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@ -12,6 +12,8 @@
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#include "constants/items.h"
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#include "constants/moves.h"
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// General End Turn Effects based on research from smogon from vanilla games:
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// https://www.smogon.com/forums/threads/sword-shield-battle-mechanics-research.3655528/page-64#post-9244179
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enum EndTurnResolutionOrder
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{
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ENDTURN_ORDER,
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@ -64,16 +66,18 @@ enum EndTurnResolutionOrder
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ENDTURN_COUNT,
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};
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// Block that handles effects for each individual battler on the field (eg residual damage)
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enum FirstEventBlock
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{
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FIRST_EVENT_BLOCK_GMAX_MOVE_RESIDUAL,
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FIRST_EVENT_BLOCK_GMAX_MOVE_RESIDUAL, // Needs to be split
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FIRST_EVENT_BLOCK_SEA_OF_FIRE_DAMAGE,
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FIRST_EVENT_BLOCK_THRASH,
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FIRST_EVENT_BLOCK_THRASH, // Thrash isn't handled here in vanilla but for now it is that best place for it.
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FIRST_EVENT_BLOCK_GRASSY_TERRAIN_HEAL,
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FIRST_EVENT_BLOCK_ABILITIES,
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FIRST_EVENT_BLOCK_HEAL_ITEMS,
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};
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// Block that tries to remove side statuses
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enum SecondEventBlock
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{
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SECOND_EVENT_BLOCK_REFLECT,
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@ -88,6 +92,7 @@ enum SecondEventBlock
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SECOND_EVENT_BLOCK_AURORA_VEIL,
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};
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// Block that handles Uproar, items and non-form changing abilities
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enum ThirdEventBlock
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{
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THIRD_EVENT_BLOCK_UPROAR,
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@ -95,6 +100,7 @@ enum ThirdEventBlock
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THIRD_EVENT_BLOCK_ITEMS,
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};
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// Form changing abilities and Eject Pack
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enum FourthEventBlock
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{
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FOURTH_EVENT_BLOCK_HUNGER_SWITCH,
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@ -433,7 +439,7 @@ static bool32 HandleEndTurnFirstEventBlock(u32 battler)
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}
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gBattleStruct->eventBlockCounter++;
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break;
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case FIRST_EVENT_BLOCK_THRASH: // TODO: Move to moveend / not sure. Might be best to keep here
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case FIRST_EVENT_BLOCK_THRASH:
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if (gBattleMons[battler].status2 & STATUS2_LOCK_CONFUSE && !(gStatuses3[battler] & STATUS3_SKY_DROPPED))
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{
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gBattleMons[battler].status2 -= STATUS2_LOCK_CONFUSE_TURN(1);
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