diff --git a/include/battle_util.h b/include/battle_util.h index fb74610d0c..d3b930feda 100644 --- a/include/battle_util.h +++ b/include/battle_util.h @@ -102,6 +102,7 @@ u32 IsAbilityOnOpposingSide(u32 battlerId, u32 ability); u32 IsAbilityOnField(u32 ability); u32 IsAbilityOnFieldExcept(u32 battlerId, u32 ability); u32 IsAbilityPreventingEscape(u32 battlerId); +bool32 IsBattlerProtected(u8 battlerId, u16 move); bool32 CanBattlerEscape(u32 battlerId); // no ability check void BattleScriptExecute(const u8* BS_ptr); void BattleScriptPushCursorAndCallback(const u8* BS_ptr); diff --git a/src/battle_script_commands.c b/src/battle_script_commands.c index 3f9ba388f7..ccb2a26d1b 100644 --- a/src/battle_script_commands.c +++ b/src/battle_script_commands.c @@ -1313,47 +1313,6 @@ static const u8 sBattlePalaceNatureToFlavorTextId[NUM_NATURES] = [NATURE_QUIRKY] = B_MSG_EAGER_FOR_MORE, }; -bool32 IsBattlerProtected(u8 battlerId, u16 move) -{ - // Decorate bypasses protect and detect, but not crafty shield - if (move == MOVE_DECORATE) - { - if (gSideStatuses[GetBattlerSide(battlerId)] & SIDE_STATUS_CRAFTY_SHIELD) - return TRUE; - else if (gProtectStructs[battlerId].protected) - return FALSE; - } - - if (!(gBattleMoves[move].flags & FLAG_PROTECT_AFFECTED)) - return FALSE; - else if (gBattleMoves[move].effect == MOVE_EFFECT_FEINT) - return FALSE; - else if (gProtectStructs[battlerId].protected) - return TRUE; - else if (gSideStatuses[GetBattlerSide(battlerId)] & SIDE_STATUS_WIDE_GUARD - && gBattleMoves[move].target & (MOVE_TARGET_BOTH | MOVE_TARGET_FOES_AND_ALLY)) - return TRUE; - else if (gProtectStructs[battlerId].banefulBunkered) - return TRUE; - else if (gProtectStructs[battlerId].obstructed && !IS_MOVE_STATUS(move)) - return TRUE; - else if (gProtectStructs[battlerId].spikyShielded) - return TRUE; - else if (gProtectStructs[battlerId].kingsShielded && gBattleMoves[move].power != 0) - return TRUE; - else if (gSideStatuses[GetBattlerSide(battlerId)] & SIDE_STATUS_QUICK_GUARD - && GetChosenMovePriority(gBattlerAttacker) > 0) - return TRUE; - else if (gSideStatuses[GetBattlerSide(battlerId)] & SIDE_STATUS_CRAFTY_SHIELD - && IS_MOVE_STATUS(move)) - return TRUE; - else if (gSideStatuses[GetBattlerSide(battlerId)] & SIDE_STATUS_MAT_BLOCK - && !IS_MOVE_STATUS(move)) - return TRUE; - else - return FALSE; -} - static bool32 NoTargetPresent(u32 move) { if (!IsBattlerAlive(gBattlerTarget)) diff --git a/src/battle_util.c b/src/battle_util.c index 18847b8cce..1f89a082e5 100644 --- a/src/battle_util.c +++ b/src/battle_util.c @@ -7450,6 +7450,48 @@ bool32 IsMoveMakingContact(u16 move, u8 battlerAtk) } } +bool32 IsBattlerProtected(u8 battlerId, u16 move) +{ + // Decorate bypasses protect and detect, but not crafty shield + if (move == MOVE_DECORATE) + { + if (gSideStatuses[GetBattlerSide(battlerId)] & SIDE_STATUS_CRAFTY_SHIELD) + return TRUE; + else if (gProtectStructs[battlerId].protected) + return FALSE; + } + + if (!(gBattleMoves[move].flags & FLAG_PROTECT_AFFECTED)) + return FALSE; + else if (gBattleMoves[move].effect == MOVE_EFFECT_FEINT) + return FALSE; + else if (gProtectStructs[battlerId].protected) + return TRUE; + else if (gSideStatuses[GetBattlerSide(battlerId)] & SIDE_STATUS_WIDE_GUARD + && gBattleMoves[move].target & (MOVE_TARGET_BOTH | MOVE_TARGET_FOES_AND_ALLY)) + return TRUE; + else if (gProtectStructs[battlerId].banefulBunkered) + return TRUE; + else if (gProtectStructs[battlerId].obstructed && !IS_MOVE_STATUS(move)) + return TRUE; + else if (gProtectStructs[battlerId].spikyShielded) + return TRUE; + else if (gProtectStructs[battlerId].kingsShielded && gBattleMoves[move].power != 0) + return TRUE; + else if (gSideStatuses[GetBattlerSide(battlerId)] & SIDE_STATUS_QUICK_GUARD + && GetChosenMovePriority(gBattlerAttacker) > 0) + return TRUE; + else if (gSideStatuses[GetBattlerSide(battlerId)] & SIDE_STATUS_CRAFTY_SHIELD + && IS_MOVE_STATUS(move)) + return TRUE; + else if (gSideStatuses[GetBattlerSide(battlerId)] & SIDE_STATUS_MAT_BLOCK + && !IS_MOVE_STATUS(move)) + return TRUE; + else + return FALSE; +} + + bool32 IsBattlerGrounded(u8 battlerId) { if (GetBattlerHoldEffect(battlerId, TRUE) == HOLD_EFFECT_IRON_BALL) @@ -8609,7 +8651,9 @@ static u32 CalcFinalDmg(u32 dmg, u16 move, u8 battlerAtk, u8 battlerDef, u8 move if (((gSideStatuses[defSide] & SIDE_STATUS_REFLECT && IS_MOVE_PHYSICAL(move)) || (gSideStatuses[defSide] & SIDE_STATUS_LIGHTSCREEN && IS_MOVE_SPECIAL(move)) || (gSideStatuses[defSide] & SIDE_STATUS_AURORA_VEIL)) - && abilityAtk != ABILITY_INFILTRATOR) + && abilityAtk != ABILITY_INFILTRATOR + && !(isCrit) + && !gProtectStructs[gBattlerAttacker].confusionSelfDmg) { if (gBattleTypeFlags & BATTLE_TYPE_DOUBLE) MulModifier(&finalModifier, UQ_4_12(0.66)); @@ -8781,9 +8825,6 @@ static void MulByTypeEffectiveness(u16 *modifier, u16 move, u8 moveType, u8 batt if (moveType == TYPE_FIRE && gDisableStructs[battlerDef].tarShot) mod = UQ_4_12(2.0); - if (gProtectStructs[battlerDef].kingsShielded && gBattleMoves[move].effect != EFFECT_FEINT) - mod = UQ_4_12(1.0); - // WEATHER_STRONG_WINDS weakens Super Effective moves against Flying-type Pokémon if (WEATHER_HAS_EFFECT && gBattleWeather & WEATHER_STRONG_WINDS) {