This commit is contained in:
AgustinGDLV 2023-05-16 21:57:06 -07:00
commit d133564e21
30 changed files with 613 additions and 510 deletions

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@ -1349,6 +1349,76 @@
.macro setsnow
callnative BS_SetSnow
.endm
.macro setzeffect
callnative BS_SetZEffect
.endm
@ Used by effects that may proc Symbiosis but do not call removeitem.
.macro trysymbiosis
callnative BS_TrySymbiosis
.endm
@ returns TRUE or FALSE to gBattleCommunication[0]
.macro canteleport battler:req
callnative BS_CanTeleport
.byte \battler
.endm
@ returns B_SIDE_x to gBattleCommunication[0]
.macro getbattlerside battler:req
callnative BS_GetBattlerSide
.byte \battler
.endm
.macro checkparentalbondcounter counter:req, ptr:req
callnative BS_CheckParentalBondCounter
.byte \counter
.4byte \ptr
.endm
@ Used to active a different Max Move effects.
.macro setmaxmoveeffect
callnative BS_SetMaxMoveEffect
.endm
.macro setsteelsurge, failInstr:req
callnative BS_SetSteelsurge
.4byte \failInstr
.endm
.macro damagenontypes
callnative BS_DamageNonTypes
.endm
.macro trysetstatus1, ptr:req
callnative BS_TrySetStatus1
.4byte \ptr
.endm
.macro trysetstatus2, ptr:req
callnative BS_TrySetStatus2
.4byte \ptr
.endm
.macro tryhealsixthhealth, ptr:req
callnative BS_HealOneSixth
.4byte \ptr
.endm
.macro tryrecycleberry, ptr:req
callnative BS_TryRecycleBerry
.4byte \ptr
.endm
.macro updatedynamax
callnative BS_UpdateDynamax
.endm
.macro jumpiftargetdynamaxed, ptr:req
callnative BS_JumpIfDynamaxed
.4byte \ptr
.endm
@ various command changed to more readable macros
.macro cancelmultiturnmoves battler:req
@ -1835,10 +1905,6 @@
various \battler, VARIOUS_TRY_ACTIVATE_GRIM_NEIGH
.endm
.macro setzeffect
various BS_ATTACKER, VARIOUS_SET_Z_EFFECT
.endm
.macro consumeberry battler:req, fromBattler:req
various \battler, VARIOUS_CONSUME_BERRY
.byte \fromBattler
@ -2049,20 +2115,7 @@
.macro swapsidestatuses
various BS_ATTACKER, VARIOUS_SWAP_SIDE_STATUSES
.endm
.macro canteleport battler:req
various \battler, VARIOUS_CAN_TELEPORT
.endm
.macro getbattlerside battler:req
various \battler, VARIOUS_GET_BATTLER_SIDE
.endm
.macro checkparentalbondcounter counter:req, jumpInstr:req
various BS_ATTACKER, VARIOUS_CHECK_PARENTAL_BOND_COUNTER
.byte \counter
.4byte \jumpInstr
.endm
.macro swapstats stat:req
various BS_ATTACKER, VARIOUS_SWAP_STATS
.byte \stat
@ -2242,54 +2295,6 @@
various 0, VARIOUS_SKY_DROP_YAWN
.endm
@ Used by effects that may proc Symbiosis but do not call removeitem.
.macro trysymbiosis
various BS_ATTACKER, VARIOUS_TRY_SYMBIOSIS
.endm
@ Used to active a different Max Move effects.
.macro setmaxmoveeffect
callnative BS_SetMaxMoveEffect
.endm
.macro setsteelsurge, failInstr:req
callnative BS_SetSteelsurge
.4byte \failInstr
.endm
.macro damagenontypes
callnative BS_DamageNonTypes
.endm
.macro trysetstatus1, ptr:req
callnative BS_TrySetStatus1
.4byte \ptr
.endm
.macro trysetstatus2, ptr:req
callnative BS_TrySetStatus2
.4byte \ptr
.endm
.macro tryhealsixthhealth, ptr:req
callnative BS_HealOneSixth
.4byte \ptr
.endm
.macro tryrecycleberry, ptr:req
callnative BS_TryRecycleBerry
.4byte \ptr
.endm
.macro updatedynamax
callnative BS_UpdateDynamax
.endm
.macro jumpiftargetdynamaxed, ptr:req
callnative BS_JumpIfDynamaxed
.4byte \ptr
.endm
@ Tries to increase or decrease a battler's stat's stat stage by a specified amount. If impossible, jumps to \script.
.macro modifybattlerstatstage battler:req, stat:req, mode:req, amount:req, script:req, animation:req, customString

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@ -436,9 +436,9 @@ BattleScript_EffectRevivalBlessing::
attackcanceler
attackstring
ppreduce
tryrevivalblessing BattleScript_ButItFailed
attackanimation
waitanimation
tryrevivalblessing BattleScript_ButItFailed
printstring STRINGID_PKMNREVIVEDREADYTOFIGHT
waitmessage B_WAIT_TIME_LONG
jumpifbyte CMP_EQUAL, gBattleCommunication, TRUE, BattleScript_EffectRevivalBlessingSendOut
@ -616,7 +616,7 @@ BattleScript_ShellTrapSetUp::
playanimation BS_ATTACKER, B_ANIM_SHELL_TRAP_SETUP, NULL
printstring STRINGID_PREPARESHELLTRAP
waitmessage B_WAIT_TIME_LONG
end2
end3
BattleScript_EffectShellTrap::
attackcanceler
@ -690,7 +690,7 @@ BattleScript_BeakBlastSetUp::
playanimation BS_ATTACKER, B_ANIM_BEAK_BLAST_SETUP, NULL
printstring STRINGID_HEATUPBEAK
waitmessage B_WAIT_TIME_LONG
end2
end3
BattleScript_BeakBlastBurn::
setbyte cMULTISTRING_CHOOSER, 0
@ -7918,7 +7918,7 @@ BattleScript_FocusPunchSetUp::
playanimation BS_ATTACKER, B_ANIM_FOCUS_PUNCH_SETUP
printstring STRINGID_PKMNTIGHTENINGFOCUS
waitmessage B_WAIT_TIME_LONG
end2
end3
BattleScript_MegaEvolution::
printstring STRINGID_EMPTYSTRING3
@ -7934,7 +7934,7 @@ BattleScript_MegaEvolutionAfterString:
printstring STRINGID_MEGAEVOEVOLVED
waitmessage B_WAIT_TIME_LONG
switchinabilities BS_ATTACKER
end2
end3
BattleScript_WishMegaEvolution::
printstring STRINGID_EMPTYSTRING3
@ -9398,8 +9398,8 @@ BattleScript_FriskActivates::
end3
BattleScript_ImposterActivates::
transformdataexecution
call BattleScript_AbilityPopUp
transformdataexecution
playmoveanimation BS_ATTACKER, MOVE_TRANSFORM
waitanimation
printstring STRINGID_IMPOSTERTRANSFORM
@ -10749,7 +10749,7 @@ BattleScript_DynamaxBegins::
updatedynamax
playanimation BS_SCRIPTING, B_ANIM_DYNAMAX_GROWTH
waitanimation
end
end3
BattleScript_DynamaxEnds::
printstring STRINGID_EMPTYSTRING3

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@ -1,6 +1,6 @@
JASC-PAL
0100
256
16
152 208 160
152 128 80
224 176 72
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@ -525,7 +525,7 @@ struct DynamaxData
bool8 playerSelect;
u8 triggerSpriteId;
u8 indicatorSpriteId[MAX_BATTLERS_COUNT];
bool8 toDynamax[MAX_BATTLERS_COUNT];
u8 toDynamax; // flags using gBitTable
bool8 alreadyDynamaxed[NUM_BATTLE_SIDES];
bool8 dynamaxed[MAX_BATTLERS_COUNT];
u8 dynamaxTurns[MAX_BATTLERS_COUNT];
@ -554,7 +554,7 @@ struct BattleStruct
u8 wildVictorySong;
u8 dynamicMoveType;
u8 wrappedBy[MAX_BATTLERS_COUNT];
u8 focusPunchBattlerId;
u8 focusPunchBattlers; // as bits
u8 battlerPreventingSwitchout;
u8 moneyMultiplier:6;
u8 moneyMultiplierItem:1;
@ -674,6 +674,7 @@ struct BattleStruct
u8 attackerBeforeBounce:2;
u8 beatUpSlot:3;
bool8 hitSwitchTargetFailed:1;
bool8 effectsBeforeUsingMoveDone:1; // Mega Evo and Focus Punch/Shell Trap effects.
u8 targetsDone[MAX_BATTLERS_COUNT]; // Each battler as a bit.
u16 overwrittenAbilities[MAX_BATTLERS_COUNT]; // abilities overwritten during battle (keep separate from battle history in case of switching)
bool8 allowedToChangeFormInWeather[PARTY_SIZE][2]; // For each party member and side, used by Ice Face.

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@ -193,7 +193,6 @@ bool32 IsHealBlockPreventingMove(u32 battler, u32 move);
bool32 HasEnoughHpToEatBerry(u32 battlerId, u32 hpFraction, u32 itemId);
bool32 IsPartnerMonFromSameTrainer(u8 battlerId);
u8 GetSplitBasedOnStats(u8 battlerId);
void SortBattlersBySpeed(u8 *battlers, bool8 slowToFast);
bool32 TestSheerForceFlag(u8 battler, u16 move);
void TryRestoreHeldItems(void);
bool32 CanStealItem(u8 battlerStealing, u8 battlerItem, u16 item);

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@ -192,7 +192,7 @@
// Other settings
#define B_DOUBLE_WILD_CHANCE 0 // % chance of encountering two Pokémon in a Wild Encounter.
#define B_DOUBLE_WILD_REQUIRE_2_MONS FALSE // If set to TRUE, Wild Double Battles will default to Single Battles when the player only has 1 usuable Pokémon, ignoring B_DOUBLE_WILD_CHANCE and B_FLAG_FORCE_DOUBLE_WILD.
#define B_DOUBLE_WILD_REQUIRE_2_MONS FALSE // If set to TRUE, Wild Double Battles will default to Single Battles when the player only has 1 usable Pokémon, ignoring B_DOUBLE_WILD_CHANCE and B_FLAG_FORCE_DOUBLE_WILD.
#define B_MULTI_BATTLE_WHITEOUT GEN_LATEST // In Gen4+, multi battles end when the Player and also their Partner don't have any more Pokémon to fight.
#define B_EVOLUTION_AFTER_WHITEOUT GEN_LATEST // In Gen6+, Pokemon that qualify for evolution after battle will evolve even if the player loses.
#define B_WILD_NATURAL_ENEMIES TRUE // If set to TRUE, certain wild mon species will attack other species when partnered in double wild battles (eg. Zangoose vs Seviper)

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@ -241,27 +241,22 @@
#define VARIOUS_BATTLER_ITEM_TO_LAST_USED_ITEM 149
#define VARIOUS_SET_BEAK_BLAST 150
#define VARIOUS_SWAP_SIDE_STATUSES 151
#define VARIOUS_SET_Z_EFFECT 152
#define VARIOUS_TRY_SYMBIOSIS 153
#define VARIOUS_CAN_TELEPORT 154
#define VARIOUS_GET_BATTLER_SIDE 155
#define VARIOUS_CHECK_PARENTAL_BOND_COUNTER 156
#define VARIOUS_SWAP_STATS 157
#define VARIOUS_JUMP_IF_ROD 158
#define VARIOUS_JUMP_IF_ABSORB 159
#define VARIOUS_JUMP_IF_MOTOR 160
#define VARIOUS_TEATIME_INVUL 161
#define VARIOUS_TEATIME_TARGETS 162
#define VARIOUS_TRY_WIND_RIDER_POWER 163
#define VARIOUS_ACTIVATE_WEATHER_CHANGE_ABILITIES 164
#define VARIOUS_ACTIVATE_TERRAIN_CHANGE_ABILITIES 165
#define VARIOUS_JUMP_IF_EMERGENCY_EXITED 166
#define VARIOUS_STORE_HEALING_WISH 167
#define VARIOUS_HIT_SWITCH_TARGET_FAILED 168
#define VARIOUS_JUMP_IF_SHELL_TRAP 169
#define VARIOUS_TRY_REVIVAL_BLESSING 170
#define VARIOUS_TRY_TRAINER_SLIDE_MSG_Z_MOVE 171
#define VARIOUS_TRY_TRAINER_SLIDE_MSG_MEGA_EVOLUTION 172
#define VARIOUS_SWAP_STATS 152
#define VARIOUS_JUMP_IF_ROD 153
#define VARIOUS_JUMP_IF_ABSORB 154
#define VARIOUS_JUMP_IF_MOTOR 155
#define VARIOUS_TEATIME_INVUL 156
#define VARIOUS_TEATIME_TARGETS 157
#define VARIOUS_TRY_WIND_RIDER_POWER 158
#define VARIOUS_ACTIVATE_WEATHER_CHANGE_ABILITIES 159
#define VARIOUS_ACTIVATE_TERRAIN_CHANGE_ABILITIES 160
#define VARIOUS_JUMP_IF_EMERGENCY_EXITED 161
#define VARIOUS_STORE_HEALING_WISH 162
#define VARIOUS_HIT_SWITCH_TARGET_FAILED 163
#define VARIOUS_JUMP_IF_SHELL_TRAP 164
#define VARIOUS_TRY_REVIVAL_BLESSING 165
#define VARIOUS_TRY_TRAINER_SLIDE_MSG_Z_MOVE 166
#define VARIOUS_TRY_TRAINER_SLIDE_MSG_MEGA_EVOLUTION 167
// Cmd_manipulatedamage
#define DMG_CHANGE_SIGN 0

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@ -53,7 +53,6 @@
#define OBJECT_EVENTS_COUNT 16
#define MAIL_COUNT (10 + PARTY_SIZE)
#define SECRET_BASES_COUNT 20
#define TV_SHOWS_COUNT 25
#define POKE_NEWS_COUNT 16
#define PC_ITEMS_COUNT 50
#define BAG_ITEMS_COUNT 30

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@ -74,6 +74,7 @@
// for TV shows from TVGROUP_NORMAL. The remainder are for TV
// shows from TVGROUP_RECORD_MIX.
#define NUM_NORMAL_TVSHOW_SLOTS 5
#define TV_SHOWS_COUNT (NUM_NORMAL_TVSHOW_SLOTS + 20)
#define PLAYERS_HOUSE_TV_NONE 0
#define PLAYERS_HOUSE_TV_LATI 1

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@ -2484,9 +2484,14 @@ void TryShinyAnimation(u8 battler, struct Pokemon *mon)
u32 otId, personality;
u32 shinyValue;
u8 taskCirc, taskDgnl;
struct Pokemon* illusionMon;
isShiny = FALSE;
gBattleSpritesDataPtr->healthBoxesData[battler].triedShinyMonAnim = TRUE;
illusionMon = GetIllusionMonPtr(battler);
if (illusionMon != NULL)
mon = illusionMon;
otId = GetMonData(mon, MON_DATA_OT_ID);
personality = GetMonData(mon, MON_DATA_PERSONALITY);

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@ -136,7 +136,7 @@ bool32 CanDynamax(u16 battlerId)
// Cannot Dynamax if your side has already or will Dynamax.
if (gBattleStruct->dynamax.alreadyDynamaxed[GetBattlerSide(battlerId)]
|| gBattleStruct->dynamax.dynamaxed[BATTLE_PARTNER(battlerId)]
|| gBattleStruct->dynamax.toDynamax[BATTLE_PARTNER(battlerId)])
|| gBattleStruct->dynamax.toDynamax & gBitTable[BATTLE_PARTNER(battlerId)])
return FALSE;
// TODO: Cannot Dynamax in a Max Raid if you don't have Dynamax Energy.
@ -281,7 +281,7 @@ bool32 ShouldUseMaxMove(u16 battlerId, u16 baseMove)
// TODO: Raid bosses do not always use Max Moves.
// if (IsRaidBoss(battlerId))
// return !IsRaidBossUsingRegularMove(battlerId, baseMove);
return IsDynamaxed(battlerId) || gBattleStruct->dynamax.toDynamax[battlerId];
return IsDynamaxed(battlerId) || gBattleStruct->dynamax.toDynamax & gBitTable[battlerId];
}
static u16 GetTypeBasedMaxMove(u16 battlerId, u16 type)

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@ -103,7 +103,6 @@ static void UpdateBattlerPartyOrdersOnSwitch(void);
static bool8 AllAtActionConfirmed(void);
static void TryChangeTurnOrder(void);
static void CheckChosenMoveForEffectsBeforeTurnStarts(void);
static void CheckMegaEvolutionBeforeTurn(void);
static void CheckQuickClaw_CustapBerryActivation(void);
static void FreeResetData_ReturnToOvOrDoEvolutions(void);
static void ReturnFromBattleToOverworld(void);
@ -4324,7 +4323,7 @@ static void HandleTurnActionSelectionState(void)
}
gBattleStruct->mega.toEvolve &= ~(gBitTable[BATTLE_PARTNER(GetBattlerPosition(gActiveBattler))]);
gBattleStruct->dynamax.toDynamax[gActiveBattler] = FALSE;
gBattleStruct->dynamax.toDynamax &= ~(gBitTable[gActiveBattler]);
gBattleStruct->dynamax.usingMaxMove[gActiveBattler] = FALSE;
gBattleStruct->zmove.toBeUsed[BATTLE_PARTNER(GetBattlerPosition(gActiveBattler))] = MOVE_NONE;
BtlController_EmitEndBounceEffect(BUFFER_A);
@ -4412,14 +4411,19 @@ static void HandleTurnActionSelectionState(void)
RecordedBattle_SetBattlerAction(gActiveBattler, gBattleResources->bufferB[gActiveBattler][2]);
RecordedBattle_SetBattlerAction(gActiveBattler, gBattleResources->bufferB[gActiveBattler][3]);
}
*(gBattleStruct->chosenMovePositions + gActiveBattler) = gBattleResources->bufferB[gActiveBattler][2] & ~RET_MEGA_EVOLUTION & ~RET_DYNAMAX;
gChosenMoveByBattler[gActiveBattler] = gBattleMons[gActiveBattler].moves[*(gBattleStruct->chosenMovePositions + gActiveBattler)];
*(gBattleStruct->moveTarget + gActiveBattler) = gBattleResources->bufferB[gActiveBattler][3];
// Get the chosen move position (and thus the chosen move) and target from the returned buffer.
gBattleStruct->chosenMovePositions[gActiveBattler] = gBattleResources->bufferB[gActiveBattler][2] & ~(RET_MEGA_EVOLUTION | RET_DYNAMAX);
gChosenMoveByBattler[gActiveBattler] = gBattleMons[gActiveBattler].moves[gBattleStruct->chosenMovePositions[gActiveBattler]];
gBattleStruct->moveTarget[gActiveBattler] = gBattleResources->bufferB[gActiveBattler][3];
// Check to see if any gimmicks need to be prepared.
if (gBattleResources->bufferB[gActiveBattler][2] & RET_MEGA_EVOLUTION)
gBattleStruct->mega.toEvolve |= gBitTable[gActiveBattler];
else if (gBattleResources->bufferB[gActiveBattler][2] & RET_DYNAMAX)
gBattleStruct->dynamax.toDynamax[gActiveBattler] = TRUE;
if (ShouldUseMaxMove(gActiveBattler, gChosenMoveByBattler[gActiveBattler])) // max move check
gBattleStruct->dynamax.toDynamax |= gBitTable[gActiveBattler];
// Max Move check
if (ShouldUseMaxMove(gActiveBattler, gChosenMoveByBattler[gActiveBattler]))
{
gBattleStruct->dynamax.baseMove[gActiveBattler] = gBattleMons[gActiveBattler].moves[gBattleStruct->chosenMovePositions[gActiveBattler]];
gBattleStruct->dynamax.usingMaxMove[gActiveBattler] = TRUE;
@ -4937,9 +4941,6 @@ static void SetActionsAndBattlersTurnOrder(void)
turnOrderId++;
}
}
gBattleMainFunc = CheckMegaEvolutionBeforeTurn;
gBattleStruct->mega.battlerId = 0;
return;
}
else
{
@ -4985,8 +4986,8 @@ static void SetActionsAndBattlersTurnOrder(void)
}
}
}
gBattleMainFunc = CheckMegaEvolutionBeforeTurn;
gBattleStruct->mega.battlerId = 0;
gBattleMainFunc = CheckQuickClaw_CustapBerryActivation;
gBattleStruct->quickClawBattlerId = 0;
}
static void TurnValuesCleanUp(bool8 var0)
@ -5035,60 +5036,110 @@ void SpecialStatusesClear(void)
memset(&gSpecialStatuses, 0, sizeof(gSpecialStatuses));
}
// TODO: Rename function to denote use for Dynamax, too.
static void CheckMegaEvolutionBeforeTurn(void)
static void PopulateArrayWithBattlers(u8 *battlers)
{
if (!(gHitMarker & HITMARKER_RUN))
u32 i;
for (i = 0; i < gBattlersCount; i++)
battlers[i] = i;
}
static bool32 TryDoGimmicksBeforeMoves(void)
{
if (!(gHitMarker & HITMARKER_RUN)
&& (gBattleStruct->mega.toEvolve || gBattleStruct->dynamax.toDynamax))
{
while (gBattleStruct->mega.battlerId < gBattlersCount)
u32 i;
struct Pokemon *party;
struct Pokemon *mon;
u8 order[MAX_BATTLERS_COUNT];
PopulateArrayWithBattlers(order);
SortBattlersBySpeed(order, FALSE);
for (i = 0; i < gBattlersCount; i++)
{
gActiveBattler = gBattlerAttacker = gBattleStruct->mega.battlerId;
gBattleStruct->mega.battlerId++;
// Dynamax Check
if (gBattleStruct->dynamax.toDynamax[gActiveBattler])
if (gBattleStruct->dynamax.toDynamax & gBitTable[order[i]])
{
gBattleStruct->dynamax.toDynamax[gActiveBattler] = FALSE;
gActiveBattler = gBattlerAttacker = order[i];
gBattleScripting.battler = gActiveBattler;
gBattleStruct->dynamax.toDynamax &= ~(gBitTable[gActiveBattler]);
PrepareBattlerForDynamax(gActiveBattler);
BattleScriptExecute(BattleScript_DynamaxBegins);
return;
return TRUE;
}
// Mega Evo Check
if (gBattleStruct->mega.toEvolve & gBitTable[gActiveBattler]
&& !(gProtectStructs[gActiveBattler].noValidMoves))
if (gBattleStruct->mega.toEvolve & gBitTable[order[i]]
&& !(gProtectStructs[order[i]].noValidMoves))
{
struct Pokemon *party = GetBattlerParty(gActiveBattler);
struct Pokemon *mon = &party[gBattlerPartyIndexes[gActiveBattler]];
gActiveBattler = gBattlerAttacker = order[i];
gBattleStruct->mega.toEvolve &= ~(gBitTable[gActiveBattler]);
gLastUsedItem = gBattleMons[gActiveBattler].item;
party = GetBattlerParty(gActiveBattler);
mon = &party[gBattlerPartyIndexes[gActiveBattler]];
if (GetBattleFormChangeTargetSpecies(gActiveBattler, FORM_CHANGE_BATTLE_MEGA_EVOLUTION_MOVE) != SPECIES_NONE)
BattleScriptExecute(BattleScript_WishMegaEvolution);
else
BattleScriptExecute(BattleScript_MegaEvolution);
return;
return TRUE;
}
}
}
#if B_MEGA_EVO_TURN_ORDER <= GEN_6
gBattleMainFunc = CheckChosenMoveForEffectsBeforeTurnStarts;
gBattleStruct->focusPunchBattlerId = 0;
#else
gBattleMainFunc = TryChangeTurnOrder; // This will just do nothing if no mon has mega evolved
#if B_MEGA_EVO_TURN_ORDER >= GEN_7
TryChangeTurnOrder(); // This will just do nothing if no mon has mega evolved.
#endif
return FALSE;
}
static bool32 TryDoMoveEffectsBeforeMoves(void)
{
if (!(gHitMarker & HITMARKER_RUN))
{
u32 i;
struct Pokemon *mon;
u8 battlers[MAX_BATTLERS_COUNT];
PopulateArrayWithBattlers(battlers);
SortBattlersBySpeed(battlers, FALSE);
for (i = 0; i < gBattlersCount; i++)
{
if (!(gBattleStruct->focusPunchBattlers & gBitTable[battlers[i]])
&& !(gBattleMons[battlers[i]].status1 & STATUS1_SLEEP)
&& !(gDisableStructs[battlers[i]].truantCounter)
&& !(gProtectStructs[battlers[i]].noValidMoves))
{
gBattleStruct->focusPunchBattlers |= gBitTable[battlers[i]];
gActiveBattler = gBattlerAttacker = battlers[i];
switch (gChosenMoveByBattler[gActiveBattler])
{
case MOVE_FOCUS_PUNCH:
BattleScriptExecute(BattleScript_FocusPunchSetUp);
return TRUE;
case MOVE_BEAK_BLAST:
BattleScriptExecute(BattleScript_BeakBlastSetUp);
return TRUE;
case MOVE_SHELL_TRAP:
BattleScriptExecute(BattleScript_ShellTrapSetUp);
return TRUE;
}
}
}
}
return FALSE;
}
// In gen7, priority and speed are recalculated during the turn in which a pokemon mega evolves
static void TryChangeTurnOrder(void)
{
s32 i, j;
u32 i, j;
for (i = 0; i < gBattlersCount - 1; i++)
{
for (j = i + 1; j < gBattlersCount; j++)
{
u8 battler1 = gBattlerByTurnOrder[i];
u8 battler2 = gBattlerByTurnOrder[j];
u32 battler1 = gBattlerByTurnOrder[i];
u32 battler2 = gBattlerByTurnOrder[j];
if (gActionsByTurnOrder[i] == B_ACTION_USE_MOVE
&& gActionsByTurnOrder[j] == B_ACTION_USE_MOVE)
{
@ -5097,42 +5148,6 @@ static void TryChangeTurnOrder(void)
}
}
}
gBattleMainFunc = CheckChosenMoveForEffectsBeforeTurnStarts;
gBattleStruct->focusPunchBattlerId = 0;
}
static void CheckChosenMoveForEffectsBeforeTurnStarts(void)
{
u32 i;
if (!(gHitMarker & HITMARKER_RUN))
{
while (gBattleStruct->focusPunchBattlerId < gBattlersCount)
{
gActiveBattler = gBattlerAttacker = gBattleStruct->focusPunchBattlerId;
gBattleStruct->focusPunchBattlerId++;
if (!(gBattleMons[gActiveBattler].status1 & STATUS1_SLEEP)
&& !(gDisableStructs[gBattlerAttacker].truantCounter)
&& !(gProtectStructs[gActiveBattler].noValidMoves))
{
switch (gChosenMoveByBattler[gActiveBattler])
{
case MOVE_FOCUS_PUNCH:
BattleScriptExecute(BattleScript_FocusPunchSetUp);
return;
case MOVE_BEAK_BLAST:
BattleScriptExecute(BattleScript_BeakBlastSetUp);
return;
case MOVE_SHELL_TRAP:
BattleScriptExecute(BattleScript_ShellTrapSetUp);
return;
}
}
}
}
gBattleMainFunc = CheckQuickClaw_CustapBerryActivation;
gBattleStruct->quickClawBattlerId = 0;
}
static void CheckQuickClaw_CustapBerryActivation(void)
@ -5187,6 +5202,8 @@ static void CheckQuickClaw_CustapBerryActivation(void)
gCurrentTurnActionNumber = 0;
gCurrentActionFuncId = gActionsByTurnOrder[0];
gBattleStruct->dynamicMoveType = 0;
gBattleStruct->effectsBeforeUsingMoveDone = FALSE;
gBattleStruct->focusPunchBattlers = 0;
for (i = 0; i < MAX_BATTLERS_COUNT; i++)
{
gBattleStruct->ateBoost[i] = FALSE;
@ -5205,6 +5222,16 @@ static void RunTurnActionsFunctions(void)
if (gBattleOutcome != 0)
gCurrentActionFuncId = B_ACTION_FINISHED;
// Mega Evolve / Focus Punch-like moves after switching, items, running, but before using a move.
if (gCurrentActionFuncId == B_ACTION_USE_MOVE && !gBattleStruct->effectsBeforeUsingMoveDone)
{
if (TryDoGimmicksBeforeMoves())
return;
else if (TryDoMoveEffectsBeforeMoves())
return;
gBattleStruct->effectsBeforeUsingMoveDone = TRUE;
}
*(&gBattleStruct->savedTurnActionNumber) = gCurrentTurnActionNumber;
sTurnActionsFuncsTable[gCurrentActionFuncId]();

View File

@ -3119,7 +3119,11 @@ static const u8 *BattleStringGetPlayerName(u8 *text, u8 battlerId)
toCpy = gSaveBlock2Ptr->playerName;
break;
case B_POSITION_PLAYER_RIGHT:
if (gBattleTypeFlags & BATTLE_TYPE_LINK && gBattleTypeFlags & (BATTLE_TYPE_RECORDED | BATTLE_TYPE_MULTI))
if ((gBattleTypeFlags & BATTLE_TYPE_RECORDED) && !(gBattleTypeFlags & (BATTLE_TYPE_MULTI | BATTLE_TYPE_INGAME_PARTNER)))
{
toCpy = gLinkPlayers[0].name;
}
else if ((gBattleTypeFlags & BATTLE_TYPE_LINK) && gBattleTypeFlags & (BATTLE_TYPE_RECORDED | BATTLE_TYPE_MULTI))
{
toCpy = gLinkPlayers[2].name;
}

View File

@ -5567,6 +5567,9 @@ static void Cmd_moveend(void)
{
gProtectStructs[gBattlerAttacker].touchedProtectLike = FALSE;
gBattleMons[gBattlerAttacker].status1 = STATUS1_BURN;
gActiveBattler = gBattlerAttacker;
BtlController_EmitSetMonData(BUFFER_A, REQUEST_STATUS_BATTLE, 0, sizeof(gBattleMons[gActiveBattler].status1), &gBattleMons[gActiveBattler].status1);
MarkBattlerForControllerExec(gActiveBattler);
BattleScriptPushCursor();
gBattlescriptCurrInstr = BattleScript_BeakBlastBurn;
effect = 1;
@ -10360,12 +10363,6 @@ static void Cmd_various(void)
}
return;
}
case VARIOUS_SET_Z_EFFECT:
{
VARIOUS_ARGS();
SetZEffect(); //handles battle script jumping internally
return;
}
case VARIOUS_MOVEEND_ITEM_EFFECTS:
{
VARIOUS_ARGS();
@ -11044,48 +11041,6 @@ static void Cmd_various(void)
CourtChangeSwapSideStatuses();
break;
}
case VARIOUS_TRY_SYMBIOSIS: //called by Bestow, Fling, and Bug Bite, which don't work with Cmd_removeitem.
{
VARIOUS_ARGS();
if (SYMBIOSIS_CHECK(gActiveBattler, BATTLE_PARTNER(gActiveBattler)))
{
BestowItem(BATTLE_PARTNER(gActiveBattler), gActiveBattler);
gLastUsedAbility = gBattleMons[BATTLE_PARTNER(gActiveBattler)].ability;
gBattleScripting.battler = gBattlerAbility = BATTLE_PARTNER(gActiveBattler);
gBattlerAttacker = gActiveBattler;
BattleScriptPushCursor();
gBattlescriptCurrInstr = BattleScript_SymbiosisActivates;
return;
}
break;
}
case VARIOUS_CAN_TELEPORT:
{
VARIOUS_ARGS();
gBattleCommunication[0] = CanTeleport(gActiveBattler);
break;
}
case VARIOUS_GET_BATTLER_SIDE:
{
VARIOUS_ARGS();
if (GetBattlerSide(gActiveBattler) == B_SIDE_PLAYER)
gBattleCommunication[0] = B_SIDE_PLAYER;
else
gBattleCommunication[0] = B_SIDE_OPPONENT;
break;
}
case VARIOUS_CHECK_PARENTAL_BOND_COUNTER:
{
VARIOUS_ARGS(u8 counter, const u8 *jumpInstr);
// Some effects should only happen on the first or second strike of Parental Bond,
// so a way to check this in battle scripts is useful
u8 counter = cmd->counter;
if (gSpecialStatuses[gBattlerAttacker].parentalBondState == counter && gBattleMons[gBattlerTarget].hp != 0)
gBattlescriptCurrInstr = cmd->jumpInstr;
else
gBattlescriptCurrInstr = cmd->nextInstr;
return;
}
case VARIOUS_SWAP_STATS:
{
VARIOUS_ARGS(u8 stat);
@ -16436,6 +16391,55 @@ static bool8 IsFinalStrikeEffect(u16 move)
return FALSE;
}
void BS_CheckParentalBondCounter(void)
{
NATIVE_ARGS(u8 counter, const u8 *jumpInstr);
// Some effects should only happen on the first or second strike of Parental Bond,
// so a way to check this in battle scripts is useful
if (gSpecialStatuses[gBattlerAttacker].parentalBondState == cmd->counter && gBattleMons[gBattlerTarget].hp != 0)
gBattlescriptCurrInstr = cmd->jumpInstr;
else
gBattlescriptCurrInstr = cmd->nextInstr;
}
void BS_GetBattlerSide(void)
{
NATIVE_ARGS(u8 battler);
gBattleCommunication[0] = GetBattlerSide(cmd->battler);
gBattlescriptCurrInstr = cmd->nextInstr;
}
void BS_CanTeleport(void)
{
NATIVE_ARGS(u8 battler);
gBattleCommunication[0] = CanTeleport(cmd->battler);
gBattlescriptCurrInstr = cmd->nextInstr;
}
void BS_TrySymbiosis(void)
{
NATIVE_ARGS();
//called by Bestow, Fling, and Bug Bite, which don't work with Cmd_removeitem.
gActiveBattler = gBattlerAttacker;
if (SYMBIOSIS_CHECK(gBattlerAttacker, BATTLE_PARTNER(gActiveBattler)))
{
BestowItem(BATTLE_PARTNER(gActiveBattler), gActiveBattler);
gLastUsedAbility = gBattleMons[BATTLE_PARTNER(gActiveBattler)].ability;
gBattleScripting.battler = gBattlerAbility = BATTLE_PARTNER(gActiveBattler);
gBattlerAttacker = gActiveBattler;
BattleScriptPushCursor();
gBattlescriptCurrInstr = BattleScript_SymbiosisActivates;
return;
}
gBattlescriptCurrInstr = cmd->nextInstr;
}
void BS_SetZEffect(void)
{
SetZEffect(); // Handles battle script jumping internally
}
static void TryUpdateRoundTurnOrder(void)
{
if (gBattleTypeFlags & BATTLE_TYPE_DOUBLE)

View File

@ -1606,7 +1606,8 @@ void BattleScriptPushCursor(void)
void BattleScriptPop(void)
{
gBattlescriptCurrInstr = gBattleResources->battleScriptsStack->ptr[--gBattleResources->battleScriptsStack->size];
if (gBattleResources->battleScriptsStack->size != 0)
gBattlescriptCurrInstr = gBattleResources->battleScriptsStack->ptr[--gBattleResources->battleScriptsStack->size];
}
static bool32 IsGravityPreventingMove(u32 move)
@ -8185,8 +8186,6 @@ u8 IsMonDisobedient(void)
if (!IsOtherTrainer(gBattleMons[gBattlerAttacker].otId, gBattleMons[gBattlerAttacker].otName))
levelReferenced = gBattleMons[gBattlerAttacker].metLevel;
else
#else
if (gBattleMons[gBattlerAttacker].level <= obedienceLevel)
#endif
levelReferenced = gBattleMons[gBattlerAttacker].level;
@ -10486,12 +10485,19 @@ bool32 SetIllusionMon(struct Pokemon *mon, u32 battlerId)
{
struct Pokemon *party, *partnerMon;
s32 i, id;
u8 side, partyCount;
gBattleStruct->illusion[battlerId].set = 1;
if (GetMonAbility(mon) != ABILITY_ILLUSION)
return FALSE;
party = GetBattlerParty(battlerId);
side = GetBattlerSide(battlerId);
partyCount = side == B_SIDE_PLAYER ? gPlayerPartyCount : gEnemyPartyCount;
// If this pokemon is last in the party, ignore Illusion.
if (&party[partyCount - 1] == mon)
return FALSE;
if (IsBattlerAlive(BATTLE_PARTNER(battlerId)))
partnerMon = &party[gBattlerPartyIndexes[BATTLE_PARTNER(battlerId)]];
@ -10733,7 +10739,7 @@ bool32 IsEntrainmentTargetOrSimpleBeamBannedAbility(u16 ability)
void SortBattlersBySpeed(u8 *battlers, bool8 slowToFast)
{
int i, j, currSpeed, currBattler;
u16 speeds[4] = {0};
u16 speeds[MAX_BATTLERS_COUNT] = {0};
for (i = 0; i < gBattlersCount; i++)
speeds[i] = GetBattlerTotalSpeedStat(battlers[i]);

View File

@ -585,7 +585,7 @@ const u8 *GetZMoveName(u16 move)
return gZMoveNames[0]; // Failsafe
}
#define Z_EFFECT_BS_LENGTH 3
#define Z_EFFECT_BS_LENGTH 5
// This function kinda cheats by setting a return battle script to after the setzeffect various command
// and then jumping to a z effect script
void SetZEffect(void)
@ -676,7 +676,7 @@ void SetZEffect(void)
gBattlescriptCurrInstr = BattleScript_StatUpZMove;
break;
default:
gBattlescriptCurrInstr += 3;
gBattlescriptCurrInstr += Z_EFFECT_BS_LENGTH;
break;
}

View File

@ -12699,12 +12699,13 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_DYNAMAX] =
{
#if B_UPDATED_MOVE_DATA >= GEN_9
.power = 80,
.accuracy = 100,
#else
.power = 75,
.accuracy = 90,
#endif
.effect = EFFECT_SPEED_UP_HIT,
.type = TYPE_PSYCHIC,
.accuracy = 90,
.pp = 10,
.secondaryEffectChance = 100,
.target = MOVE_TARGET_SELECTED,

View File

@ -2327,7 +2327,7 @@ static void DebugAction_Give_Pokemon_SelectNature(u8 taskId)
}
static void DebugAction_Give_Pokemon_SelectAbility(u8 taskId)
{
u8 abilityId;
u16 abilityId;
u8 abilityCount = NUM_ABILITY_SLOTS - 1; //-1 for proper iteration
u8 i = 0;

View File

@ -2576,7 +2576,7 @@ bool8 MovementType_WanderAround_Step2(struct ObjectEvent *objectEvent, struct Sp
{
if (!ObjectEventExecSingleMovementAction(objectEvent, sprite))
return FALSE;
SetMovementDelay(sprite, sMovementDelaysMedium[Random() & 3]);
SetMovementDelay(sprite, sMovementDelaysMedium[Random() % ARRAY_COUNT(sMovementDelaysMedium)]);
sprite->sTypeFuncId = 3;
return TRUE;
}
@ -2856,7 +2856,7 @@ bool8 MovementType_LookAround_Step2(struct ObjectEvent *objectEvent, struct Spri
{
if (ObjectEventExecSingleMovementAction(objectEvent, sprite))
{
SetMovementDelay(sprite, sMovementDelaysMedium[Random() & 3]);
SetMovementDelay(sprite, sMovementDelaysMedium[Random() % ARRAY_COUNT(sMovementDelaysMedium)]);
objectEvent->singleMovementActive = FALSE;
sprite->sTypeFuncId = 3;
}
@ -2908,7 +2908,7 @@ bool8 MovementType_WanderUpAndDown_Step2(struct ObjectEvent *objectEvent, struct
if (!ObjectEventExecSingleMovementAction(objectEvent, sprite))
return FALSE;
SetMovementDelay(sprite, sMovementDelaysMedium[Random() & 3]);
SetMovementDelay(sprite, sMovementDelaysMedium[Random() % ARRAY_COUNT(sMovementDelaysMedium)]);
sprite->sTypeFuncId = 3;
return TRUE;
}
@ -2976,7 +2976,7 @@ bool8 MovementType_WanderLeftAndRight_Step2(struct ObjectEvent *objectEvent, str
if (!ObjectEventExecSingleMovementAction(objectEvent, sprite))
return FALSE;
SetMovementDelay(sprite, sMovementDelaysMedium[Random() & 3]);
SetMovementDelay(sprite, sMovementDelaysMedium[Random() % ARRAY_COUNT(sMovementDelaysMedium)]);
sprite->sTypeFuncId = 3;
return TRUE;
}
@ -3196,7 +3196,7 @@ bool8 MovementType_FaceDownAndUp_Step2(struct ObjectEvent *objectEvent, struct S
{
if (ObjectEventExecSingleMovementAction(objectEvent, sprite))
{
SetMovementDelay(sprite, sMovementDelaysMedium[Random() & 3]);
SetMovementDelay(sprite, sMovementDelaysMedium[Random() % ARRAY_COUNT(sMovementDelaysMedium)]);
objectEvent->singleMovementActive = FALSE;
sprite->sTypeFuncId = 3;
}
@ -3246,7 +3246,7 @@ bool8 MovementType_FaceLeftAndRight_Step2(struct ObjectEvent *objectEvent, struc
{
if (ObjectEventExecSingleMovementAction(objectEvent, sprite))
{
SetMovementDelay(sprite, sMovementDelaysMedium[Random() & 3]);
SetMovementDelay(sprite, sMovementDelaysMedium[Random() % ARRAY_COUNT(sMovementDelaysMedium)]);
objectEvent->singleMovementActive = FALSE;
sprite->sTypeFuncId = 3;
}
@ -3296,7 +3296,7 @@ bool8 MovementType_FaceUpAndLeft_Step2(struct ObjectEvent *objectEvent, struct S
{
if (ObjectEventExecSingleMovementAction(objectEvent, sprite))
{
SetMovementDelay(sprite, sMovementDelaysShort[Random() & 3]);
SetMovementDelay(sprite, sMovementDelaysShort[Random() % ARRAY_COUNT(sMovementDelaysShort)]);
objectEvent->singleMovementActive = FALSE;
sprite->sTypeFuncId = 3;
}
@ -3346,7 +3346,7 @@ bool8 MovementType_FaceUpAndRight_Step2(struct ObjectEvent *objectEvent, struct
{
if (ObjectEventExecSingleMovementAction(objectEvent, sprite))
{
SetMovementDelay(sprite, sMovementDelaysShort[Random() & 3]);
SetMovementDelay(sprite, sMovementDelaysShort[Random() % ARRAY_COUNT(sMovementDelaysShort)]);
objectEvent->singleMovementActive = FALSE;
sprite->sTypeFuncId = 3;
}
@ -3396,7 +3396,7 @@ bool8 MovementType_FaceDownAndLeft_Step2(struct ObjectEvent *objectEvent, struct
{
if (ObjectEventExecSingleMovementAction(objectEvent, sprite))
{
SetMovementDelay(sprite, sMovementDelaysShort[Random() & 3]);
SetMovementDelay(sprite, sMovementDelaysShort[Random() % ARRAY_COUNT(sMovementDelaysShort)]);
objectEvent->singleMovementActive = FALSE;
sprite->sTypeFuncId = 3;
}
@ -3446,7 +3446,7 @@ bool8 MovementType_FaceDownAndRight_Step2(struct ObjectEvent *objectEvent, struc
{
if (ObjectEventExecSingleMovementAction(objectEvent, sprite))
{
SetMovementDelay(sprite, sMovementDelaysShort[Random() & 3]);
SetMovementDelay(sprite, sMovementDelaysShort[Random() % ARRAY_COUNT(sMovementDelaysShort)]);
objectEvent->singleMovementActive = FALSE;
sprite->sTypeFuncId = 3;
}
@ -3496,7 +3496,7 @@ bool8 MovementType_FaceDownUpAndLeft_Step2(struct ObjectEvent *objectEvent, stru
{
if (ObjectEventExecSingleMovementAction(objectEvent, sprite))
{
SetMovementDelay(sprite, sMovementDelaysShort[Random() & 3]);
SetMovementDelay(sprite, sMovementDelaysShort[Random() % ARRAY_COUNT(sMovementDelaysShort)]);
objectEvent->singleMovementActive = FALSE;
sprite->sTypeFuncId = 3;
}
@ -3546,7 +3546,7 @@ bool8 MovementType_FaceDownUpAndRight_Step2(struct ObjectEvent *objectEvent, str
{
if (ObjectEventExecSingleMovementAction(objectEvent, sprite))
{
SetMovementDelay(sprite, sMovementDelaysShort[Random() & 3]);
SetMovementDelay(sprite, sMovementDelaysShort[Random() % ARRAY_COUNT(sMovementDelaysShort)]);
objectEvent->singleMovementActive = FALSE;
sprite->sTypeFuncId = 3;
}
@ -3596,7 +3596,7 @@ bool8 MovementType_FaceUpLeftAndRight_Step2(struct ObjectEvent *objectEvent, str
{
if (ObjectEventExecSingleMovementAction(objectEvent, sprite))
{
SetMovementDelay(sprite, sMovementDelaysShort[Random() & 3]);
SetMovementDelay(sprite, sMovementDelaysShort[Random() % ARRAY_COUNT(sMovementDelaysShort)]);
objectEvent->singleMovementActive = FALSE;
sprite->sTypeFuncId = 3;
}
@ -3646,7 +3646,7 @@ bool8 MovementType_FaceDownLeftAndRight_Step2(struct ObjectEvent *objectEvent, s
{
if (ObjectEventExecSingleMovementAction(objectEvent, sprite))
{
SetMovementDelay(sprite, sMovementDelaysShort[Random() & 3]);
SetMovementDelay(sprite, sMovementDelaysShort[Random() % ARRAY_COUNT(sMovementDelaysShort)]);
objectEvent->singleMovementActive = FALSE;
sprite->sTypeFuncId = 3;
}

View File

@ -249,7 +249,7 @@ static const struct ListMenuTemplate sItemListMenu =
.itemPrintFunc = BagMenu_ItemPrintCallback,
.totalItems = 0,
.maxShowed = 0,
.windowId = 0,
.windowId = WIN_ITEM_LIST,
.header_X = 0,
.item_X = 8,
.cursor_X = 0,

View File

@ -1284,23 +1284,34 @@ static void PlayAmbientCry(void)
PlayCry_NormalNoDucking(sAmbientCrySpecies, pan, volume, CRY_PRIORITY_AMBIENT);
}
// States for UpdateAmbientCry
enum {
AMB_CRY_INIT,
AMB_CRY_FIRST,
AMB_CRY_RESET,
AMB_CRY_WAIT,
AMB_CRY_IDLE,
};
void UpdateAmbientCry(s16 *state, u16 *delayCounter)
{
u8 i, monsCount, divBy;
switch (*state)
{
case 0:
case AMB_CRY_INIT:
// This state will be revisited whenever ResetFieldTasksArgs is called (which happens on map transition)
if (sAmbientCrySpecies == SPECIES_NONE)
*state = 4;
*state = AMB_CRY_IDLE;
else
*state = 1;
*state = AMB_CRY_FIRST;
break;
case 1:
case AMB_CRY_FIRST:
// It takes between 1200-3599 frames (~20-60 seconds) to play the first ambient cry after entering a map
*delayCounter = (Random() % 2400) + 1200;
*state = 3;
*state = AMB_CRY_WAIT;
break;
case 2:
case AMB_CRY_RESET:
divBy = 1;
monsCount = CalculatePlayerPartyCount();
for (i = 0; i < monsCount; i++)
@ -1312,18 +1323,20 @@ void UpdateAmbientCry(s16 *state, u16 *delayCounter)
break;
}
}
// Ambient cries after the first one take between 1200-2399 frames (~20-40 seconds)
// If the player has a pokemon with the ability Swarm in their party, the time is halved to 600-1199 frames (~10-20 seconds)
*delayCounter = ((Random() % 1200) + 1200) / divBy;
*state = 3;
*state = AMB_CRY_WAIT;
break;
case 3:
(*delayCounter)--;
if (*delayCounter == 0)
case AMB_CRY_WAIT:
if (--(*delayCounter) == 0)
{
PlayAmbientCry();
*state = 2;
*state = AMB_CRY_RESET;
}
break;
case 4:
case AMB_CRY_IDLE:
// No land/water pokemon on this map
break;
}
}

View File

@ -4663,7 +4663,6 @@ void Task_AbilityPatch(u8 taskId)
// Can't use.
if (gSpeciesInfo[tSpecies].abilities[tAbilityNum] == 0
|| !tSpecies
|| GetMonData(&gPlayerParty[tMonId], MON_DATA_ABILITY_NUM, NULL) > 1
)
{
gPartyMenuUseExitCallback = FALSE;
@ -4734,7 +4733,10 @@ void ItemUseCB_AbilityPatch(u8 taskId, TaskFunc task)
tState = 0;
tMonId = gPartyMenu.slotId;
tSpecies = GetMonData(&gPlayerParty[tMonId], MON_DATA_SPECIES, NULL);
tAbilityNum = 2;
if (GetMonData(&gPlayerParty[tMonId], MON_DATA_ABILITY_NUM, NULL) == 2)
tAbilityNum = 0;
else
tAbilityNum = 2;
SetWordTaskArg(taskId, tOldFunc, (uintptr_t)(gTasks[taskId].func));
gTasks[taskId].func = Task_AbilityPatch;
}

View File

@ -172,12 +172,12 @@ void CreateScriptedDoubleWildMon(u16 species1, u8 level1, u16 item1, u16 species
SetMonData(&gEnemyParty[0], MON_DATA_HELD_ITEM, heldItem1);
}
CreateMon(&gEnemyParty[3], species2, level2, 32, 0, 0, OT_ID_PLAYER_ID, 0);
CreateMon(&gEnemyParty[1], species2, level2, 32, 0, 0, OT_ID_PLAYER_ID, 0);
if (item2)
{
heldItem2[0] = item2;
heldItem2[1] = item2 >> 8;
SetMonData(&gEnemyParty[3], MON_DATA_HELD_ITEM, heldItem2);
SetMonData(&gEnemyParty[1], MON_DATA_HELD_ITEM, heldItem2);
}
}

View File

@ -17,6 +17,44 @@ SINGLE_BATTLE_TEST("Venusaur can Mega Evolve holding Venusaurite")
}
}
DOUBLE_BATTLE_TEST("Mega Evolution's order is determined by Speed - opponent faster")
{
GIVEN {
PLAYER(SPECIES_VENUSAUR) { Item(ITEM_VENUSAURITE); Speed(1); }
PLAYER(SPECIES_WOBBUFFET) { Speed(3);}
OPPONENT(SPECIES_GARDEVOIR) { Item(ITEM_GARDEVOIRITE); Speed(3);}
OPPONENT(SPECIES_WOBBUFFET) { Speed(4);}
} WHEN {
TURN { MOVE(opponentLeft, MOVE_CELEBRATE, megaEvolve: TRUE); MOVE(playerLeft, MOVE_CELEBRATE, megaEvolve: TRUE); }
} SCENE {
MESSAGE("Foe Gardevoir's Gardevoirite is reacting to 's Mega Ring!");
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_MEGA_EVOLUTION, opponentLeft);
MESSAGE("Foe Gardevoir has Mega Evolved into Mega Gardevoir!");
MESSAGE("Venusaur's Venusaurite is reacting to 1's Mega Ring!");
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_MEGA_EVOLUTION, playerLeft);
MESSAGE("Venusaur has Mega Evolved into Mega Venusaur!");
}
}
DOUBLE_BATTLE_TEST("Mega Evolution's order is determined by Speed - player faster")
{
GIVEN {
PLAYER(SPECIES_VENUSAUR) { Item(ITEM_VENUSAURITE); Speed(5); }
PLAYER(SPECIES_WOBBUFFET) { Speed(3);}
OPPONENT(SPECIES_GARDEVOIR) { Item(ITEM_GARDEVOIRITE); Speed(2);}
OPPONENT(SPECIES_WOBBUFFET) { Speed(4);}
} WHEN {
TURN { MOVE(opponentLeft, MOVE_CELEBRATE, megaEvolve: TRUE); MOVE(playerLeft, MOVE_CELEBRATE, megaEvolve: TRUE); }
} SCENE {
MESSAGE("Venusaur's Venusaurite is reacting to 1's Mega Ring!");
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_MEGA_EVOLUTION, playerLeft);
MESSAGE("Venusaur has Mega Evolved into Mega Venusaur!");
MESSAGE("Foe Gardevoir's Gardevoirite is reacting to 's Mega Ring!");
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_MEGA_EVOLUTION, opponentLeft);
MESSAGE("Foe Gardevoir has Mega Evolved into Mega Gardevoir!");
}
}
SINGLE_BATTLE_TEST("Rayquaza can Mega Evolve knowing Dragon Ascent")
{
GIVEN {
@ -66,3 +104,52 @@ SINGLE_BATTLE_TEST("Abilities replaced by Mega Evolution do not affect turn orde
ASSUME(player->speed == 45);
}
}
DOUBLE_BATTLE_TEST("Mega Evolution happens after switching, but before Focus Punch-like Moves")
{
GIVEN {
ASSUME(gBattleMoves[MOVE_FOCUS_PUNCH].effect == EFFECT_FOCUS_PUNCH);
PLAYER(SPECIES_WOBBUFFET);
PLAYER(SPECIES_VENUSAUR) { Item(ITEM_VENUSAURITE);}
OPPONENT(SPECIES_WYNAUT);
OPPONENT(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { SWITCH(opponentRight, 2); MOVE(playerRight, MOVE_FOCUS_PUNCH, megaEvolve: TRUE, target:opponentLeft); MOVE(playerLeft, MOVE_FOCUS_PUNCH, target:opponentLeft); }
TURN {};
} SCENE {
MESSAGE("2 withdrew Wobbuffet!");
MESSAGE("2 sent out Wobbuffet!");
MESSAGE("Venusaur's Venusaurite is reacting to 1's Mega Ring!");
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_MEGA_EVOLUTION, playerRight);
MESSAGE("Venusaur has Mega Evolved into Mega Venusaur!");
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_FOCUS_PUNCH_SETUP, playerRight);
MESSAGE("Venusaur is tightening its focus!");
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_FOCUS_PUNCH_SETUP, playerLeft);
MESSAGE("Wobbuffet is tightening its focus!");
}
}
SINGLE_BATTLE_TEST("Regular Mega Evolution and Fervent Wish Mega Evolution can happen on the same turn")
{
GIVEN {
PLAYER(SPECIES_RAYQUAZA) { Moves(MOVE_DRAGON_ASCENT, MOVE_CELEBRATE); Speed(3);}
OPPONENT(SPECIES_GARDEVOIR) { Item(ITEM_GARDEVOIRITE); Speed(2);}
} WHEN {
TURN { MOVE(player, MOVE_CELEBRATE, megaEvolve: TRUE); MOVE(opponent, MOVE_CELEBRATE, megaEvolve: TRUE); }
} SCENE {
MESSAGE("1's fervent wish has reached Rayquaza!");
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_MEGA_EVOLUTION, player);
MESSAGE("Rayquaza has Mega Evolved into Mega Rayquaza!");
MESSAGE("Foe Gardevoir's Gardevoirite is reacting to 's Mega Ring!");
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_MEGA_EVOLUTION, opponent);
MESSAGE("Foe Gardevoir has Mega Evolved into Mega Gardevoir!");
} THEN {
EXPECT_EQ(player->species, SPECIES_RAYQUAZA_MEGA);
EXPECT_EQ(opponent->species, SPECIES_GARDEVOIR_MEGA);
}
}

View File

@ -0,0 +1,113 @@
#include "global.h"
#include "test_battle.h"
ASSUMPTIONS
{
ASSUME(gBattleMoves[MOVE_BEAK_BLAST].effect == EFFECT_BEAK_BLAST);
}
DOUBLE_BATTLE_TEST("Beak Blast's charging message is shown before other moves are used")
{
GIVEN {
ASSUME(gBattleMoves[MOVE_BEAK_BLAST].priority < 0);
PLAYER(SPECIES_WYNAUT) {Speed(10); }
PLAYER(SPECIES_WOBBUFFET) {Speed(5); }
OPPONENT(SPECIES_WOBBUFFET) {Speed(2); }
OPPONENT(SPECIES_WOBBUFFET) {Speed(3); }
} WHEN {
TURN { MOVE(playerLeft, MOVE_BEAK_BLAST, target:opponentLeft); }
} SCENE {
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_BEAK_BLAST_SETUP, playerLeft);
MESSAGE("Wynaut started heating up its beak!");
MESSAGE("Wobbuffet used Celebrate!");
ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, playerRight);
MESSAGE("Foe Wobbuffet used Celebrate!");
ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, opponentRight);
MESSAGE("Foe Wobbuffet used Celebrate!");
ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, opponentLeft);
MESSAGE("Wynaut used Beak Blast!");
ANIMATION(ANIM_TYPE_MOVE, MOVE_BEAK_BLAST, playerLeft);
HP_BAR(opponentLeft);
}
}
DOUBLE_BATTLE_TEST("Beak Blast burns all who make contact with the pokemon")
{
GIVEN {
ASSUME(gBattleMoves[MOVE_BEAK_BLAST].priority < 0);
ASSUME(gBattleMoves[MOVE_TACKLE].flags & FLAG_MAKES_CONTACT);
PLAYER(SPECIES_WYNAUT) {Speed(10); }
PLAYER(SPECIES_WOBBUFFET) {Speed(5); }
OPPONENT(SPECIES_WOBBUFFET) {Speed(3); }
OPPONENT(SPECIES_WOBBUFFET) {Speed(2); }
} WHEN {
TURN { MOVE(opponentLeft, MOVE_TACKLE, target:playerLeft); MOVE(opponentRight, MOVE_TACKLE, target:playerLeft); MOVE(playerLeft, MOVE_BEAK_BLAST, target:opponentLeft); }
} SCENE {
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_BEAK_BLAST_SETUP, playerLeft);
MESSAGE("Wynaut started heating up its beak!");
MESSAGE("Wobbuffet used Celebrate!");
ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, playerRight);
MESSAGE("Foe Wobbuffet used Tackle!");
ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, opponentLeft);
HP_BAR(playerLeft);
ANIMATION(ANIM_TYPE_STATUS, B_ANIM_STATUS_BRN, opponentLeft);
MESSAGE("Foe Wobbuffet was burned!");
STATUS_ICON(opponentLeft, burn: TRUE);
MESSAGE("Foe Wobbuffet used Tackle!");
ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, opponentRight);
HP_BAR(playerLeft);
ANIMATION(ANIM_TYPE_STATUS, B_ANIM_STATUS_BRN, opponentRight);
MESSAGE("Foe Wobbuffet was burned!");
STATUS_ICON(opponentRight, burn: TRUE);
MESSAGE("Wynaut used Beak Blast!");
ANIMATION(ANIM_TYPE_MOVE, MOVE_BEAK_BLAST, playerLeft);
HP_BAR(opponentLeft);
}
}
SINGLE_BATTLE_TEST("Beak Blast burns only when contact moves are used")
{
u32 move;
bool32 burn;
PARAMETRIZE { move = MOVE_TACKLE; burn = TRUE; }
PARAMETRIZE { move = MOVE_WATER_GUN; burn = FALSE; }
PARAMETRIZE { move = MOVE_LEER; burn = FALSE; }
GIVEN {
ASSUME(gBattleMoves[MOVE_TACKLE].flags & FLAG_MAKES_CONTACT);
ASSUME(!(gBattleMoves[MOVE_WATER_GUN].flags & FLAG_MAKES_CONTACT));
ASSUME(!(gBattleMoves[MOVE_LEER].flags & FLAG_MAKES_CONTACT));
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(player, MOVE_BEAK_BLAST); MOVE(opponent, move); }
TURN {}
} SCENE {
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_BEAK_BLAST_SETUP, player);
MESSAGE("Wobbuffet started heating up its beak!");
ANIMATION(ANIM_TYPE_MOVE, move, opponent);
if (burn) {
ANIMATION(ANIM_TYPE_STATUS, B_ANIM_STATUS_BRN, opponent);
MESSAGE("Foe Wobbuffet was burned!");
STATUS_ICON(opponent, burn: TRUE);
}
else {
NONE_OF {
ANIMATION(ANIM_TYPE_STATUS, B_ANIM_STATUS_BRN, opponent);
MESSAGE("Foe Wobbuffet was burned!");
STATUS_ICON(opponent, burn: TRUE);
}
}
MESSAGE("Wobbuffet used Beak Blast!");
ANIMATION(ANIM_TYPE_MOVE, MOVE_BEAK_BLAST, player);
HP_BAR(opponent);
}
}

View File

@ -0,0 +1,76 @@
#include "global.h"
#include "test_battle.h"
ASSUMPTIONS
{
ASSUME(gBattleMoves[MOVE_FOCUS_PUNCH].effect == EFFECT_FOCUS_PUNCH);
}
SINGLE_BATTLE_TEST("Focus Punch activates only if not damaged")
{
u32 move;
bool32 activate;
PARAMETRIZE { move = MOVE_TACKLE; activate = FALSE; }
PARAMETRIZE { move = MOVE_WATER_GUN; activate = FALSE; }
PARAMETRIZE { move = MOVE_LEER; activate = TRUE; }
GIVEN {
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(player, MOVE_FOCUS_PUNCH); MOVE(opponent, move); }
} SCENE {
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_FOCUS_PUNCH_SETUP, player);
MESSAGE("Wobbuffet is tightening its focus!");
ANIMATION(ANIM_TYPE_MOVE, move, opponent);
if (activate) {
MESSAGE("Wobbuffet used Focus Punch!");
ANIMATION(ANIM_TYPE_MOVE, MOVE_FOCUS_PUNCH, player);
HP_BAR(opponent);
} else {
MESSAGE("Wobbuffet lost its focus and couldn't move!");
NONE_OF {
MESSAGE("Wobbuffet used Focus Punch!");
ANIMATION(ANIM_TYPE_MOVE, MOVE_FOCUS_PUNCH, player);
HP_BAR(opponent);
}
}
}
}
DOUBLE_BATTLE_TEST("Focus Punch activation is based on Speed")
{
GIVEN {
PLAYER(SPECIES_WOBBUFFET) {Speed(2) ;}
PLAYER(SPECIES_WYNAUT) {Speed(3) ;}
OPPONENT(SPECIES_WOBBUFFET) {Speed(1) ;}
OPPONENT(SPECIES_WYNAUT) {Speed(5) ;}
} WHEN {
TURN { MOVE(opponentRight, MOVE_FOCUS_PUNCH, target:playerLeft); MOVE(playerRight, MOVE_FOCUS_PUNCH, target:opponentLeft); MOVE(playerLeft, MOVE_FOCUS_PUNCH, target:opponentLeft); MOVE(opponentLeft, MOVE_FOCUS_PUNCH, target:playerLeft); }
}
SCENE {
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_FOCUS_PUNCH_SETUP, opponentRight);
MESSAGE("Foe Wynaut is tightening its focus!");
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_FOCUS_PUNCH_SETUP, playerRight);
MESSAGE("Wynaut is tightening its focus!");
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_FOCUS_PUNCH_SETUP, playerLeft);
MESSAGE("Wobbuffet is tightening its focus!");
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_FOCUS_PUNCH_SETUP, opponentLeft);
MESSAGE("Foe Wobbuffet is tightening its focus!");
MESSAGE("Foe Wynaut used Focus Punch!");
ANIMATION(ANIM_TYPE_MOVE, MOVE_FOCUS_PUNCH, opponentRight);
HP_BAR(playerLeft);
MESSAGE("Wynaut used Focus Punch!");
ANIMATION(ANIM_TYPE_MOVE, MOVE_FOCUS_PUNCH, playerRight);
HP_BAR(opponentLeft);
MESSAGE("Wobbuffet lost its focus and couldn't move!");
MESSAGE("Foe Wobbuffet lost its focus and couldn't move!");
}
}

View File

@ -798,6 +798,7 @@ struct MoveContext
u16 explicitMegaEvolve:1;
// TODO: u8 zMove:1;
u16 dynamax:1;
u16 explicitDynamax:1;
u16 allowed:1;
u16 explicitAllowed:1;
struct BattlePokemon *target;

View File

@ -1418,7 +1418,7 @@ void Move(u32 sourceLine, struct BattlePokemon *battler, struct MoveContext ctx)
if (ctx.explicitMegaEvolve && ctx.megaEvolve)
moveSlot |= RET_MEGA_EVOLUTION;
if (ctx.dynamax)
if (ctx.explicitDynamax && ctx.dynamax)
moveSlot |= RET_DYNAMAX;
if (ctx.explicitTarget)

View File

@ -75,6 +75,9 @@ string json_to_string(const Json &data, const string &field = "", bool silent =
case Json::Type::BOOL:
output = value.bool_value() ? "TRUE" : "FALSE";
break;
case Json::Type::NUL:
output = "";
break;
default:{
if (!silent) {
string s = !field.empty() ? ("Value for '" + field + "'") : "JSON field";
@ -461,26 +464,27 @@ string generate_map_constants_text(string groups_filepath, Json groups_data) {
for (auto &group : groups_data["group_order"].array_items()) {
string groupName = json_to_string(group);
text << "// " << groupName << "\n";
vector<Json> map_ids;
vector<string> map_ids;
size_t max_length = 0;
int map_count = 0; //DEBUG
for (auto &map_name : groups_data[groupName].array_items()) {
string header_filepath = file_dir + json_to_string(map_name) + dir_separator + "map.json";
string map_filepath = file_dir + json_to_string(map_name) + dir_separator + "map.json";
string err_str;
Json map_data = Json::parse(read_text_file(header_filepath), err_str);
map_ids.push_back(map_data["id"]);
string id = json_to_string(map_data, "id");
Json map_data = Json::parse(read_text_file(map_filepath), err_str);
if (map_data == Json())
FATAL_ERROR("%s: %s\n", map_filepath.c_str(), err_str.c_str());
string id = json_to_string(map_data, "id", true);
map_ids.push_back(id);
if (id.length() > max_length)
max_length = id.length();
map_count++; //DEBUG
}
int map_id_num = 0;
for (Json map_id : map_ids) {
string id = json_to_string(map_id);
text << "#define " << id << string((max_length - id.length() + 1), ' ')
for (string map_id : map_ids) {
text << "#define " << map_id << string((max_length - map_id.length() + 1), ' ')
<< "(" << map_id_num++ << " | (" << group_num << " << 8))\n";
}
text << "\n";