WINDS},
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};
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static bool32 TryEndTurnWeather(void)
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{
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u32 effect = 0;
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u32 currBattleWeather = 0xFF;
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if (gBattleWeather & B_WEATHER_RAIN) currBattleWeather = BATTLE_WEATHER_RAIN;
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else if (gBattleWeather & B_WEATHER_SUN) currBattleWeather = BATTLE_WEATHER_SUN;
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else if (gBattleWeather & B_WEATHER_SANDSTORM) currBattleWeather = BATTLE_WEATHER_SANDSTORM;
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else if (gBattleWeather & B_WEATHER_HAIL) currBattleWeather = BATTLE_WEATHER_HAIL;
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else if (gBattleWeather & B_WEATHER_SNOW) currBattleWeather = BATTLE_WEATHER_SNOW;
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else if (gBattleWeather & B_WEATHER_FOG) currBattleWeather = BATTLE_WEATHER_FOG;
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else if (gBattleWeather & B_WEATHER_STRONG_WINDS) currBattleWeather = BATTLE_WEATHER_STRONG_WINDS;
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if (currBattleWeather == 0xFF)
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return effect;
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if (gBattleWeather & B_WEATHER_PRIMAL_ANY) // Might be redundant. handled in else case?
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{
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gBattleCommunication[MULTISTRING_CHOOSER] = sBattleWeatherAttributes[currBattleWeather][BATTLE_WEATHER_MESSAGE_TURN];
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gBattleScripting.animArg1 = sBattleWeatherAttributes[currBattleWeather][BATTLE_WEATHER_ANIMATION];
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BattleScriptExecute(BattleScript_WeatherContinues);
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effect++;
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}
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else if (gWishFutureKnock.weatherDuration > 0 && --gWishFutureKnock.weatherDuration == 0)
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{
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gBattleCommunication[MULTISTRING_CHOOSER] = sBattleWeatherAttributes[currBattleWeather][BATTLE_WEATHER_MESSAGE_STOPPED];
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BattleScriptExecute(BattleScript_WeatherFaded);
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effect++;
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}
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else
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{
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gBattleCommunication[MULTISTRING_CHOOSER] = sBattleWeatherAttributes[currBattleWeather][BATTLE_WEATHER_MESSAGE_TURN];
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gBattleScripting.animArg1 = sBattleWeatherAttributes[currBattleWeather][BATTLE_WEATHER_ANIMATION];
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BattleScriptExecute(BattleScript_WeatherContinues);
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effect++;
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}
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return effect;
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}
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#undef BATTLE_WEATHER_MESSAGE_STOPPED
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#undef BATTLE_WEATHER_MESSAGE_TURN
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#undef BATTLE_WEATHER_ANIMATION
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u8 DoFieldEndTurnEffects(void)
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{
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u8 effect = 0;
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@ -1799,126 +1859,130 @@ u8 DoFieldEndTurnEffects(void)
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gBattleStruct->turnSideTracker = 0;
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}
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break;
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case ENDTURN_RAIN:
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if (gBattleWeather & B_WEATHER_RAIN)
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{
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if (!(gBattleWeather & B_WEATHER_RAIN_PRIMAL)
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&& gWishFutureKnock.weatherDuration > 0
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&& --gWishFutureKnock.weatherDuration == 0)
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{
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gBattleWeather &= ~(B_WEATHER_RAIN | B_WEATHER_RAIN_DOWNPOUR);
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gBattleCommunication[MULTISTRING_CHOOSER] = B_MSG_RAIN_STOPPED;
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}
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else if (gBattleWeather & B_WEATHER_RAIN_DOWNPOUR)
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gBattleCommunication[MULTISTRING_CHOOSER] = B_MSG_DOWNPOUR_CONTINUES;
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else
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gBattleCommunication[MULTISTRING_CHOOSER] = B_MSG_RAIN_CONTINUES;
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BattleScriptExecute(BattleScript_RainContinuesOrEnds);
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effect++;
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}
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case ENDTURN_WEATHER:
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effect = TryEndTurnWeather();
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gBattleStruct->turnCountersTracker++;
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break;
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case ENDTURN_SANDSTORM:
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if (gBattleWeather & B_WEATHER_SANDSTORM)
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{
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if (gWishFutureKnock.weatherDuration > 0 && --gWishFutureKnock.weatherDuration == 0)
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{
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gBattleWeather &= ~B_WEATHER_SANDSTORM;
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gBattlescriptCurrInstr = BattleScript_SandStormHailSnowEnds;
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}
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else
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{
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gBattlescriptCurrInstr = BattleScript_DamagingWeatherContinues;
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}
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// case ENDTURN_RAIN:
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// if (gBattleWeather & B_WEATHER_RAIN)
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// {
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// if (!(gBattleWeather & B_WEATHER_RAIN_PRIMAL)
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// && gWishFutureKnock.weatherDuration > 0
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// && --gWishFutureKnock.weatherDuration == 0)
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// {
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// gBattleWeather &= ~(B_WEATHER_RAIN | B_WEATHER_RAIN_DOWNPOUR);
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// gBattleCommunication[MULTISTRING_CHOOSER] = B_MSG_RAIN_STOPPED;
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// }
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// else if (gBattleWeather & B_WEATHER_RAIN_DOWNPOUR)
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// gBattleCommunication[MULTISTRING_CHOOSER] = B_MSG_DOWNPOUR_CONTINUES;
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// else
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// gBattleCommunication[MULTISTRING_CHOOSER] = B_MSG_RAIN_CONTINUES;
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gBattleScripting.animArg1 = B_ANIM_SANDSTORM_CONTINUES;
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gBattleCommunication[MULTISTRING_CHOOSER] = B_MSG_SANDSTORM;
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BattleScriptExecute(gBattlescriptCurrInstr);
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effect++;
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}
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gBattleStruct->turnCountersTracker++;
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break;
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case ENDTURN_SUN:
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if (gBattleWeather & B_WEATHER_SUN)
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{
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if (!(gBattleWeather & B_WEATHER_SUN_PRIMAL)
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&& gWishFutureKnock.weatherDuration > 0
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&& --gWishFutureKnock.weatherDuration == 0)
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{
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for (i = 0; i < gBattlersCount; i++)
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gDisableStructs[i].weatherAbilityDone = FALSE;
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gBattleWeather &= ~B_WEATHER_SUN;
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gBattlescriptCurrInstr = BattleScript_SunlightFaded;
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}
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else
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{
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gBattlescriptCurrInstr = BattleScript_SunlightContinues;
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}
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// BattleScriptExecute(BattleScript_RainContinuesOrEnds);
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// effect++;
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// }
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// gBattleStruct->turnCountersTracker++;
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// break;
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// case ENDTURN_SANDSTORM:
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// if (gBattleWeather & B_WEATHER_SANDSTORM)
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// {
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// if (gWishFutureKnock.weatherDuration > 0 && --gWishFutureKnock.weatherDuration == 0)
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// {
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// gBattleWeather &= ~B_WEATHER_SANDSTORM;
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// gBattlescriptCurrInstr = BattleScript_SandStormHailSnowEnds;
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// }
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// else
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// {
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// gBattlescriptCurrInstr = BattleScript_DamagingWeatherContinues;
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// }
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BattleScriptExecute(gBattlescriptCurrInstr);
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effect++;
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}
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gBattleStruct->turnCountersTracker++;
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break;
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case ENDTURN_HAIL:
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if (gBattleWeather & B_WEATHER_HAIL)
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{
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if (gWishFutureKnock.weatherDuration > 0 && --gWishFutureKnock.weatherDuration == 0)
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{
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gBattleWeather &= ~B_WEATHER_HAIL;
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gBattlescriptCurrInstr = BattleScript_SandStormHailSnowEnds;
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}
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else
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{
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gBattlescriptCurrInstr = BattleScript_DamagingWeatherContinues;
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}
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// gBattleScripting.animArg1 = B_ANIM_SANDSTORM_CONTINUES;
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// gBattleCommunication[MULTISTRING_CHOOSER] = B_MSG_SANDSTORM;
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// BattleScriptExecute(gBattlescriptCurrInstr);
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// effect++;
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// }
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// gBattleStruct->turnCountersTracker++;
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// break;
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// case ENDTURN_SUN:
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// if (gBattleWeather & B_WEATHER_SUN)
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// {
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// if (!(gBattleWeather & B_WEATHER_SUN_PRIMAL)
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// && gWishFutureKnock.weatherDuration > 0
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// && --gWishFutureKnock.weatherDuration == 0)
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// {
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// for (i = 0; i < gBattlersCount; i++)
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// gDisableStructs[i].weatherAbilityDone = FALSE;
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// gBattleWeather &= ~B_WEATHER_SUN;
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// gBattlescriptCurrInstr = BattleScript_SunlightFaded;
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// }
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// else
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// {
|
||||
// gBattlescriptCurrInstr = BattleScript_SunlightContinues;
|
||||
// }
|
||||
|
||||
gBattleScripting.animArg1 = B_ANIM_HAIL_CONTINUES;
|
||||
gBattleCommunication[MULTISTRING_CHOOSER] = B_MSG_HAIL;
|
||||
BattleScriptExecute(gBattlescriptCurrInstr);
|
||||
effect++;
|
||||
}
|
||||
gBattleStruct->turnCountersTracker++;
|
||||
break;
|
||||
case ENDTURN_SNOW:
|
||||
if (gBattleWeather & B_WEATHER_SNOW)
|
||||
{
|
||||
if (gWishFutureKnock.weatherDuration > 0 && --gWishFutureKnock.weatherDuration == 0)
|
||||
{
|
||||
gBattleWeather &= ~B_WEATHER_SNOW;
|
||||
gBattlescriptCurrInstr = BattleScript_SandStormHailSnowEnds;
|
||||
}
|
||||
else
|
||||
{
|
||||
gBattlescriptCurrInstr = BattleScript_DamagingWeatherContinues;
|
||||
}
|
||||
// BattleScriptExecute(gBattlescriptCurrInstr);
|
||||
// effect++;
|
||||
// }
|
||||
// gBattleStruct->turnCountersTracker++;
|
||||
// break;
|
||||
// case ENDTURN_HAIL:
|
||||
// if (gBattleWeather & B_WEATHER_HAIL)
|
||||
// {
|
||||
// if (gWishFutureKnock.weatherDuration > 0 && --gWishFutureKnock.weatherDuration == 0)
|
||||
// {
|
||||
// gBattleWeather &= ~B_WEATHER_HAIL;
|
||||
// gBattlescriptCurrInstr = BattleScript_SandStormHailSnowEnds;
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
// gBattlescriptCurrInstr = BattleScript_DamagingWeatherContinues;
|
||||
// }
|
||||
|
||||
gBattleScripting.animArg1 = B_ANIM_SNOW_CONTINUES;
|
||||
gBattleCommunication[MULTISTRING_CHOOSER] = B_MSG_SNOW;
|
||||
BattleScriptExecute(gBattlescriptCurrInstr);
|
||||
effect++;
|
||||
}
|
||||
gBattleStruct->turnCountersTracker++;
|
||||
break;
|
||||
case ENDTURN_FOG:
|
||||
if (gBattleWeather & B_WEATHER_FOG)
|
||||
{
|
||||
if (gWishFutureKnock.weatherDuration > 0 && --gWishFutureKnock.weatherDuration == 0)
|
||||
{
|
||||
gBattleWeather &= ~B_WEATHER_FOG;
|
||||
gBattlescriptCurrInstr = BattleScript_FogEnded;
|
||||
}
|
||||
else
|
||||
{
|
||||
gBattlescriptCurrInstr = BattleScript_FogContinues;
|
||||
}
|
||||
// gBattleScripting.animArg1 = B_ANIM_HAIL_CONTINUES;
|
||||
// gBattleCommunication[MULTISTRING_CHOOSER] = B_MSG_HAIL;
|
||||
// BattleScriptExecute(gBattlescriptCurrInstr);
|
||||
// effect++;
|
||||
// }
|
||||
// gBattleStruct->turnCountersTracker++;
|
||||
// break;
|
||||
// case ENDTURN_SNOW:
|
||||
// if (gBattleWeather & B_WEATHER_SNOW)
|
||||
// {
|
||||
// if (gWishFutureKnock.weatherDuration > 0 && --gWishFutureKnock.weatherDuration == 0)
|
||||
// {
|
||||
// gBattleWeather &= ~B_WEATHER_SNOW;
|
||||
// gBattlescriptCurrInstr = BattleScript_SandStormHailSnowEnds;
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
// gBattlescriptCurrInstr = BattleScript_DamagingWeatherContinues;
|
||||
// }
|
||||
|
||||
BattleScriptExecute(gBattlescriptCurrInstr);
|
||||
effect++;
|
||||
}
|
||||
gBattleStruct->turnCountersTracker++;
|
||||
break;
|
||||
// gBattleScripting.animArg1 = B_ANIM_SNOW_CONTINUES;
|
||||
// gBattleCommunication[MULTISTRING_CHOOSER] = B_MSG_SNOW;
|
||||
// BattleScriptExecute(gBattlescriptCurrInstr);
|
||||
// effect++;
|
||||
// }
|
||||
// gBattleStruct->turnCountersTracker++;
|
||||
// break;
|
||||
// case ENDTURN_FOG:
|
||||
// if (gBattleWeather & B_WEATHER_FOG)
|
||||
// {
|
||||
// if (gWishFutureKnock.weatherDuration > 0 && --gWishFutureKnock.weatherDuration == 0)
|
||||
// {
|
||||
// gBattleWeather &= ~B_WEATHER_FOG;
|
||||
// gBattlescriptCurrInstr = BattleScript_FogEnded;
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
// gBattlescriptCurrInstr = BattleScript_FogContinues;
|
||||
// }
|
||||
|
||||
// BattleScriptExecute(gBattlescriptCurrInstr);
|
||||
// effect++;
|
||||
// }
|
||||
// gBattleStruct->turnCountersTracker++;
|
||||
// break;
|
||||
case ENDTURN_DAMAGE_NON_TYPES:
|
||||
while (gBattleStruct->turnSideTracker < 2)
|
||||
{
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user