pokeemmo/src/battle_util.c
2025-11-22 10:39:52 +01:00

11051 lines
413 KiB
C

#include "global.h"
#include "battle.h"
#include "battle_anim.h"
#include "battle_arena.h"
#include "battle_environment.h"
#include "battle_pyramid.h"
#include "battle_util.h"
#include "battle_controllers.h"
#include "battle_interface.h"
#include "battle_setup.h"
#include "battle_z_move.h"
#include "battle_gimmick.h"
#include "battle_hold_effects.h"
#include "generational_changes.h"
#include "party_menu.h"
#include "pokemon.h"
#include "international_string_util.h"
#include "item.h"
#include "util.h"
#include "battle_scripts.h"
#include "random.h"
#include "text.h"
#include "safari_zone.h"
#include "sound.h"
#include "sprite.h"
#include "string_util.h"
#include "task.h"
#include "test_runner.h"
#include "trig.h"
#include "trainer_slide.h"
#include "window.h"
#include "battle_message.h"
#include "battle_ai_main.h"
#include "battle_ai_util.h"
#include "event_data.h"
#include "link.h"
#include "malloc.h"
#include "berry.h"
#include "pokedex.h"
#include "mail.h"
#include "field_weather.h"
#include "constants/abilities.h"
#include "constants/battle_anim.h"
#include "constants/battle_move_effects.h"
#include "constants/battle_script_commands.h"
#include "constants/battle_string_ids.h"
#include "constants/items.h"
#include "constants/item_effects.h"
#include "constants/moves.h"
#include "constants/songs.h"
#include "constants/species.h"
#include "constants/trainers.h"
#include "constants/weather.h"
#include "constants/pokemon.h"
/*
NOTE: The data and functions in this file up until (but not including) sSoundMovesTable
are actually part of battle_main.c. They needed to be moved to this file in order to
match the ROM; this is also why sSoundMovesTable's declaration is in the middle of
functions instead of at the top of the file with the other declarations.
*/
static bool32 TryRemoveScreens(u32 battler);
static bool32 IsUnnerveAbilityOnOpposingSide(u32 battler);
static u32 GetFlingPowerFromItemId(u32 itemId);
static void SetRandomMultiHitCounter();
static bool32 IsNonVolatileStatusBlocked(u32 battlerDef, enum Ability abilityDef, enum Ability abilityAffected, const u8 *battleScript, enum FunctionCallOption option);
static bool32 CanSleepDueToSleepClause(u32 battlerAtk, u32 battlerDef, enum FunctionCallOption option);
static bool32 IsOpposingSideEmpty(u32 battler);
static bool32 CanBattlerFormChange(u32 battler, enum FormChanges method);
// Submoves
static u32 GetMirrorMoveMove(void);
static u32 GetMetronomeMove(void);
static u32 GetAssistMove(void);
static u32 GetSleepTalkMove(void);
static u32 GetCopyCatMove(void);
static u32 GetMeFirstMove(void);
ARM_FUNC NOINLINE static uq4_12_t PercentToUQ4_12(u32 percent);
ARM_FUNC NOINLINE static uq4_12_t PercentToUQ4_12_Floored(u32 percent);
extern const u8 *const gBattlescriptsForRunningByItem[];
extern const u8 *const gBattlescriptsForUsingItem[];
extern const u8 *const gBattlescriptsForSafariActions[];
static const u8 sPkblToEscapeFactor[][3] = {
{
[B_MSG_MON_CURIOUS] = 0,
[B_MSG_MON_ENTHRALLED] = 0,
[B_MSG_MON_IGNORED] = 0
},{
[B_MSG_MON_CURIOUS] = 3,
[B_MSG_MON_ENTHRALLED] = 5,
[B_MSG_MON_IGNORED] = 0
},{
[B_MSG_MON_CURIOUS] = 2,
[B_MSG_MON_ENTHRALLED] = 3,
[B_MSG_MON_IGNORED] = 0
},{
[B_MSG_MON_CURIOUS] = 1,
[B_MSG_MON_ENTHRALLED] = 2,
[B_MSG_MON_IGNORED] = 0
},{
[B_MSG_MON_CURIOUS] = 1,
[B_MSG_MON_ENTHRALLED] = 1,
[B_MSG_MON_IGNORED] = 0
}
};
static const u8 sGoNearCounterToCatchFactor[] = {4, 3, 2, 1};
static const u8 sGoNearCounterToEscapeFactor[] = {4, 4, 4, 4};
struct BattleWeatherInfo
{
u16 flag;
u8 rock;
u8 endMessage;
u8 continuesMessage;
u8 animation;
};
static const struct BattleWeatherInfo sBattleWeatherInfo[BATTLE_WEATHER_COUNT] =
{
[BATTLE_WEATHER_RAIN] =
{
.flag = B_WEATHER_RAIN_NORMAL,
.rock = HOLD_EFFECT_DAMP_ROCK,
.endMessage = B_MSG_WEATHER_END_RAIN,
.continuesMessage = B_MSG_WEATHER_TURN_RAIN,
.animation = B_ANIM_RAIN_CONTINUES,
},
[BATTLE_WEATHER_RAIN_PRIMAL] =
{
.flag = B_WEATHER_RAIN_PRIMAL,
.rock = HOLD_EFFECT_DAMP_ROCK,
.endMessage = B_MSG_WEATHER_END_RAIN,
.continuesMessage = B_MSG_WEATHER_TURN_RAIN,
.animation = B_ANIM_RAIN_CONTINUES,
},
[BATTLE_WEATHER_RAIN_DOWNPOUR] =
{
.flag = B_WEATHER_RAIN_NORMAL,
.rock = HOLD_EFFECT_DAMP_ROCK,
.endMessage = B_MSG_WEATHER_END_RAIN,
.continuesMessage = B_MSG_WEATHER_TURN_DOWNPOUR,
.animation = B_ANIM_RAIN_CONTINUES,
},
[BATTLE_WEATHER_SUN] =
{
.flag = B_WEATHER_SUN_NORMAL,
.rock = HOLD_EFFECT_HEAT_ROCK,
.endMessage = B_MSG_WEATHER_END_SUN,
.continuesMessage = B_MSG_WEATHER_TURN_SUN,
.animation = B_ANIM_SUN_CONTINUES,
},
[BATTLE_WEATHER_SUN_PRIMAL] =
{
.flag = B_WEATHER_SUN_PRIMAL,
.rock = HOLD_EFFECT_HEAT_ROCK,
.endMessage = B_MSG_WEATHER_END_SUN,
.continuesMessage = B_MSG_WEATHER_TURN_SUN,
.animation = B_ANIM_SUN_CONTINUES,
},
[BATTLE_WEATHER_SANDSTORM] =
{
.flag = B_WEATHER_SANDSTORM,
.rock = HOLD_EFFECT_SMOOTH_ROCK,
.endMessage = B_MSG_WEATHER_END_SANDSTORM,
.continuesMessage = B_MSG_WEATHER_TURN_SANDSTORM,
.animation = B_ANIM_SANDSTORM_CONTINUES,
},
[BATTLE_WEATHER_HAIL] =
{
.flag = B_WEATHER_HAIL,
.rock = HOLD_EFFECT_ICY_ROCK,
.endMessage = B_MSG_WEATHER_END_HAIL,
.continuesMessage = B_MSG_WEATHER_TURN_HAIL,
.animation = B_ANIM_HAIL_CONTINUES,
},
[BATTLE_WEATHER_SNOW] =
{
.flag = B_WEATHER_SNOW,
.rock = HOLD_EFFECT_ICY_ROCK,
.endMessage = B_MSG_WEATHER_END_SNOW,
.continuesMessage = B_MSG_WEATHER_TURN_SNOW,
.animation = B_ANIM_SNOW_CONTINUES,
},
[BATTLE_WEATHER_FOG] =
{
.flag = B_WEATHER_FOG,
.rock = HOLD_EFFECT_NONE,
.endMessage = B_MSG_WEATHER_END_FOG,
.continuesMessage = B_MSG_WEATHER_TURN_FOG,
.animation = B_ANIM_FOG_CONTINUES,
},
[BATTLE_WEATHER_STRONG_WINDS] =
{
.flag = B_WEATHER_STRONG_WINDS,
.rock = HOLD_EFFECT_NONE,
.endMessage = B_MSG_WEATHER_END_STRONG_WINDS,
.continuesMessage = B_MSG_WEATHER_TURN_STRONG_WINDS,
.animation = B_ANIM_STRONG_WINDS,
},
};
// Helper function for actual dmg calcs during battle. For simulated AI dmg, CalcTypeEffectivenessMultiplier should be used directly
// This should stay a static function. Ideally everything else is handled through CalcTypeEffectivenessMultiplier just like AI
static uq4_12_t CalcTypeEffectivenessMultiplierHelper(u32 move, enum Type moveType, u32 battlerAtk, u32 battlerDef, enum Ability abilityAtk, enum Ability abilityDef, bool32 recordAbilities)
{
struct DamageContext ctx = {0};
ctx.battlerAtk = battlerAtk;
ctx.battlerDef = battlerDef;
ctx.move = ctx.chosenMove = move;
ctx.moveType = moveType;
ctx.updateFlags = recordAbilities;
ctx.abilityAtk = abilityAtk;
ctx.abilityDef = abilityDef;
ctx.holdEffectAtk = GetBattlerHoldEffect(battlerAtk);
ctx.holdEffectDef = GetBattlerHoldEffect(battlerDef);
return CalcTypeEffectivenessMultiplier(&ctx);
}
u32 GetCurrentBattleWeather(void)
{
u32 currBattleWeather = 0xFF;
for (u32 weather = 0; weather < ARRAY_COUNT(sBattleWeatherInfo); weather++)
{
if (gBattleWeather & sBattleWeatherInfo[weather].flag)
{
currBattleWeather = weather;
break;
}
}
return currBattleWeather;
}
bool32 EndOrContinueWeather(void)
{
u32 currBattleWeather = GetCurrentBattleWeather();
if (currBattleWeather == 0xFF)
return FALSE;
if (gWishFutureKnock.weatherDuration > 0 && --gWishFutureKnock.weatherDuration == 0)
{
gBattleWeather = B_WEATHER_NONE;
for (u32 battler = 0; battler < gBattlersCount; battler++)
gDisableStructs[battler].weatherAbilityDone = FALSE;
gBattleCommunication[MULTISTRING_CHOOSER] = sBattleWeatherInfo[currBattleWeather].endMessage;
BattleScriptExecute(BattleScript_WeatherFaded);
return TRUE;
}
else
{
gBattleCommunication[MULTISTRING_CHOOSER] = sBattleWeatherInfo[currBattleWeather].continuesMessage;
gBattleScripting.animArg1 = sBattleWeatherInfo[currBattleWeather].animation;
BattleScriptExecute(BattleScript_WeatherContinues);
return TRUE;
}
return FALSE;
}
static u32 CalcBeatUpPower(void)
{
u32 species = gBattleStruct->beatUpSpecies[gBattleStruct->beatUpSlot++];
return (GetSpeciesBaseAttack(species) / 10) + 5;
}
static bool32 ShouldTeraShellDistortTypeMatchups(u32 move, u32 battlerDef, enum Ability abilityDef)
{
if (!gSpecialStatuses[battlerDef].distortedTypeMatchups
&& gBattleMons[battlerDef].species == SPECIES_TERAPAGOS_TERASTAL
&& gBattleMons[battlerDef].hp == gBattleMons[battlerDef].maxHP
&& !IsBattleMoveStatus(move)
&& abilityDef == ABILITY_TERA_SHELL)
return TRUE;
return FALSE;
}
static inline bool32 IsDragonDartsSecondHit(u32 effect)
{
if (effect != EFFECT_DRAGON_DARTS)
return FALSE;
if (gMultiHitCounter == 1)
return TRUE;
return FALSE;
}
bool32 IsUnnerveBlocked(u32 battler, u32 itemId)
{
if (GetItemPocket(itemId) != POCKET_BERRIES)
return FALSE;
if (gBattleScripting.overrideBerryRequirements > 0) // Berries that aren't eaten naturally ignore unnerve
return FALSE;
if (IsUnnerveAbilityOnOpposingSide(battler))
return TRUE;
return FALSE;
}
static bool32 IsUnnerveAbilityOnOpposingSide(u32 battler)
{
for (u32 battlerDef = 0; battlerDef < gBattlersCount; battlerDef++)
{
if (battler == battlerDef || IsBattlerAlly(battler, battlerDef))
continue;
if (!IsBattlerAlive(battlerDef))
continue;
enum Ability ability = GetBattlerAbility(battlerDef);
switch (ability)
{
case ABILITY_UNNERVE:
case ABILITY_AS_ONE_ICE_RIDER:
case ABILITY_AS_ONE_SHADOW_RIDER:
return TRUE;
default:
break;
}
}
return FALSE;
}
bool32 IsAffectedByFollowMe(u32 battlerAtk, u32 defSide, u32 move)
{
enum Ability ability = GetBattlerAbility(battlerAtk);
enum BattleMoveEffects effect = GetMoveEffect(move);
if (gSideTimers[defSide].followmeTimer == 0
|| (!IsBattlerAlive(gSideTimers[defSide].followmeTarget) && !IsDragonDartsSecondHit(effect))
|| effect == EFFECT_SNIPE_SHOT
|| effect == EFFECT_SKY_DROP
|| IsAbilityAndRecord(battlerAtk, ability, ABILITY_PROPELLER_TAIL)
|| IsAbilityAndRecord(battlerAtk, ability, ABILITY_STALWART))
return FALSE;
if (effect == EFFECT_PURSUIT && IsPursuitTargetSet())
return FALSE;
if (gSideTimers[defSide].followmePowder && !IsAffectedByPowderMove(battlerAtk, ability, GetBattlerHoldEffect(battlerAtk)))
return FALSE;
return TRUE;
}
bool32 HandleMoveTargetRedirection(void)
{
u32 redirectorOrderNum = MAX_BATTLERS_COUNT;
u16 moveTarget = GetBattlerMoveTargetType(gBattlerAttacker, gCurrentMove);
enum Type moveType = GetBattleMoveType(gCurrentMove);
enum BattleMoveEffects moveEffect = GetMoveEffect(gCurrentMove);
u32 side = BATTLE_OPPOSITE(GetBattlerSide(gBattlerAttacker));
enum Ability ability = GetBattlerAbility(gBattleStruct->moveTarget[gBattlerAttacker]);
if (IsAffectedByFollowMe(gBattlerAttacker, side, gCurrentMove)
&& moveTarget == MOVE_TARGET_SELECTED
&& !IsBattlerAlly(gBattlerAttacker, gSideTimers[side].followmeTarget))
{
gBattleStruct->moveTarget[gBattlerAttacker] = gBattlerTarget = gSideTimers[side].followmeTarget; // follow me moxie fix
return TRUE;
}
else if (IsDoubleBattle()
&& gSideTimers[side].followmeTimer == 0
&& (!IsBattleMoveStatus(gCurrentMove) || (moveTarget != MOVE_TARGET_USER && moveTarget != MOVE_TARGET_ALL_BATTLERS))
&& ((ability != ABILITY_LIGHTNING_ROD && moveType == TYPE_ELECTRIC)
|| (ability != ABILITY_STORM_DRAIN && moveType == TYPE_WATER)))
{
// Find first battler that redirects the move (in turn order)
enum Ability abilityAtk = GetBattlerAbility(gBattlerAttacker);
u32 battler;
for (battler = 0; battler < gBattlersCount; battler++)
{
ability = GetBattlerAbility(battler);
if ((B_REDIRECT_ABILITY_ALLIES >= GEN_4 || !IsBattlerAlly(gBattlerAttacker, battler))
&& battler != gBattlerAttacker
&& gBattleStruct->moveTarget[gBattlerAttacker] != battler
&& ((ability == ABILITY_LIGHTNING_ROD && moveType == TYPE_ELECTRIC)
|| (ability == ABILITY_STORM_DRAIN && moveType == TYPE_WATER))
&& GetBattlerTurnOrderNum(battler) < redirectorOrderNum
&& moveEffect != EFFECT_SNIPE_SHOT
&& moveEffect != EFFECT_PLEDGE
&& !IsAbilityAndRecord(gBattlerAttacker, abilityAtk, ABILITY_PROPELLER_TAIL)
&& !IsAbilityAndRecord(gBattlerAttacker, abilityAtk, ABILITY_STALWART))
{
redirectorOrderNum = GetBattlerTurnOrderNum(battler);
}
}
if (redirectorOrderNum != MAX_BATTLERS_COUNT && gCurrentMove != MOVE_TEATIME)
{
enum Ability battlerAbility;
battler = gBattlerByTurnOrder[redirectorOrderNum];
battlerAbility = GetBattlerAbility(battler);
RecordAbilityBattle(battler, battlerAbility);
gSpecialStatuses[battler].abilityRedirected = TRUE;
gBattlerTarget = battler;
return TRUE;
}
}
return FALSE;
}
// Functions
void HandleAction_UseMove(void)
{
u32 i, moveTarget;
gBattlerAttacker = gBattlerByTurnOrder[gCurrentTurnActionNumber];
if (gAbsentBattlerFlags & 1u << gBattlerAttacker
|| gBattleStruct->battlerState[gBattlerAttacker].commandingDondozo
|| !IsBattlerAlive(gBattlerAttacker))
{
gCurrentActionFuncId = B_ACTION_FINISHED;
return;
}
gBattleStruct->eventState.atkCanceler = 0;
ClearDamageCalcResults();
gMultiHitCounter = 0;
gBattleScripting.savedDmg = 0;
gBattleCommunication[MISS_TYPE] = 0;
gCurrMovePos = gChosenMovePos = gBattleStruct->chosenMovePositions[gBattlerAttacker];
// choose move
if (gProtectStructs[gBattlerAttacker].noValidMoves)
{
gProtectStructs[gBattlerAttacker].noValidMoves = FALSE;
gCurrentMove = gChosenMove = MOVE_STRUGGLE;
gBattleStruct->moveTarget[gBattlerAttacker] = GetBattleMoveTarget(MOVE_STRUGGLE, NO_TARGET_OVERRIDE);
}
else if (gBattleMons[gBattlerAttacker].volatiles.multipleTurns || gDisableStructs[gBattlerAttacker].rechargeTimer > 0)
{
gCurrentMove = gChosenMove = gLockedMoves[gBattlerAttacker];
}
// encore forces you to use the same move
else if (GetActiveGimmick(gBattlerAttacker) != GIMMICK_Z_MOVE && gDisableStructs[gBattlerAttacker].encoredMove != MOVE_NONE
&& gDisableStructs[gBattlerAttacker].encoredMove == gBattleMons[gBattlerAttacker].moves[gDisableStructs[gBattlerAttacker].encoredMovePos])
{
gCurrentMove = gChosenMove = gDisableStructs[gBattlerAttacker].encoredMove;
gCurrMovePos = gChosenMovePos = gDisableStructs[gBattlerAttacker].encoredMovePos;
if (GetGenConfig(GEN_CONFIG_ENCORE_TARGET) < GEN_5)
gBattleStruct->moveTarget[gBattlerAttacker] = GetBattleMoveTarget(gCurrentMove, NO_TARGET_OVERRIDE);
}
// check if the encored move wasn't overwritten
else if (GetActiveGimmick(gBattlerAttacker) != GIMMICK_Z_MOVE && gDisableStructs[gBattlerAttacker].encoredMove != MOVE_NONE
&& gDisableStructs[gBattlerAttacker].encoredMove != gBattleMons[gBattlerAttacker].moves[gDisableStructs[gBattlerAttacker].encoredMovePos])
{
gCurrMovePos = gChosenMovePos = gDisableStructs[gBattlerAttacker].encoredMovePos;
gCurrentMove = gChosenMove = gBattleMons[gBattlerAttacker].moves[gCurrMovePos];
gDisableStructs[gBattlerAttacker].encoredMove = MOVE_NONE;
gDisableStructs[gBattlerAttacker].encoredMovePos = 0;
gDisableStructs[gBattlerAttacker].encoreTimer = 0;
gBattleStruct->moveTarget[gBattlerAttacker] = GetBattleMoveTarget(gCurrentMove, NO_TARGET_OVERRIDE);
}
else if (gBattleMons[gBattlerAttacker].moves[gCurrMovePos] != gChosenMoveByBattler[gBattlerAttacker])
{
gCurrentMove = gChosenMove = gBattleMons[gBattlerAttacker].moves[gCurrMovePos];
gBattleStruct->moveTarget[gBattlerAttacker] = GetBattleMoveTarget(gCurrentMove, NO_TARGET_OVERRIDE);
}
else
{
gCurrentMove = gChosenMove = gBattleMons[gBattlerAttacker].moves[gCurrMovePos];
}
if (IsBattlerAlive(gBattlerAttacker))
{
if (IsOnPlayerSide(gBattlerAttacker))
gBattleResults.lastUsedMovePlayer = gCurrentMove;
else
gBattleResults.lastUsedMoveOpponent = gCurrentMove;
}
// Set dynamic move type.
SetTypeBeforeUsingMove(gChosenMove, gBattlerAttacker);
// check Z-Move used
if (GetActiveGimmick(gBattlerAttacker) == GIMMICK_Z_MOVE && !IsBattleMoveStatus(gCurrentMove) && !IsZMove(gCurrentMove))
{
gBattleStruct->categoryOverride = GetMoveCategory(gCurrentMove);
gCurrentMove = gChosenMove = GetUsableZMove(gBattlerAttacker, gCurrentMove);
}
// check Max Move used
else if (GetActiveGimmick(gBattlerAttacker) == GIMMICK_DYNAMAX)
{
gBattleStruct->categoryOverride = GetMoveCategory(gCurrentMove);
gCurrentMove = gChosenMove = GetMaxMove(gBattlerAttacker, gCurrentMove);
}
moveTarget = GetBattlerMoveTargetType(gBattlerAttacker, gCurrentMove);
if (!HandleMoveTargetRedirection())
{
if (IsDoubleBattle() && moveTarget & MOVE_TARGET_RANDOM)
{
gBattlerTarget = SetRandomTarget(gBattlerAttacker);
if (gAbsentBattlerFlags & (1u << gBattlerTarget)
&& !IsBattlerAlly(gBattlerAttacker, gBattlerTarget))
{
gBattlerTarget = GetPartnerBattler(gBattlerTarget);
}
}
else if (moveTarget == MOVE_TARGET_ALLY)
{
if (IsBattlerAlive(BATTLE_PARTNER(gBattlerAttacker)) && !gProtectStructs[BATTLE_PARTNER(gBattlerAttacker)].usedAllySwitch)
gBattlerTarget = BATTLE_PARTNER(gBattlerAttacker);
else
gBattlerTarget = gBattlerAttacker;
}
else if (IsDoubleBattle() && moveTarget == MOVE_TARGET_FOES_AND_ALLY)
{
for (gBattlerTarget = 0; gBattlerTarget < gBattlersCount; gBattlerTarget++)
{
if (gBattlerTarget == gBattlerAttacker)
continue;
if (IsBattlerAlive(gBattlerTarget))
break;
}
}
else if (moveTarget == MOVE_TARGET_USER)
{
gBattlerTarget = gBattlerAttacker;
}
else
{
gBattlerTarget = gBattleStruct->moveTarget[gBattlerAttacker];
if (!IsBattlerAlive(gBattlerTarget)
&& moveTarget != MOVE_TARGET_OPPONENTS_FIELD
&& IsDoubleBattle()
&& (!IsBattlerAlly(gBattlerAttacker, gBattlerTarget)))
{
gBattlerTarget = GetBattlerAtPosition(BATTLE_PARTNER(GetBattlerPosition(gBattlerTarget)));
}
}
}
if (gBattleTypeFlags & BATTLE_TYPE_PALACE && gProtectStructs[gBattlerAttacker].palaceUnableToUseMove)
{
// Battle Palace, select battle script for failure to use move
if (!IsBattlerAlive(gBattlerAttacker))
{
gCurrentActionFuncId = B_ACTION_FINISHED;
return;
}
else if (gPalaceSelectionBattleScripts[gBattlerAttacker] != NULL)
{
gBattleCommunication[MULTISTRING_CHOOSER] = B_MSG_INCAPABLE_OF_POWER;
gBattlescriptCurrInstr = gPalaceSelectionBattleScripts[gBattlerAttacker];
gPalaceSelectionBattleScripts[gBattlerAttacker] = NULL;
}
else
{
gBattleCommunication[MULTISTRING_CHOOSER] = B_MSG_INCAPABLE_OF_POWER;
gBattlescriptCurrInstr = BattleScript_MoveUsedLoafingAround;
}
}
else if (IsBattlerAlly(gBattlerAttacker, gBattlerTarget) && !IsBattlerAlive(gBattlerTarget))
{
gBattlescriptCurrInstr = BattleScript_FailedFromAtkCanceler;
}
// If originally targetting an ally but now targetting user due to Ally Switch
else if (moveTarget & MOVE_TARGET_ALLY && gBattlerAttacker == gBattlerTarget
&& gProtectStructs[BATTLE_PARTNER(gBattlerAttacker)].usedAllySwitch)
{
gBattlescriptCurrInstr = BattleScript_FailedFromAtkCanceler;
}
else
{
gBattlescriptCurrInstr = GetMoveBattleScript(gCurrentMove);
}
if (gBattleTypeFlags & BATTLE_TYPE_ARENA)
BattleArena_AddMindPoints(gBattlerAttacker);
for (i = 0; i < MAX_BATTLERS_COUNT; i++)
gBattleStruct->battlerState[i].wasAboveHalfHp = gBattleMons[i].hp > gBattleMons[i].maxHP / 2;
gCurrentActionFuncId = B_ACTION_EXEC_SCRIPT;
}
void HandleAction_Switch(void)
{
gBattlerAttacker = gBattlerByTurnOrder[gCurrentTurnActionNumber];
// if switching to a mon that is already on field, cancel switch
if (!(gAbsentBattlerFlags & (1u << BATTLE_PARTNER(gBattlerAttacker)))
&& IsBattlerAlive(BATTLE_PARTNER(gBattlerAttacker))
&& gBattlerPartyIndexes[BATTLE_PARTNER(gBattlerAttacker)] == gBattleStruct->monToSwitchIntoId[gBattlerAttacker])
{
gCurrentActionFuncId = B_ACTION_FINISHED;
return;
}
gBattle_BG0_X = 0;
gBattle_BG0_Y = 0;
gActionSelectionCursor[gBattlerAttacker] = 0;
gMoveSelectionCursor[gBattlerAttacker] = 0;
PREPARE_MON_NICK_BUFFER(gBattleTextBuff1, gBattlerAttacker, gBattleStruct->battlerPartyIndexes[gBattlerAttacker]);
gBattleScripting.battler = gBattlerAttacker;
gBattlescriptCurrInstr = BattleScript_ActionSwitch;
gCurrentActionFuncId = B_ACTION_EXEC_SCRIPT;
if (gBattleResults.playerSwitchesCounter < 255)
gBattleResults.playerSwitchesCounter++;
TryBattleFormChange(gBattlerAttacker, FORM_CHANGE_BATTLE_SWITCH);
}
void HandleAction_UseItem(void)
{
gBattlerAttacker = gBattlerByTurnOrder[gCurrentTurnActionNumber];
gBattle_BG0_X = 0;
gBattle_BG0_Y = 0;
ClearVariousBattlerFlags(gBattlerAttacker);
gLastUsedItem = gBattleResources->bufferB[gBattlerAttacker][1] | (gBattleResources->bufferB[gBattlerAttacker][2] << 8);
if (X_ITEM_FRIENDSHIP_INCREASE > 0
&& GetItemEffectType(gLastUsedItem) == ITEM_EFFECT_X_ITEM
&& !ShouldSkipFriendshipChange())
UpdateFriendshipFromXItem(gBattlerAttacker);
gBattlescriptCurrInstr = gBattlescriptsForUsingItem[GetItemBattleUsage(gLastUsedItem) - 1];
gCurrentActionFuncId = B_ACTION_EXEC_SCRIPT;
}
bool32 TryRunFromBattle(u32 battler)
{
bool32 effect = FALSE;
u8 holdEffect;
u8 pyramidMultiplier;
u8 speedVar;
// If this flag is set, running will never be successful under any circumstances.
if (FlagGet(B_FLAG_NO_RUNNING))
return effect;
if (gBattleMons[battler].item == ITEM_ENIGMA_BERRY_E_READER)
holdEffect = gEnigmaBerries[battler].holdEffect;
else
holdEffect = GetItemHoldEffect(gBattleMons[battler].item);
gPotentialItemEffectBattler = battler;
if (holdEffect == HOLD_EFFECT_CAN_ALWAYS_RUN)
{
gLastUsedItem = gBattleMons[battler].item;
gProtectStructs[battler].fleeType = FLEE_ITEM;
effect++;
}
else if (B_GHOSTS_ESCAPE >= GEN_6 && IS_BATTLER_OF_TYPE(battler, TYPE_GHOST))
{
effect++;
}
else if (GetBattlerAbility(battler) == ABILITY_RUN_AWAY)
{
if (CurrentBattlePyramidLocation() != PYRAMID_LOCATION_NONE)
{
gBattleStruct->runTries++;
pyramidMultiplier = GetPyramidRunMultiplier();
speedVar = (gBattleMons[battler].speed * pyramidMultiplier) / (gBattleMons[BATTLE_OPPOSITE(battler)].speed) + (gBattleStruct->runTries * 30);
if (speedVar > (Random() & 0xFF))
{
gLastUsedAbility = ABILITY_RUN_AWAY;
gProtectStructs[battler].fleeType = FLEE_ABILITY;
effect++;
}
}
else
{
gLastUsedAbility = ABILITY_RUN_AWAY;
gProtectStructs[battler].fleeType = FLEE_ABILITY;
effect++;
}
}
else if (gBattleTypeFlags & (BATTLE_TYPE_FRONTIER | BATTLE_TYPE_TRAINER_HILL) && gBattleTypeFlags & BATTLE_TYPE_TRAINER)
{
effect++;
}
else if (CanPlayerForfeitNormalTrainerBattle())
{
effect++;
}
else
{
u8 runningFromBattler = BATTLE_OPPOSITE(battler);
if (!IsBattlerAlive(runningFromBattler))
runningFromBattler |= BIT_FLANK;
if (CurrentBattlePyramidLocation() != PYRAMID_LOCATION_NONE)
{
pyramidMultiplier = GetPyramidRunMultiplier();
speedVar = (gBattleMons[battler].speed * pyramidMultiplier) / (gBattleMons[runningFromBattler].speed) + (gBattleStruct->runTries * 30);
if (speedVar > (Random() & 0xFF))
effect++;
}
else if (gBattleMons[battler].speed < gBattleMons[runningFromBattler].speed)
{
speedVar = (gBattleMons[battler].speed * 128) / (gBattleMons[runningFromBattler].speed) + (gBattleStruct->runTries * 30);
if (speedVar > (Random() & 0xFF))
effect++;
}
else // same speed or faster
{
effect++;
}
gBattleStruct->runTries++;
}
if (effect != 0)
{
gCurrentTurnActionNumber = gBattlersCount;
gBattleOutcome = B_OUTCOME_RAN;
}
return effect;
}
void HandleAction_Run(void)
{
s32 i;
gBattlerAttacker = gBattlerByTurnOrder[gCurrentTurnActionNumber];
if (gBattleTypeFlags & (BATTLE_TYPE_LINK | BATTLE_TYPE_RECORDED_LINK))
{
gCurrentTurnActionNumber = gBattlersCount;
for (i = 0; i < gBattlersCount; i++)
{
if (IsOnPlayerSide(i))
{
if (gChosenActionByBattler[i] == B_ACTION_RUN)
gBattleOutcome |= B_OUTCOME_LOST;
}
else
{
if (gChosenActionByBattler[i] == B_ACTION_RUN)
gBattleOutcome |= B_OUTCOME_WON;
}
}
gBattleOutcome |= B_OUTCOME_LINK_BATTLE_RAN;
gSaveBlock2Ptr->frontier.disableRecordBattle = TRUE;
}
else
{
if (IsOnPlayerSide(gBattlerAttacker))
{
if (!TryRunFromBattle(gBattlerAttacker)) // failed to run away
{
ClearVariousBattlerFlags(gBattlerAttacker);
gBattleCommunication[MULTISTRING_CHOOSER] = B_MSG_CANT_ESCAPE_2;
gBattlescriptCurrInstr = BattleScript_PrintFailedToRunString;
gCurrentActionFuncId = B_ACTION_EXEC_SCRIPT;
}
}
else
{
if (GetBattlerHoldEffect(gBattlerAttacker) != HOLD_EFFECT_CAN_ALWAYS_RUN
&& GetBattlerAbility(gBattlerAttacker) != ABILITY_RUN_AWAY
&& !CanBattlerEscape(gBattlerAttacker))
{
gBattleCommunication[MULTISTRING_CHOOSER] = B_MSG_ATTACKER_CANT_ESCAPE;
gBattlescriptCurrInstr = BattleScript_PrintFailedToRunString;
gCurrentActionFuncId = B_ACTION_EXEC_SCRIPT;
}
else
{
gCurrentTurnActionNumber = gBattlersCount;
gBattleOutcome = B_OUTCOME_MON_FLED;
}
}
}
}
void HandleAction_WatchesCarefully(void)
{
gBattlerAttacker = gBattlerByTurnOrder[gCurrentTurnActionNumber];
gBattle_BG0_X = 0;
gBattle_BG0_Y = 0;
gBattlescriptCurrInstr = gBattlescriptsForSafariActions[0];
gCurrentActionFuncId = B_ACTION_EXEC_SCRIPT;
}
void HandleAction_SafariZoneBallThrow(void)
{
gBattlerAttacker = gBattlerByTurnOrder[gCurrentTurnActionNumber];
gBattle_BG0_X = 0;
gBattle_BG0_Y = 0;
gNumSafariBalls--;
gLastUsedItem = ITEM_SAFARI_BALL;
gBattlescriptCurrInstr = BattleScript_SafariBallThrow;
gCurrentActionFuncId = B_ACTION_EXEC_SCRIPT;
}
void HandleAction_ThrowBall(void)
{
gBattlerAttacker = gBattlerByTurnOrder[gCurrentTurnActionNumber];
gBattle_BG0_X = 0;
gBattle_BG0_Y = 0;
gLastUsedItem = gBallToDisplay;
if (!GetItemImportance(gLastUsedItem))
RemoveBagItem(gLastUsedItem, 1);
gBattlescriptCurrInstr = BattleScript_BallThrow;
gCurrentActionFuncId = B_ACTION_EXEC_SCRIPT;
}
void HandleAction_ThrowPokeblock(void)
{
gBattlerAttacker = gBattlerByTurnOrder[gCurrentTurnActionNumber];
gBattle_BG0_X = 0;
gBattle_BG0_Y = 0;
gBattleCommunication[MULTISTRING_CHOOSER] = gBattleResources->bufferB[gBattlerAttacker][1] - 1;
gLastUsedItem = gBattleResources->bufferB[gBattlerAttacker][2];
if (gBattleResults.pokeblockThrows < 255)
gBattleResults.pokeblockThrows++;
if (gBattleStruct->safariPkblThrowCounter < 3)
gBattleStruct->safariPkblThrowCounter++;
if (gBattleStruct->safariEscapeFactor > 1)
{
// BUG: safariEscapeFactor can become 0 below. This causes the pokeblock throw glitch.
#ifdef BUGFIX
if (gBattleStruct->safariEscapeFactor <= sPkblToEscapeFactor[gBattleStruct->safariPkblThrowCounter][gBattleCommunication[MULTISTRING_CHOOSER]])
#else
if (gBattleStruct->safariEscapeFactor < sPkblToEscapeFactor[gBattleStruct->safariPkblThrowCounter][gBattleCommunication[MULTISTRING_CHOOSER]])
#endif
gBattleStruct->safariEscapeFactor = 1;
else
gBattleStruct->safariEscapeFactor -= sPkblToEscapeFactor[gBattleStruct->safariPkblThrowCounter][gBattleCommunication[MULTISTRING_CHOOSER]];
}
gBattlescriptCurrInstr = gBattlescriptsForSafariActions[2];
gCurrentActionFuncId = B_ACTION_EXEC_SCRIPT;
}
void HandleAction_GoNear(void)
{
gBattlerAttacker = gBattlerByTurnOrder[gCurrentTurnActionNumber];
gBattle_BG0_X = 0;
gBattle_BG0_Y = 0;
gBattleStruct->safariCatchFactor += sGoNearCounterToCatchFactor[gBattleStruct->safariGoNearCounter];
if (gBattleStruct->safariCatchFactor > 20)
gBattleStruct->safariCatchFactor = 20;
gBattleStruct->safariEscapeFactor += sGoNearCounterToEscapeFactor[gBattleStruct->safariGoNearCounter];
if (gBattleStruct->safariEscapeFactor > 20)
gBattleStruct->safariEscapeFactor = 20;
if (gBattleStruct->safariGoNearCounter < 3)
{
gBattleStruct->safariGoNearCounter++;
gBattleCommunication[MULTISTRING_CHOOSER] = B_MSG_CREPT_CLOSER;
}
else
{
gBattleCommunication[MULTISTRING_CHOOSER] = B_MSG_CANT_GET_CLOSER;
}
gBattlescriptCurrInstr = gBattlescriptsForSafariActions[1];
gCurrentActionFuncId = B_ACTION_EXEC_SCRIPT;
}
void HandleAction_SafariZoneRun(void)
{
gBattlerAttacker = gBattlerByTurnOrder[gCurrentTurnActionNumber];
PlaySE(SE_FLEE);
gCurrentTurnActionNumber = gBattlersCount;
gBattleOutcome = B_OUTCOME_RAN;
}
void HandleAction_WallyBallThrow(void)
{
gBattlerAttacker = gBattlerByTurnOrder[gCurrentTurnActionNumber];
gBattle_BG0_X = 0;
gBattle_BG0_Y = 0;
PREPARE_MON_NICK_BUFFER(gBattleTextBuff1, gBattlerAttacker, gBattlerPartyIndexes[gBattlerAttacker])
gBattlescriptCurrInstr = gBattlescriptsForSafariActions[3];
gCurrentActionFuncId = B_ACTION_EXEC_SCRIPT;
gActionsByTurnOrder[1] = B_ACTION_FINISHED;
}
void HandleAction_TryFinish(void)
{
if (!HandleFaintedMonActions())
{
gBattleStruct->eventState.faintedAction = 0;
gCurrentActionFuncId = B_ACTION_FINISHED;
}
}
void HandleAction_NothingIsFainted(void)
{
gCurrentTurnActionNumber++;
gCurrentActionFuncId = gActionsByTurnOrder[gCurrentTurnActionNumber];
gBattleStruct->synchronizeMoveEffect = MOVE_EFFECT_NONE;
gHitMarker &= ~(HITMARKER_OBEYS);
}
void HandleAction_ActionFinished(void)
{
u32 i, j;
bool32 afterYouActive = gSpecialStatuses[gBattlerByTurnOrder[gCurrentTurnActionNumber + 1]].afterYou;
gBattleStruct->monToSwitchIntoId[gBattlerByTurnOrder[gCurrentTurnActionNumber]] = gSelectedMonPartyId = PARTY_SIZE;
gCurrentTurnActionNumber++;
gCurrentActionFuncId = gActionsByTurnOrder[gCurrentTurnActionNumber];
memset(&gSpecialStatuses, 0, sizeof(gSpecialStatuses));
gHitMarker &= ~(HITMARKER_OBEYS);
ClearDamageCalcResults();
gCurrentMove = 0;
gBattleScripting.animTurn = 0;
gBattleScripting.animTargetsHit = 0;
gBattleStruct->dynamicMoveType = 0;
gBattleStruct->bouncedMoveIsUsed = FALSE;
gBattleStruct->snatchedMoveIsUsed = FALSE;
gBattleScripting.moveendState = 0;
gBattleCommunication[3] = 0;
gBattleCommunication[4] = 0;
gBattleResources->battleScriptsStack->size = 0;
gBattleStruct->synchronizeMoveEffect = MOVE_EFFECT_NONE;
if (GetGenConfig(GEN_CONFIG_RECALC_TURN_AFTER_ACTIONS) >= GEN_8 && !afterYouActive && !gBattleStruct->pledgeMove && !IsPursuitTargetSet())
{
// i starts at `gCurrentTurnActionNumber` because we don't want to recalculate turn order for mon that have already
// taken action. It's been previously increased, which we want in order to not recalculate the turn of the mon that just finished its action
struct BattleContext ctx = {0};
for (i = 0; i < gBattlersCount; i++)
{
ctx.abilities[i] = GetBattlerAbility(i);
ctx.holdEffects[i] = GetBattlerHoldEffect(i);
}
for (i = gCurrentTurnActionNumber; i < gBattlersCount - 1; i++)
{
for (j = i + 1; j < gBattlersCount; j++)
{
ctx.battlerAtk = gBattlerByTurnOrder[i];
ctx.battlerDef = gBattlerByTurnOrder[j];
if (gProtectStructs[ctx.battlerAtk].quash || gProtectStructs[ctx.battlerDef].quash
|| gProtectStructs[ctx.battlerAtk].shellTrap || gProtectStructs[ctx.battlerDef].shellTrap)
continue;
// We recalculate order only for action of the same priority. If any action other than switch/move has been taken, they should
// have been executed before. The only recalculation needed is for moves/switch. Mega evolution is handled in src/battle_main.c/TryChangeOrder
if ((gActionsByTurnOrder[i] == B_ACTION_USE_MOVE && gActionsByTurnOrder[j] == B_ACTION_USE_MOVE))
{
if (GetWhichBattlerFaster(&ctx, FALSE) == -1)
SwapTurnOrder(i, j);
}
else if ((gActionsByTurnOrder[i] == B_ACTION_SWITCH && gActionsByTurnOrder[j] == B_ACTION_SWITCH))
{
if (GetWhichBattlerFaster(&ctx, TRUE) == -1) // If the actions chosen are switching, we recalc order but ignoring the moves
SwapTurnOrder(i, j);
}
}
}
}
}
// code
ARM_FUNC NOINLINE static uq4_12_t PercentToUQ4_12(u32 percent)
{
return (4096 * percent + 50) / 100;
}
ARM_FUNC NOINLINE static uq4_12_t PercentToUQ4_12_Floored(u32 percent)
{
return (4096 * percent) / 100;
}
u8 GetBattlerForBattleScript(u8 caseId)
{
u8 ret = 0;
switch (caseId)
{
case BS_TARGET:
ret = gBattlerTarget;
break;
case BS_ATTACKER:
ret = gBattlerAttacker;
break;
case BS_ATTACKER_PARTNER:
ret = BATTLE_PARTNER(gBattlerAttacker);
break;
case BS_EFFECT_BATTLER:
ret = gEffectBattler;
break;
case BS_BATTLER_0:
ret = 0;
break;
case BS_SCRIPTING:
ret = gBattleScripting.battler;
break;
case BS_FAINTED:
ret = gBattlerFainted;
break;
case BS_FAINTED_MULTIPLE_1:
ret = gBattlerFainted;
break;
case BS_ATTACKER_WITH_PARTNER:
case BS_FAINTED_MULTIPLE_2:
case BS_ATTACKER_SIDE:
case BS_TARGET_SIDE:
case BS_PLAYER1:
ret = GetBattlerAtPosition(B_POSITION_PLAYER_LEFT);
break;
case BS_OPPONENT1:
ret = GetBattlerAtPosition(B_POSITION_OPPONENT_LEFT);
break;
case BS_PLAYER2:
ret = GetBattlerAtPosition(B_POSITION_PLAYER_RIGHT);
break;
case BS_OPPONENT2:
ret = GetBattlerAtPosition(B_POSITION_OPPONENT_RIGHT);
break;
case BS_ABILITY_BATTLER:
ret = gBattlerAbility;
break;
}
return ret;
}
static void UNUSED MarkAllBattlersForControllerExec(void)
{
int i;
if (gBattleTypeFlags & BATTLE_TYPE_LINK)
{
for (i = 0; i < gBattlersCount; i++)
MarkBattleControllerMessageOutboundOverLink(i);
}
else
{
for (i = 0; i < gBattlersCount; i++)
MarkBattleControllerActiveOnLocal(i);
}
}
bool32 IsBattlerMarkedForControllerExec(u32 battler)
{
if (gBattleTypeFlags & BATTLE_TYPE_LINK)
return IsBattleControllerMessageSynchronizedOverLink(battler);
else
return IsBattleControllerActiveOnLocal(battler);
}
void MarkBattlerForControllerExec(u32 battler)
{
if (gBattleTypeFlags & BATTLE_TYPE_LINK)
MarkBattleControllerMessageOutboundOverLink(battler);
else
MarkBattleControllerActiveOnLocal(battler);
}
void MarkBattlerReceivedLinkData(u32 battler)
{
s32 i;
for (i = 0; i < GetLinkPlayerCount(); i++)
MarkBattleControllerActiveForPlayer(battler, i);
MarkBattleControllerMessageSynchronizedOverLink(battler);
}
const u8 *CheckSkyDropState(u32 battler, enum SkyDropState skyDropState)
{
const u8 *result = NULL;
u8 otherSkyDropper = gBattleStruct->skyDropTargets[battler];
gBattleMons[battler].volatiles.semiInvulnerable = STATE_NONE;
// Makes both attacker and target's sprites visible
gSprites[gBattlerSpriteIds[battler]].invisible = FALSE;
gSprites[gBattlerSpriteIds[otherSkyDropper]].invisible = FALSE;
// If target was sky dropped in the middle of Outrage/Thrash/Petal Dance,
// confuse them upon release and display "confused by fatigue" message & animation.
// Don't do this if this CancelMultiTurnMoves is caused by falling asleep via Yawn.
if (gBattleMons[otherSkyDropper].volatiles.lockConfusionTurns && skyDropState != SKY_DROP_STATUS_YAWN)
{
gBattleMons[otherSkyDropper].volatiles.lockConfusionTurns = 0;
// If the target can be confused, confuse them.
// Don't use CanBeConfused, can cause issues in edge cases.
enum Ability ability = GetBattlerAbility(otherSkyDropper);
if (!(gBattleMons[otherSkyDropper].volatiles.confusionTurns > 0
|| IsAbilityAndRecord(otherSkyDropper, ability, ABILITY_OWN_TEMPO)
|| IsBattlerTerrainAffected(otherSkyDropper, ability, GetBattlerHoldEffect(otherSkyDropper), STATUS_FIELD_MISTY_TERRAIN)))
{
// Set confused status
gBattleMons[otherSkyDropper].volatiles.confusionTurns = ((Random()) % 4) + 2;
if (skyDropState == SKY_DROP_ATTACKCANCELER_CHECK)
{
gBattleStruct->skyDropTargets[battler] = SKY_DROP_RELEASED_TARGET;
}
else if (skyDropState == SKY_DROP_GRAVITY_ON_AIRBORNE)
{
// Reapplying STATE_SKY_DROPPED allows for avoiding unecessary messages when Gravity is applied to the target.
gBattleStruct->skyDropTargets[battler] = SKY_DROP_RELEASED_TARGET;
gBattleMons[otherSkyDropper].volatiles.semiInvulnerable = STATE_SKY_DROP;
}
else if (skyDropState == SKY_DROP_CANCEL_MULTI_TURN_MOVES)
{
gBattlerAttacker = otherSkyDropper;
result = BattleScript_ThrashConfuses;
}
else if (skyDropState == SKY_DROP_STATUS_FREEZE_SLEEP)
{
gBattlerAttacker = otherSkyDropper;
BattleScriptPush(gBattlescriptCurrInstr + 1);
result = BattleScript_ThrashConfuses;
}
}
}
// Clear skyDropTargets data, unless this CancelMultiTurnMoves is caused by Yawn, attackcanceler, or VARIOUS_GRAVITY_ON_AIRBORNE_MONS
if (!(gBattleMons[otherSkyDropper].volatiles.lockConfusionTurns) && gBattleStruct->skyDropTargets[battler] < 4)
{
gBattleStruct->skyDropTargets[battler] = SKY_DROP_NO_TARGET;
gBattleStruct->skyDropTargets[otherSkyDropper] = SKY_DROP_NO_TARGET;
}
return result;
}
const u8 *CancelMultiTurnMoves(u32 battler, enum SkyDropState skyDropState)
{
const u8 *result = NULL;
gBattleMons[battler].volatiles.uproarTurns = 0;
gBattleMons[battler].volatiles.bideTurns = 0;
if (B_RAMPAGE_CANCELLING < GEN_5)
{
gBattleMons[battler].volatiles.multipleTurns = 0;
gBattleMons[battler].volatiles.lockConfusionTurns = 0;
}
else if (!gBattleMons[battler].volatiles.lockConfusionTurns
|| gBattleMons[battler].volatiles.lockConfusionTurns > 1)
{
gBattleMons[battler].volatiles.multipleTurns = 0;
}
// Clear battler's semi-invulnerable bits if they are not held by Sky Drop.
if (gBattleMons[battler].volatiles.semiInvulnerable != STATE_SKY_DROP)
gBattleMons[battler].volatiles.semiInvulnerable = STATE_NONE;
if (gBattleStruct->skyDropTargets[battler] != SKY_DROP_NO_TARGET && gBattleMons[battler].volatiles.semiInvulnerable != STATE_SKY_DROP)
result = CheckSkyDropState(battler, skyDropState);
gDisableStructs[battler].rolloutTimer = 0;
gDisableStructs[battler].furyCutterCounter = 0;
return result;
}
bool32 WasUnableToUseMove(u32 battler)
{
if (gProtectStructs[battler].nonVolatileStatusImmobility
|| gProtectStructs[battler].unableToUseMove
|| gProtectStructs[battler].confusionSelfDmg)
return TRUE;
return FALSE;
}
bool32 ShouldDefiantCompetitiveActivate(u32 battler, enum Ability ability)
{
u32 side = GetBattlerSide(battler);
if (ability != ABILITY_DEFIANT && ability != ABILITY_COMPETITIVE)
return FALSE;
// if an ally dropped the stats (except for Sticky Web), don't activate
if (IsBattlerAlly(gSpecialStatuses[battler].changedStatsBattlerId, battler) && !gBattleScripting.stickyWebStatDrop)
return FALSE;
if (GetGenConfig(GEN_CONFIG_DEFIANT_STICKY_WEB) >= GEN_9 || !gBattleScripting.stickyWebStatDrop)
return TRUE;
// only activate Defiant/Competitive if Web was setup by foe
return gSideTimers[side].stickyWebBattlerSide != side;
}
void PrepareStringBattle(enum StringID stringId, u32 battler)
{
u16 battlerAbility = GetBattlerAbility(battler);
u16 targetAbility = GetBattlerAbility(gBattlerTarget);
// Support for Contrary ability.
// If a move attempted to raise stat - print "won't increase".
// If a move attempted to lower stat - print "won't decrease".
switch (stringId)
{
case STRINGID_ATTACKERSSTATROSE:
case STRINGID_DEFENDERSSTATROSE:
case STRINGID_STATSWONTINCREASE:
case STRINGID_USINGITEMSTATOFPKMNROSE:
if (gBattleScripting.statChanger & STAT_BUFF_NEGATIVE)
stringId = gStatDownStringIds[gBattleCommunication[MULTISTRING_CHOOSER]];
break;
case STRINGID_ATTACKERSSTATFELL:
case STRINGID_DEFENDERSSTATFELL:
case STRINGID_STATSWONTDECREASE:
case STRINGID_USINGITEMSTATOFPKMNFELL:
if (!(gBattleScripting.statChanger & STAT_BUFF_NEGATIVE))
stringId = gStatUpStringIds[gBattleCommunication[MULTISTRING_CHOOSER]];
break;
case STRINGID_STATSWONTINCREASE2:
if (battlerAbility == ABILITY_CONTRARY)
stringId = STRINGID_STATSWONTDECREASE2;
break;
case STRINGID_STATSWONTDECREASE2:
if (battlerAbility == ABILITY_CONTRARY)
stringId = STRINGID_STATSWONTINCREASE2;
break;
case STRINGID_PKMNCUTSATTACKWITH:
if (GetGenConfig(GEN_CONFIG_UPDATED_INTIMIDATE) >= GEN_8
&& targetAbility == ABILITY_RATTLED
&& CompareStat(gBattlerTarget, STAT_SPEED, MAX_STAT_STAGE, CMP_LESS_THAN, targetAbility))
{
gBattlerAbility = gBattlerTarget;
BattleScriptCall(BattleScript_AbilityRaisesDefenderStat);
SET_STATCHANGER(STAT_SPEED, 1, FALSE);
}
else if (targetAbility == ABILITY_CONTRARY)
{
stringId = STRINGID_DEFENDERSSTATROSE;
}
break;
case STRINGID_ITDOESNTAFFECT:
case STRINGID_PKMNUNAFFECTED:
TryInitializeTrainerSlideEnemyMonUnaffected(gBattlerTarget);
break;
default:
break;
}
if ((stringId == STRINGID_PKMNCUTSATTACKWITH || stringId == STRINGID_DEFENDERSSTATFELL)
&& ShouldDefiantCompetitiveActivate(gBattlerTarget, targetAbility))
{
gBattlerAbility = gBattlerTarget;
BattleScriptCall(BattleScript_AbilityRaisesDefenderStat);
if (targetAbility == ABILITY_DEFIANT)
SET_STATCHANGER(STAT_ATK, 2, FALSE);
else
SET_STATCHANGER(STAT_SPATK, 2, FALSE);
}
BtlController_EmitPrintString(battler, B_COMM_TO_CONTROLLER, stringId);
MarkBattlerForControllerExec(battler);
}
void ResetSentPokesToOpponentValue(void)
{
s32 i;
u32 bits = 0;
gSentPokesToOpponent[0] = 0;
gSentPokesToOpponent[1] = 0;
for (i = 0; i < gBattlersCount; i += 2)
bits |= 1u << gBattlerPartyIndexes[i];
for (i = 1; i < gBattlersCount; i += 2)
gSentPokesToOpponent[(i & BIT_FLANK) >> 1] = bits;
}
void OpponentSwitchInResetSentPokesToOpponentValue(u32 battler)
{
s32 i = 0;
u32 bits = 0;
if (!IsOnPlayerSide(battler))
{
u8 flank = ((battler & BIT_FLANK) >> 1);
gSentPokesToOpponent[flank] = 0;
for (i = 0; i < gBattlersCount; i += 2)
{
if (!(gAbsentBattlerFlags & (1u << i)))
bits |= 1u << gBattlerPartyIndexes[i];
}
gSentPokesToOpponent[flank] = bits;
}
}
void UpdateSentPokesToOpponentValue(u32 battler)
{
if (!IsOnPlayerSide(battler))
{
OpponentSwitchInResetSentPokesToOpponentValue(battler);
}
else
{
s32 i;
for (i = 1; i < gBattlersCount; i++)
gSentPokesToOpponent[(i & BIT_FLANK) >> 1] |= 1u << gBattlerPartyIndexes[battler];
}
}
void BattleScriptPush(const u8 *bsPtr)
{
gBattleResources->battleScriptsStack->ptr[gBattleResources->battleScriptsStack->size++] = bsPtr;
}
void BattleScriptPushCursor(void)
{
gBattleResources->battleScriptsStack->ptr[gBattleResources->battleScriptsStack->size++] = gBattlescriptCurrInstr;
}
void BattleScriptCall(const u8 *bsPtr)
{
BattleScriptPushCursor();
gBattlescriptCurrInstr = bsPtr;
}
void BattleScriptPop(void)
{
if (gBattleResources->battleScriptsStack->size != 0)
gBattlescriptCurrInstr = gBattleResources->battleScriptsStack->ptr[--gBattleResources->battleScriptsStack->size];
}
static bool32 IsGravityPreventingMove(u32 move)
{
if (!(gFieldStatuses & STATUS_FIELD_GRAVITY))
return FALSE;
return IsMoveGravityBanned(move);
}
bool32 IsHealBlockPreventingMove(u32 battler, u32 move)
{
if (!gBattleMons[battler].volatiles.healBlock)
return FALSE;
return IsHealingMove(move);
}
bool32 IsBelchPreventingMove(u32 battler, u32 move)
{
if (GetMoveEffect(move) != EFFECT_BELCH)
return FALSE;
return !GetBattlerPartyState(battler)->ateBerry;
}
// Dynamax bypasses all selection prevention except Taunt and Assault Vest.
#define DYNAMAX_BYPASS_CHECK (!IsGimmickSelected(battler, GIMMICK_DYNAMAX) && GetActiveGimmick(battler) != GIMMICK_DYNAMAX)
u32 TrySetCantSelectMoveBattleScript(u32 battler)
{
u32 limitations = 0;
u8 moveId = gBattleResources->bufferB[battler][2] & ~RET_GIMMICK;
u32 move = gBattleMons[battler].moves[moveId];
enum HoldEffect holdEffect = GetBattlerHoldEffect(battler);
u16 *choicedMove = &gBattleStruct->choicedMove[battler];
enum BattleMoveEffects moveEffect = GetMoveEffect(move);
if (GetGenConfig(GEN_CONFIG_ENCORE_TARGET) >= GEN_5
&& DYNAMAX_BYPASS_CHECK && GetActiveGimmick(battler) != GIMMICK_Z_MOVE && gDisableStructs[battler].encoredMove != move && gDisableStructs[battler].encoredMove != MOVE_NONE)
{
gBattleScripting.battler = battler;
gCurrentMove = gDisableStructs[battler].encoredMove;
if (gBattleTypeFlags & BATTLE_TYPE_PALACE)
{
gPalaceSelectionBattleScripts[battler] = BattleScript_EncoredMoveInPalace;
gProtectStructs[battler].palaceUnableToUseMove = TRUE;
}
else
{
gSelectionBattleScripts[battler] = BattleScript_EncoredMove;
limitations++;
}
return limitations;
}
if (DYNAMAX_BYPASS_CHECK && GetActiveGimmick(battler) != GIMMICK_Z_MOVE && gDisableStructs[battler].disabledMove == move && move != MOVE_NONE)
{
gBattleScripting.battler = battler;
gCurrentMove = move;
if (gBattleTypeFlags & BATTLE_TYPE_PALACE)
{
gPalaceSelectionBattleScripts[battler] = BattleScript_SelectingDisabledMoveInPalace;
gProtectStructs[battler].palaceUnableToUseMove = TRUE;
}
else
{
gSelectionBattleScripts[battler] = BattleScript_SelectingDisabledMove;
limitations++;
}
}
if (DYNAMAX_BYPASS_CHECK && GetActiveGimmick(battler) != GIMMICK_Z_MOVE && move == gLastMoves[battler] && move != MOVE_STRUGGLE && (gBattleMons[battler].volatiles.torment == TRUE))
{
CancelMultiTurnMoves(battler, SKY_DROP_IGNORE);
if (gBattleTypeFlags & BATTLE_TYPE_PALACE)
{
gPalaceSelectionBattleScripts[battler] = BattleScript_SelectingTormentedMoveInPalace;
gProtectStructs[battler].palaceUnableToUseMove = TRUE;
}
else
{
gSelectionBattleScripts[battler] = BattleScript_SelectingTormentedMove;
limitations++;
}
}
if (GetActiveGimmick(battler) != GIMMICK_Z_MOVE && gDisableStructs[battler].tauntTimer != 0 && IsBattleMoveStatus(move))
{
if ((GetActiveGimmick(battler) == GIMMICK_DYNAMAX))
gCurrentMove = MOVE_MAX_GUARD;
else
gCurrentMove = move;
if (gBattleTypeFlags & BATTLE_TYPE_PALACE)
{
gPalaceSelectionBattleScripts[battler] = BattleScript_SelectingNotAllowedMoveTauntInPalace;
gProtectStructs[battler].palaceUnableToUseMove = TRUE;
}
else
{
gSelectionBattleScripts[battler] = BattleScript_SelectingNotAllowedMoveTaunt;
limitations++;
}
}
if (DYNAMAX_BYPASS_CHECK && GetActiveGimmick(battler) != GIMMICK_Z_MOVE && gDisableStructs[battler].throatChopTimer > 0 && IsSoundMove(move))
{
gCurrentMove = move;
if (gBattleTypeFlags & BATTLE_TYPE_PALACE)
{
gPalaceSelectionBattleScripts[battler] = BattleScript_SelectingNotAllowedMoveThroatChopInPalace;
gProtectStructs[battler].palaceUnableToUseMove = TRUE;
}
else
{
gSelectionBattleScripts[battler] = BattleScript_SelectingNotAllowedMoveThroatChop;
limitations++;
}
}
if (DYNAMAX_BYPASS_CHECK && GetActiveGimmick(battler) != GIMMICK_Z_MOVE && GetImprisonedMovesCount(battler, move))
{
gCurrentMove = move;
if (gBattleTypeFlags & BATTLE_TYPE_PALACE)
{
gPalaceSelectionBattleScripts[battler] = BattleScript_SelectingImprisonedMoveInPalace;
gProtectStructs[battler].palaceUnableToUseMove = TRUE;
}
else
{
gSelectionBattleScripts[battler] = BattleScript_SelectingImprisonedMove;
limitations++;
}
}
if (DYNAMAX_BYPASS_CHECK && GetActiveGimmick(battler) != GIMMICK_Z_MOVE && IsGravityPreventingMove(move))
{
gCurrentMove = move;
if (gBattleTypeFlags & BATTLE_TYPE_PALACE)
{
gPalaceSelectionBattleScripts[battler] = BattleScript_SelectingNotAllowedMoveGravityInPalace;
gProtectStructs[battler].palaceUnableToUseMove = TRUE;
}
else
{
gSelectionBattleScripts[battler] = BattleScript_SelectingNotAllowedMoveGravity;
limitations++;
}
}
if (DYNAMAX_BYPASS_CHECK && GetActiveGimmick(battler) != GIMMICK_Z_MOVE && IsHealBlockPreventingMove(battler, move))
{
gCurrentMove = move;
if (gBattleTypeFlags & BATTLE_TYPE_PALACE)
{
gPalaceSelectionBattleScripts[battler] = BattleScript_SelectingNotAllowedMoveHealBlockInPalace;
gProtectStructs[battler].palaceUnableToUseMove = TRUE;
}
else
{
gSelectionBattleScripts[battler] = BattleScript_SelectingNotAllowedMoveHealBlock;
limitations++;
}
}
if (DYNAMAX_BYPASS_CHECK && GetActiveGimmick(battler) != GIMMICK_Z_MOVE && IsBelchPreventingMove(battler, move))
{
gCurrentMove = move;
if (gBattleTypeFlags & BATTLE_TYPE_PALACE)
{
gPalaceSelectionBattleScripts[battler] = BattleScript_SelectingNotAllowedBelchInPalace;
gProtectStructs[battler].palaceUnableToUseMove = TRUE;
}
else
{
gSelectionBattleScripts[battler] = BattleScript_SelectingNotAllowedBelch;
limitations++;
}
}
if (DYNAMAX_BYPASS_CHECK && moveEffect == EFFECT_STUFF_CHEEKS && GetItemPocket(gBattleMons[battler].item) != POCKET_BERRIES)
{
gCurrentMove = move;
if (gBattleTypeFlags & BATTLE_TYPE_PALACE)
{
gPalaceSelectionBattleScripts[battler] = BattleScript_SelectingNotAllowedStuffCheeksInPalace;
gProtectStructs[battler].palaceUnableToUseMove = TRUE;
}
else
{
gSelectionBattleScripts[battler] = BattleScript_SelectingNotAllowedStuffCheeks;
limitations++;
}
}
if (MoveCantBeUsedTwice(move) && move == gLastResultingMoves[battler])
{
gCurrentMove = move;
PREPARE_MOVE_BUFFER(gBattleTextBuff1, gCurrentMove);
if (gBattleTypeFlags & BATTLE_TYPE_PALACE)
{
gPalaceSelectionBattleScripts[battler] = BattleScript_SelectingNotAllowedCurrentMoveInPalace;
gProtectStructs[battler].palaceUnableToUseMove = TRUE;
}
else
{
gSelectionBattleScripts[battler] = BattleScript_SelectingNotAllowedCurrentMove;
limitations++;
}
}
gPotentialItemEffectBattler = battler;
if (DYNAMAX_BYPASS_CHECK && IsHoldEffectChoice(holdEffect) && *choicedMove != MOVE_NONE && *choicedMove != MOVE_UNAVAILABLE && *choicedMove != move)
{
gCurrentMove = *choicedMove;
gLastUsedItem = gBattleMons[battler].item;
if (gBattleTypeFlags & BATTLE_TYPE_PALACE)
{
gPalaceSelectionBattleScripts[battler] = BattleScript_SelectingNotAllowedMoveChoiceItemInPalace;
gProtectStructs[battler].palaceUnableToUseMove = TRUE;
}
else
{
gSelectionBattleScripts[battler] = BattleScript_SelectingNotAllowedMoveChoiceItem;
limitations++;
}
}
else if (holdEffect == HOLD_EFFECT_ASSAULT_VEST && IsBattleMoveStatus(move) && moveEffect != EFFECT_ME_FIRST)
{
if ((GetActiveGimmick(battler) == GIMMICK_DYNAMAX))
gCurrentMove = MOVE_MAX_GUARD;
else
gCurrentMove = move;
gLastUsedItem = gBattleMons[battler].item;
if (gBattleTypeFlags & BATTLE_TYPE_PALACE)
{
gPalaceSelectionBattleScripts[battler] = BattleScript_SelectingNotAllowedMoveAssaultVestInPalace;
gProtectStructs[battler].palaceUnableToUseMove = TRUE;
}
else
{
gSelectionBattleScripts[battler] = BattleScript_SelectingNotAllowedMoveAssaultVest;
limitations++;
}
}
if (DYNAMAX_BYPASS_CHECK && (GetBattlerAbility(battler) == ABILITY_GORILLA_TACTICS) && *choicedMove != MOVE_NONE
&& *choicedMove != MOVE_UNAVAILABLE && *choicedMove != move)
{
gCurrentMove = *choicedMove;
gLastUsedItem = gBattleMons[battler].item;
if (gBattleTypeFlags & BATTLE_TYPE_PALACE)
{
gPalaceSelectionBattleScripts[battler] = BattleScript_SelectingNotAllowedMoveGorillaTacticsInPalace;
gProtectStructs[battler].palaceUnableToUseMove = TRUE;
}
else
{
gSelectionBattleScripts[battler] = BattleScript_SelectingNotAllowedMoveGorillaTactics;
limitations++;
}
}
if (gBattleMons[battler].pp[moveId] == 0)
{
if (gBattleTypeFlags & BATTLE_TYPE_PALACE)
{
gProtectStructs[battler].palaceUnableToUseMove = TRUE;
}
else
{
gSelectionBattleScripts[battler] = BattleScript_SelectingMoveWithNoPP;
limitations++;
}
}
if (moveEffect == EFFECT_PLACEHOLDER)
{
if (gBattleTypeFlags & BATTLE_TYPE_PALACE)
{
gPalaceSelectionBattleScripts[battler] = BattleScript_SelectingNotAllowedPlaceholderInPalace;
gProtectStructs[battler].palaceUnableToUseMove = TRUE;
}
else
{
gSelectionBattleScripts[battler] = BattleScript_SelectingNotAllowedPlaceholder;
limitations++;
}
}
return limitations;
}
u32 CheckMoveLimitations(u32 battler, u8 unusableMoves, u16 check)
{
u32 move;
enum BattleMoveEffects moveEffect;
enum HoldEffect holdEffect = GetBattlerHoldEffect(battler);
u16 *choicedMove = &gBattleStruct->choicedMove[battler];
s32 i;
gPotentialItemEffectBattler = battler;
for (i = 0; i < MAX_MON_MOVES; i++)
{
move = gBattleMons[battler].moves[i];
moveEffect = GetMoveEffect(move);
// No move
if (check & MOVE_LIMITATION_ZEROMOVE && move == MOVE_NONE)
unusableMoves |= 1u << i;
// No PP
else if (check & MOVE_LIMITATION_PP && gBattleMons[battler].pp[i] == 0)
unusableMoves |= 1u << i;
// Placeholder
else if (check & MOVE_LIMITATION_PLACEHOLDER && moveEffect == EFFECT_PLACEHOLDER)
unusableMoves |= 1u << i;
// Disable
else if (check & MOVE_LIMITATION_DISABLED && move == gDisableStructs[battler].disabledMove)
unusableMoves |= 1u << i;
// Torment
else if (check & MOVE_LIMITATION_TORMENTED && move == gLastMoves[battler] && gBattleMons[battler].volatiles.torment == TRUE)
unusableMoves |= 1u << i;
// Taunt
else if (check & MOVE_LIMITATION_TAUNT && gDisableStructs[battler].tauntTimer && IsBattleMoveStatus(move))
unusableMoves |= 1u << i;
// Imprison
else if (check & MOVE_LIMITATION_IMPRISON && GetImprisonedMovesCount(battler, move))
unusableMoves |= 1u << i;
// Encore
else if (check & MOVE_LIMITATION_ENCORE && gDisableStructs[battler].encoreTimer && gDisableStructs[battler].encoredMove != move)
unusableMoves |= 1u << i;
// Choice Items
else if (check & MOVE_LIMITATION_CHOICE_ITEM && IsHoldEffectChoice(holdEffect) && *choicedMove != MOVE_NONE && *choicedMove != MOVE_UNAVAILABLE && *choicedMove != move)
unusableMoves |= 1u << i;
// Assault Vest
else if (check & MOVE_LIMITATION_ASSAULT_VEST && holdEffect == HOLD_EFFECT_ASSAULT_VEST && IsBattleMoveStatus(move) && moveEffect != EFFECT_ME_FIRST)
unusableMoves |= 1u << i;
// Gravity
else if (check & MOVE_LIMITATION_GRAVITY && IsGravityPreventingMove(move))
unusableMoves |= 1u << i;
// Heal Block
else if (check & MOVE_LIMITATION_HEAL_BLOCK && IsHealBlockPreventingMove(battler, move))
unusableMoves |= 1u << i;
// Belch
else if (check & MOVE_LIMITATION_BELCH && IsBelchPreventingMove(battler, move))
unusableMoves |= 1u << i;
// Throat Chop
else if (check & MOVE_LIMITATION_THROAT_CHOP && gDisableStructs[battler].throatChopTimer > 0 && IsSoundMove(move))
unusableMoves |= 1u << i;
// Stuff Cheeks
else if (check & MOVE_LIMITATION_STUFF_CHEEKS && moveEffect == EFFECT_STUFF_CHEEKS && GetItemPocket(gBattleMons[battler].item) != POCKET_BERRIES)
unusableMoves |= 1u << i;
// Gorilla Tactics
else if (check & MOVE_LIMITATION_CHOICE_ITEM && GetBattlerAbility(battler) == ABILITY_GORILLA_TACTICS && *choicedMove != MOVE_NONE && *choicedMove != MOVE_UNAVAILABLE && *choicedMove != move)
unusableMoves |= 1u << i;
// Can't Use Twice flag
else if (check & MOVE_LIMITATION_CANT_USE_TWICE && MoveCantBeUsedTwice(move) && move == gLastResultingMoves[battler])
unusableMoves |= 1u << i;
}
return unusableMoves;
}
#define ALL_MOVES_MASK ((1 << MAX_MON_MOVES) - 1)
bool32 AreAllMovesUnusable(u32 battler)
{
u32 unusable = CheckMoveLimitations(battler, 0, MOVE_LIMITATIONS_ALL);
if (unusable == ALL_MOVES_MASK) // All moves are unusable.
{
gProtectStructs[battler].noValidMoves = TRUE;
gSelectionBattleScripts[battler] = BattleScript_NoMovesLeft;
}
else
{
gProtectStructs[battler].noValidMoves = FALSE;
}
return (unusable == ALL_MOVES_MASK);
}
u8 GetImprisonedMovesCount(u32 battler, u16 move)
{
s32 i;
u8 imprisonedMoves = 0;
u32 battlerSide = GetBattlerSide(battler);
for (i = 0; i < gBattlersCount; i++)
{
if (battlerSide != GetBattlerSide(i) && gBattleMons[i].volatiles.imprison)
{
s32 j;
for (j = 0; j < MAX_MON_MOVES; j++)
{
if (move == gBattleMons[i].moves[j])
break;
}
if (j < MAX_MON_MOVES)
imprisonedMoves++;
}
}
return imprisonedMoves;
}
u32 GetBattlerAffectionHearts(u32 battler)
{
struct Pokemon *mon = GetBattlerMon(battler);
u16 species = GetMonData(mon, MON_DATA_SPECIES);
if (!IsOnPlayerSide(battler))
return AFFECTION_NO_HEARTS;
else if (gSpeciesInfo[species].isMegaEvolution
|| (gBattleTypeFlags & (BATTLE_TYPE_EREADER_TRAINER
| BATTLE_TYPE_FRONTIER
| BATTLE_TYPE_LINK
| BATTLE_TYPE_RECORDED_LINK
| BATTLE_TYPE_SECRET_BASE)))
return AFFECTION_NO_HEARTS;
return GetMonAffectionHearts(mon);
}
// gBattlerAttacker is the battler that's trying to raise their stats and due to limitations of RandomUniformExcept, cannot be an argument
bool32 MoodyCantRaiseStat(u32 stat)
{
return CompareStat(gBattlerAttacker, stat, MAX_STAT_STAGE, CMP_EQUAL, GetBattlerAbility(gBattlerAttacker));
}
// gBattlerAttacker is the battler that's trying to lower their stats and due to limitations of RandomUniformExcept, cannot be an argument
bool32 MoodyCantLowerStat(u32 stat)
{
return stat == GET_STAT_BUFF_ID(gBattleScripting.statChanger) || CompareStat(gBattlerAttacker, stat, MIN_STAT_STAGE, CMP_EQUAL, GetBattlerAbility(gBattlerAttacker));
}
void TryToRevertMimicryAndFlags(void)
{
for (u32 battler = 0; battler < gBattlersCount; battler++)
{
gDisableStructs[battler].terrainAbilityDone = FALSE;
if (IsAbilityAndRecord(battler, GetBattlerAbility(battler), ABILITY_MIMICRY))
RESTORE_BATTLER_TYPE(battler);
}
}
bool32 BattleArenaTurnEnd(void)
{
if ((gBattleTypeFlags & BATTLE_TYPE_ARENA)
&& gBattleStruct->eventState.arenaTurn == 2
&& IsBattlerAlive(B_POSITION_PLAYER_LEFT) && IsBattlerAlive(B_POSITION_OPPONENT_LEFT))
{
for (u32 battler = 0; battler < 2; battler++)
CancelMultiTurnMoves(battler, SKY_DROP_IGNORE);
gBattlescriptCurrInstr = BattleScript_ArenaDoJudgment;
BattleScriptExecute(BattleScript_ArenaDoJudgment);
return TRUE;
}
return FALSE;
}
// Ingrain, Leech Seed, Strength Sap and Aqua Ring
s32 GetDrainedBigRootHp(u32 battler, s32 hp)
{
if (GetBattlerHoldEffect(battler) == HOLD_EFFECT_BIG_ROOT)
hp = (hp * 1300) / 1000;
if (hp == 0)
hp = 1;
return hp;
}
// Should always be the last check. Otherwise the ability might be wrongly recorded.
bool32 IsAbilityAndRecord(u32 battler, enum Ability battlerAbility, enum Ability abilityToCheck)
{
if (battlerAbility != abilityToCheck)
return FALSE;
RecordAbilityBattle(battler, abilityToCheck);
return TRUE;
}
bool32 HandleFaintedMonActions(void)
{
if (gBattleTypeFlags & BATTLE_TYPE_SAFARI)
return FALSE;
do
{
s32 i;
switch (gBattleStruct->eventState.faintedAction)
{
case FAINTED_ACTIONS_NO_MONS_TO_SWITCH:
gBattleStruct->eventState.faintedActionBattler = 0;
gBattleStruct->eventState.faintedAction++;
for (i = 0; i < gBattlersCount; i++)
{
if (gAbsentBattlerFlags & (1u << i) && !HasNoMonsToSwitch(i, PARTY_SIZE, PARTY_SIZE))
gAbsentBattlerFlags &= ~(1u << i);
}
// fall through
case FAINTED_ACTIONS_GIVE_EXP:
do
{
gBattlerFainted = gBattlerTarget = gBattleStruct->eventState.faintedActionBattler;
if (gBattleMons[gBattleStruct->eventState.faintedActionBattler].hp == 0
&& !(gBattleStruct->givenExpMons & (1u << gBattlerPartyIndexes[gBattleStruct->eventState.faintedActionBattler]))
&& !(gAbsentBattlerFlags & (1u << gBattleStruct->eventState.faintedActionBattler)))
{
BattleScriptExecute(BattleScript_GiveExp);
gBattleStruct->eventState.faintedAction = 2;
return TRUE;
}
} while (++gBattleStruct->eventState.faintedActionBattler != gBattlersCount);
gBattleStruct->eventState.faintedAction = 3;
break;
case FAINTED_ACTIONS_SET_ABSENT_FLAGS:
OpponentSwitchInResetSentPokesToOpponentValue(gBattlerFainted);
if (++gBattleStruct->eventState.faintedActionBattler == gBattlersCount)
gBattleStruct->eventState.faintedAction = 3;
else
gBattleStruct->eventState.faintedAction = 1;
// Don't switch mons until all pokemon performed their actions or the battle's over.
if (B_FAINT_SWITCH_IN >= GEN_4
&& gBattleOutcome == 0
&& !NoAliveMonsForEitherParty()
&& gCurrentTurnActionNumber != gBattlersCount)
{
gAbsentBattlerFlags |= 1u << gBattlerFainted;
if (gBattleStruct->eventState.faintedAction != 1)
return FALSE;
}
break;
case FAINTED_ACTIONS_WAIT_STATE:
// Don't switch mons until all pokemon performed their actions or the battle's over.
if (B_FAINT_SWITCH_IN >= GEN_4
&& gBattleOutcome == 0
&& !NoAliveMonsForEitherParty()
&& gCurrentTurnActionNumber != gBattlersCount)
{
return FALSE;
}
gBattleStruct->eventState.faintedActionBattler = 0;
gBattleStruct->eventState.faintedAction++;
// fall through
case FAINTED_ACTIONS_HANDLE_FAINTED_MON:
do
{
gBattlerFainted = gBattlerTarget = gBattleStruct->eventState.faintedActionBattler;
if (gBattleMons[gBattleStruct->eventState.faintedActionBattler].hp == 0
&& !(gAbsentBattlerFlags & (1u << gBattleStruct->eventState.faintedActionBattler)))
{
BattleScriptExecute(BattleScript_HandleFaintedMon);
gBattleStruct->eventState.faintedAction = 5;
return TRUE;
}
} while (++gBattleStruct->eventState.faintedActionBattler != gBattlersCount);
gBattleStruct->eventState.faintedAction = FAINTED_ACTIONS_MAX_CASE;
break;
case FAINTED_ACTIONS_HANDLE_NEXT_BATTLER:
if (++gBattleStruct->eventState.faintedActionBattler == gBattlersCount)
gBattleStruct->eventState.faintedAction = FAINTED_ACTIONS_MAX_CASE;
else
gBattleStruct->eventState.faintedAction = 4;
break;
case FAINTED_ACTIONS_MAX_CASE:
break;
}
} while (gBattleStruct->eventState.faintedAction != FAINTED_ACTIONS_MAX_CASE);
return FALSE;
}
void TryClearRageAndFuryCutter(void)
{
s32 i;
for (i = 0; i < gBattlersCount; i++)
{
if (gBattleMons[i].volatiles.rage && gChosenMoveByBattler[i] != MOVE_RAGE)
gBattleMons[i].volatiles.rage = FALSE;
if (gDisableStructs[i].furyCutterCounter != 0 && gChosenMoveByBattler[i] != MOVE_FURY_CUTTER)
gDisableStructs[i].furyCutterCounter = 0;
}
}
static inline bool32 TryFormChangeBeforeMove(void)
{
bool32 result = TryBattleFormChange(gBattlerAttacker, FORM_CHANGE_BATTLE_BEFORE_MOVE);
if (!result)
result = TryBattleFormChange(gBattlerAttacker, FORM_CHANGE_BATTLE_BEFORE_MOVE_CATEGORY);
if (!result)
return FALSE;
gBattleScripting.battler = gBattlerAttacker;
BattleScriptCall(BattleScript_BattlerFormChange);
return TRUE;
}
static inline bool32 TryActivatePowderStatus(u32 move)
{
u32 partnerMove = GetChosenMoveFromPosition(BATTLE_PARTNER(gBattlerAttacker));
if (!gBattleMons[gBattlerAttacker].volatiles.powder)
return FALSE;
if (GetBattleMoveType(move) == TYPE_FIRE && !gBattleStruct->pledgeMove)
return TRUE;
if (move == MOVE_FIRE_PLEDGE && partnerMove == MOVE_GRASS_PLEDGE)
return TRUE;
if (move == MOVE_GRASS_PLEDGE && partnerMove == MOVE_FIRE_PLEDGE && gBattleStruct->pledgeMove)
return TRUE;
return FALSE;
}
static enum MoveCanceler CancelerClearFlags(struct BattleContext *ctx)
{
gBattleMons[ctx->battlerAtk].volatiles.grudge = FALSE;
gBattleMons[ctx->battlerAtk].volatiles.glaiveRush = FALSE;
return MOVE_STEP_SUCCESS;
}
static enum MoveCanceler CancelerStanceChangeOne(struct BattleContext *ctx)
{
if (B_STANCE_CHANGE_FAIL < GEN_7 && gChosenMove == ctx->currentMove && TryFormChangeBeforeMove())
return MOVE_STEP_BREAK;
return MOVE_STEP_SUCCESS;
}
static enum MoveCanceler CancelerSkyDrop(struct BattleContext *ctx)
{
// If Pokemon is being held in Sky Drop
if (gBattleMons[ctx->battlerAtk].volatiles.semiInvulnerable == STATE_SKY_DROP)
{
gBattlescriptCurrInstr = BattleScript_MoveEnd;
gHitMarker |= HITMARKER_UNABLE_TO_USE_MOVE;
return MOVE_STEP_FAILURE;
}
return MOVE_STEP_SUCCESS;
}
static enum MoveCanceler CancelerRecharge(struct BattleContext *ctx)
{
if (gDisableStructs[ctx->battlerAtk].rechargeTimer > 0)
{
CancelMultiTurnMoves(ctx->battlerAtk, SKY_DROP_ATTACKCANCELER_CHECK);
gBattlescriptCurrInstr = BattleScript_MoveUsedMustRecharge;
gHitMarker |= HITMARKER_UNABLE_TO_USE_MOVE;
return MOVE_STEP_FAILURE;
}
return MOVE_STEP_SUCCESS;
}
static enum MoveCanceler CancelerAsleepOrFrozen(struct BattleContext *ctx)
{
if (gBattleMons[ctx->battlerAtk].status1 & STATUS1_SLEEP)
{
if (UproarWakeUpCheck(ctx->battlerAtk))
{
TryDeactivateSleepClause(GetBattlerSide(ctx->battlerAtk), gBattlerPartyIndexes[ctx->battlerAtk]);
gBattleMons[ctx->battlerAtk].status1 &= ~STATUS1_SLEEP;
gBattleMons[ctx->battlerAtk].volatiles.nightmare = FALSE;
gEffectBattler = ctx->battlerAtk;
gBattleCommunication[MULTISTRING_CHOOSER] = B_MSG_WOKE_UP_UPROAR;
BattleScriptCall(BattleScript_MoveUsedWokeUp);
return MOVE_STEP_REMOVES_STATUS;
}
else
{
u8 toSub;
if (IsAbilityAndRecord(ctx->battlerAtk, ctx->abilities[ctx->battlerAtk], ABILITY_EARLY_BIRD))
toSub = 2;
else
toSub = 1;
if ((gBattleMons[ctx->battlerAtk].status1 & STATUS1_SLEEP) < toSub)
gBattleMons[ctx->battlerAtk].status1 &= ~STATUS1_SLEEP;
else
gBattleMons[ctx->battlerAtk].status1 -= toSub;
enum BattleMoveEffects moveEffect = GetMoveEffect(ctx->currentMove);
if (gBattleMons[ctx->battlerAtk].status1 & STATUS1_SLEEP)
{
if (moveEffect != EFFECT_SNORE && moveEffect != EFFECT_SLEEP_TALK)
{
gProtectStructs[ctx->battlerAtk].nonVolatileStatusImmobility = TRUE;
gBattlescriptCurrInstr = BattleScript_MoveUsedIsAsleep;
gHitMarker |= HITMARKER_UNABLE_TO_USE_MOVE;
return MOVE_STEP_REMOVES_STATUS;
}
}
else
{
TryDeactivateSleepClause(GetBattlerSide(ctx->battlerAtk), gBattlerPartyIndexes[ctx->battlerAtk]);
gBattleMons[ctx->battlerAtk].volatiles.nightmare = FALSE;
gBattleCommunication[MULTISTRING_CHOOSER] = B_MSG_WOKE_UP;
BattleScriptCall(BattleScript_MoveUsedWokeUp);
return MOVE_STEP_REMOVES_STATUS;
}
}
}
else if (gBattleMons[ctx->battlerAtk].status1 & STATUS1_FREEZE && !MoveThawsUser(ctx->currentMove))
{
if (!RandomPercentage(RNG_FROZEN, 20))
{
gProtectStructs[ctx->battlerAtk].nonVolatileStatusImmobility = TRUE;
gBattlescriptCurrInstr = BattleScript_MoveUsedIsFrozen;
gHitMarker |= HITMARKER_UNABLE_TO_USE_MOVE;
}
else // unfreeze
{
gBattleMons[ctx->battlerAtk].status1 &= ~STATUS1_FREEZE;
BattleScriptCall(BattleScript_MoveUsedUnfroze);
gBattleCommunication[MULTISTRING_CHOOSER] = B_MSG_DEFROSTED;
}
return MOVE_STEP_REMOVES_STATUS; // Move failure but also removes status
}
return MOVE_STEP_SUCCESS;
}
static enum MoveCanceler CancelerObedience(struct BattleContext *ctx)
{
if (!gBattleMons[ctx->battlerAtk].volatiles.multipleTurns)
{
enum Obedience obedienceResult = GetAttackerObedienceForAction();
switch (obedienceResult)
{
case OBEYS:
gHitMarker |= HITMARKER_OBEYS;
return MOVE_STEP_SUCCESS;
case DISOBEYS_LOAFS:
// Randomly select, then print a disobedient string
// B_MSG_LOAFING, B_MSG_WONT_OBEY, B_MSG_TURNED_AWAY, or B_MSG_PRETEND_NOT_NOTICE
gBattleCommunication[MULTISTRING_CHOOSER] = MOD(Random(), NUM_LOAF_STRINGS);
gBattlescriptCurrInstr = BattleScript_MoveUsedLoafingAround;
gBattleStruct->moveResultFlags[ctx->battlerDef] |= MOVE_RESULT_MISSED;
return MOVE_STEP_FAILURE;
case DISOBEYS_HITS_SELF:
gBattlerTarget = ctx->battlerAtk;
struct DamageContext dmgCtx = {0};
dmgCtx.battlerAtk = dmgCtx.battlerDef = ctx->battlerAtk;
dmgCtx.move = dmgCtx.chosenMove = MOVE_NONE;
dmgCtx.moveType = TYPE_MYSTERY;
dmgCtx.isCrit = FALSE;
dmgCtx.randomFactor = FALSE;
dmgCtx.updateFlags = TRUE;
dmgCtx.isSelfInflicted = TRUE;
dmgCtx.fixedBasePower = 40;
gBattleStruct->moveDamage[ctx->battlerAtk] = CalculateMoveDamage(&dmgCtx);
gBattlescriptCurrInstr = BattleScript_IgnoresAndHitsItself;
gHitMarker |= HITMARKER_UNABLE_TO_USE_MOVE;
gHitMarker |= HITMARKER_OBEYS;
return MOVE_STEP_FAILURE; // Move doesn't fail but mon hits itself
case DISOBEYS_FALL_ASLEEP:
if (IsSleepClauseEnabled())
gBattleStruct->battlerState[ctx->battlerAtk].sleepClauseEffectExempt = TRUE;
gBattlescriptCurrInstr = BattleScript_IgnoresAndFallsAsleep;
gBattleStruct->moveResultFlags[ctx->battlerDef] |= MOVE_RESULT_MISSED;
return MOVE_STEP_FAILURE;
break;
case DISOBEYS_WHILE_ASLEEP:
gBattlescriptCurrInstr = BattleScript_IgnoresWhileAsleep;
gBattleStruct->moveResultFlags[ctx->battlerDef] |= MOVE_RESULT_MISSED;
return MOVE_STEP_FAILURE;
case DISOBEYS_RANDOM_MOVE:
gCurrentMove = gCalledMove = gBattleMons[ctx->battlerAtk].moves[gCurrMovePos];
BattleScriptCall(BattleScript_IgnoresAndUsesRandomMove);
gBattlerTarget = GetBattleMoveTarget(gCalledMove, NO_TARGET_OVERRIDE);
gHitMarker |= HITMARKER_OBEYS;
return MOVE_STEP_BREAK;
}
}
gHitMarker |= HITMARKER_OBEYS;
return MOVE_STEP_SUCCESS;
}
static enum MoveCanceler CancelerPowerPoints(struct BattleContext *ctx)
{
if (gBattleMons[ctx->battlerAtk].pp[gCurrMovePos] == 0
&& ctx->currentMove != MOVE_STRUGGLE
&& !gSpecialStatuses[ctx->battlerAtk].dancerUsedMove
&& !gBattleMons[ctx->battlerAtk].volatiles.multipleTurns)
{
gBattlescriptCurrInstr = BattleScript_NoPPForMove;
gBattleStruct->moveResultFlags[ctx->battlerDef] |= MOVE_RESULT_MISSED;
return MOVE_STEP_FAILURE;
}
return MOVE_STEP_SUCCESS;
}
static enum MoveCanceler CancelerTruant(struct BattleContext *ctx)
{
if (GetBattlerAbility(ctx->battlerAtk) == ABILITY_TRUANT && gDisableStructs[ctx->battlerAtk].truantCounter)
{
CancelMultiTurnMoves(ctx->battlerAtk, SKY_DROP_ATTACKCANCELER_CHECK);
gHitMarker |= HITMARKER_UNABLE_TO_USE_MOVE;
gBattleCommunication[MULTISTRING_CHOOSER] = B_MSG_LOAFING;
gBattlerAbility = ctx->battlerAtk;
gBattlescriptCurrInstr = BattleScript_TruantLoafingAround;
gBattleStruct->moveResultFlags[ctx->battlerDef] |= MOVE_RESULT_MISSED;
return MOVE_STEP_FAILURE;
}
return MOVE_STEP_SUCCESS;
}
static enum MoveCanceler CancelerFlinch(struct BattleContext *ctx)
{
if (gBattleMons[ctx->battlerAtk].volatiles.flinched)
{
gProtectStructs[ctx->battlerAtk].unableToUseMove = TRUE;
CancelMultiTurnMoves(ctx->battlerAtk, SKY_DROP_ATTACKCANCELER_CHECK);
gBattlescriptCurrInstr = BattleScript_MoveUsedFlinched;
gHitMarker |= HITMARKER_UNABLE_TO_USE_MOVE;
return MOVE_STEP_FAILURE;
}
return MOVE_STEP_SUCCESS;
}
static enum MoveCanceler CancelerDisabled(struct BattleContext *ctx)
{
if (GetActiveGimmick(ctx->battlerAtk) != GIMMICK_Z_MOVE
&& gDisableStructs[ctx->battlerAtk].disabledMove == ctx->currentMove
&& gDisableStructs[ctx->battlerAtk].disabledMove != MOVE_NONE)
{
gProtectStructs[ctx->battlerAtk].unableToUseMove = TRUE;
gBattleScripting.battler = ctx->battlerAtk;
CancelMultiTurnMoves(ctx->battlerAtk, SKY_DROP_ATTACKCANCELER_CHECK);
gBattlescriptCurrInstr = BattleScript_MoveUsedIsDisabled;
gHitMarker |= HITMARKER_UNABLE_TO_USE_MOVE;
return MOVE_STEP_FAILURE;
}
return MOVE_STEP_SUCCESS;
}
static enum MoveCanceler CancelerVolatileBlocked(struct BattleContext *ctx)
{
if (GetActiveGimmick(ctx->battlerAtk) != GIMMICK_Z_MOVE
&& gBattleMons[ctx->battlerAtk].volatiles.healBlock
&& IsHealBlockPreventingMove(ctx->battlerAtk, ctx->currentMove))
{
gProtectStructs[ctx->battlerAtk].unableToUseMove = TRUE;
gBattleScripting.battler = ctx->battlerAtk;
CancelMultiTurnMoves(ctx->battlerAtk, SKY_DROP_ATTACKCANCELER_CHECK);
gBattlescriptCurrInstr = BattleScript_MoveUsedHealBlockPrevents;
gHitMarker |= HITMARKER_UNABLE_TO_USE_MOVE;
return MOVE_STEP_FAILURE;
}
else if (gFieldStatuses & STATUS_FIELD_GRAVITY && IsGravityPreventingMove(ctx->currentMove))
{
gProtectStructs[ctx->battlerAtk].unableToUseMove = TRUE;
gBattleScripting.battler = ctx->battlerAtk;
CancelMultiTurnMoves(ctx->battlerAtk, SKY_DROP_ATTACKCANCELER_CHECK);
gBattlescriptCurrInstr = BattleScript_MoveUsedGravityPrevents;
gHitMarker |= HITMARKER_UNABLE_TO_USE_MOVE;
return MOVE_STEP_FAILURE;
}
else if (GetActiveGimmick(ctx->battlerAtk) != GIMMICK_Z_MOVE && gDisableStructs[ctx->battlerAtk].throatChopTimer > 0 && IsSoundMove(ctx->currentMove))
{
gProtectStructs[ctx->battlerAtk].unableToUseMove = TRUE;
CancelMultiTurnMoves(ctx->battlerAtk, SKY_DROP_ATTACKCANCELER_CHECK);
gBattlescriptCurrInstr = BattleScript_MoveUsedIsThroatChopPrevented;
gHitMarker |= HITMARKER_UNABLE_TO_USE_MOVE;
return MOVE_STEP_FAILURE;
}
return MOVE_STEP_SUCCESS;
}
static enum MoveCanceler CancelerTaunted(struct BattleContext *ctx)
{
if (GetActiveGimmick(ctx->battlerAtk) != GIMMICK_Z_MOVE && gDisableStructs[ctx->battlerAtk].tauntTimer && IsBattleMoveStatus(ctx->currentMove))
{
gProtectStructs[ctx->battlerAtk].unableToUseMove = TRUE;
CancelMultiTurnMoves(ctx->battlerAtk, SKY_DROP_ATTACKCANCELER_CHECK);
gBattlescriptCurrInstr = BattleScript_MoveUsedIsTaunted;
gHitMarker |= HITMARKER_UNABLE_TO_USE_MOVE;
return MOVE_STEP_BREAK;
}
return MOVE_STEP_SUCCESS;
}
static enum MoveCanceler CancelerImprisoned(struct BattleContext *ctx)
{
if (GetActiveGimmick(ctx->battlerAtk) != GIMMICK_Z_MOVE && GetImprisonedMovesCount(ctx->battlerAtk, ctx->currentMove))
{
gProtectStructs[ctx->battlerAtk].unableToUseMove = TRUE;
CancelMultiTurnMoves(ctx->battlerAtk, SKY_DROP_ATTACKCANCELER_CHECK);
gBattlescriptCurrInstr = BattleScript_MoveUsedIsImprisoned;
gHitMarker |= HITMARKER_UNABLE_TO_USE_MOVE;
return MOVE_STEP_FAILURE;
}
return MOVE_STEP_SUCCESS;
}
static enum MoveCanceler CancelerConfused(struct BattleContext *ctx)
{
if (gBattleMons[ctx->battlerAtk].volatiles.confusionTurns)
{
if (!gBattleMons[ctx->battlerAtk].volatiles.infiniteConfusion)
gBattleMons[ctx->battlerAtk].volatiles.confusionTurns--;
if (gBattleMons[ctx->battlerAtk].volatiles.confusionTurns)
{
// confusion dmg
if (RandomPercentage(RNG_CONFUSION, (GetGenConfig(GEN_CONFIG_CONFUSION_SELF_DMG_CHANCE) >= GEN_7 ? 33 : 50)))
{
gBattleCommunication[MULTISTRING_CHOOSER] = TRUE;
struct DamageContext dmgCtx = {0};
dmgCtx.battlerAtk = dmgCtx.battlerDef = ctx->battlerAtk;
dmgCtx.move = dmgCtx.chosenMove = MOVE_NONE;
dmgCtx.moveType = TYPE_MYSTERY;
dmgCtx.isCrit = FALSE;
dmgCtx.randomFactor = FALSE;
dmgCtx.updateFlags = TRUE;
dmgCtx.isSelfInflicted = TRUE;
dmgCtx.fixedBasePower = 40;
gBattleStruct->passiveHpUpdate[ctx->battlerAtk] = CalculateMoveDamage(&dmgCtx);
gProtectStructs[ctx->battlerAtk].confusionSelfDmg = TRUE;
gHitMarker |= HITMARKER_UNABLE_TO_USE_MOVE;
gBattlescriptCurrInstr = BattleScript_MoveUsedIsConfused;
}
else
{
gBattleCommunication[MULTISTRING_CHOOSER] = FALSE;
BattleScriptCall(BattleScript_MoveUsedIsConfused);
}
}
else // snapped out of confusion
{
BattleScriptCall(BattleScript_MoveUsedIsConfusedNoMore);
}
return MOVE_STEP_BREAK;
}
return MOVE_STEP_SUCCESS;
}
static enum MoveCanceler CancelerParalysed(struct BattleContext *ctx)
{
if (gBattleMons[ctx->battlerAtk].status1 & STATUS1_PARALYSIS
&& !(B_MAGIC_GUARD == GEN_4 && IsAbilityAndRecord(ctx->battlerAtk, ctx->abilities[ctx->battlerAtk], ABILITY_MAGIC_GUARD))
&& !RandomPercentage(RNG_PARALYSIS, 75))
{
gProtectStructs[ctx->battlerAtk].nonVolatileStatusImmobility = TRUE;
// This is removed in FRLG and Emerald for some reason
//CancelMultiTurnMoves(gBattlerAttacker, SKY_DROP_ATTACKCANCELER_CHECK);
gBattlescriptCurrInstr = BattleScript_MoveUsedIsParalyzed;
gHitMarker |= HITMARKER_UNABLE_TO_USE_MOVE;
return MOVE_STEP_FAILURE;
}
return MOVE_STEP_SUCCESS;
}
static enum MoveCanceler CancelerInfatuation(struct BattleContext *ctx)
{
if (gBattleMons[ctx->battlerAtk].volatiles.infatuation)
{
gBattleScripting.battler = gBattleMons[ctx->battlerAtk].volatiles.infatuation - 1;
if (!RandomPercentage(RNG_INFATUATION, 50))
{
BattleScriptCall(BattleScript_MoveUsedIsInLove);
return MOVE_STEP_BREAK;
}
else
{
BattleScriptPush(BattleScript_MoveUsedIsInLoveCantAttack);
gHitMarker |= HITMARKER_UNABLE_TO_USE_MOVE;
gProtectStructs[ctx->battlerAtk].unableToUseMove = TRUE;
CancelMultiTurnMoves(ctx->battlerAtk, SKY_DROP_ATTACKCANCELER_CHECK);
gBattlescriptCurrInstr = BattleScript_MoveUsedIsInLove;
return MOVE_STEP_FAILURE;
}
}
return MOVE_STEP_SUCCESS;
}
static enum MoveCanceler CancelerBide(struct BattleContext *ctx)
{
if (gBattleMons[ctx->battlerAtk].volatiles.bideTurns)
{
if (--gBattleMons[ctx->battlerAtk].volatiles.bideTurns)
{
gBattlescriptCurrInstr = BattleScript_BideStoringEnergy;
}
else
{
// This is removed in FRLG and Emerald for some reason
//gBattleMons[gBattlerAttacker].volatiles.multipleTurns = FALSE;
if (gBideDmg[ctx->battlerAtk])
{
gCurrentMove = MOVE_BIDE;
gBattlerTarget = gBideTarget[ctx->battlerAtk];
if (gAbsentBattlerFlags & (1u << ctx->battlerDef))
gBattlerTarget = GetBattleMoveTarget(MOVE_BIDE, MOVE_TARGET_SELECTED + 1);
gBattlescriptCurrInstr = BattleScript_BideAttack;
return MOVE_STEP_BREAK; // Jumps to a different script but no failure
}
else
{
gBattlescriptCurrInstr = BattleScript_BideNoEnergyToAttack;
return MOVE_STEP_FAILURE;
}
}
}
return MOVE_STEP_SUCCESS;
}
static enum MoveCanceler CancelerZMoves(struct BattleContext *ctx)
{
if (GetActiveGimmick(ctx->battlerAtk) == GIMMICK_Z_MOVE)
{
// attacker has a queued z move
RecordItemEffectBattle(ctx->battlerAtk, HOLD_EFFECT_Z_CRYSTAL);
SetGimmickAsActivated(ctx->battlerAtk, GIMMICK_Z_MOVE);
gBattleScripting.battler = ctx->battlerAtk;
if (GetMoveCategory(ctx->currentMove) == DAMAGE_CATEGORY_STATUS)
BattleScriptCall(BattleScript_ZMoveActivateStatus);
else
BattleScriptCall(BattleScript_ZMoveActivateDamaging);
return MOVE_STEP_BREAK;
}
return MOVE_STEP_SUCCESS;
}
static enum MoveCanceler CancelerChoiceLock(struct BattleContext *ctx)
{
u16 *choicedMoveAtk = &gBattleStruct->choicedMove[ctx->battlerAtk];
enum HoldEffect holdEffect = GetBattlerHoldEffect(ctx->battlerAtk);
if (gChosenMove != MOVE_STRUGGLE
&& (*choicedMoveAtk == MOVE_NONE || *choicedMoveAtk == MOVE_UNAVAILABLE)
&& (IsHoldEffectChoice(holdEffect) || ctx->abilities[ctx->battlerAtk] == ABILITY_GORILLA_TACTICS))
*choicedMoveAtk = gChosenMove;
u32 moveIndex;
for (moveIndex = 0; moveIndex < MAX_MON_MOVES; moveIndex++)
{
if (gBattleMons[ctx->battlerAtk].moves[moveIndex] == *choicedMoveAtk)
break;
}
if (moveIndex == MAX_MON_MOVES)
*choicedMoveAtk = MOVE_NONE;
return MOVE_STEP_SUCCESS;
}
static enum MoveCanceler CancelerCallSubmove(struct BattleContext *ctx)
{
bool32 noEffect = FALSE;
u32 calledMove = MOVE_NONE;
const u8 *battleScript = NULL;
battleScript = BattleScript_SubmoveAttackstring;
switch(GetMoveEffect(ctx->currentMove))
{
case EFFECT_MIRROR_MOVE:
calledMove = GetMirrorMoveMove();
break;
case EFFECT_METRONOME:
calledMove = GetMetronomeMove();
battleScript = BattleScript_MetronomeAttackstring;
break;
case EFFECT_ASSIST:
calledMove = GetAssistMove();
break;
case EFFECT_NATURE_POWER:
calledMove = GetNaturePowerMove(ctx->battlerAtk);
battleScript = BattleScript_NaturePowerAttackstring;
break;
case EFFECT_SLEEP_TALK:
calledMove = GetSleepTalkMove();
battleScript = BattleScript_SleepTalkAttackstring;
break;
case EFFECT_COPYCAT:
calledMove = GetCopyCatMove();
break;
case EFFECT_ME_FIRST:
calledMove = GetMeFirstMove();
break;
default:
noEffect = TRUE;
break;
}
if (noEffect)
{
gBattleStruct->submoveAnnouncement = SUBMOVE_NO_EFFECT;
return MOVE_STEP_SUCCESS;
}
if (calledMove != MOVE_NONE)
{
if (GetActiveGimmick(ctx->battlerAtk) == GIMMICK_Z_MOVE && !IsBattleMoveStatus(calledMove))
calledMove = GetTypeBasedZMove(calledMove);
if (GetMoveEffect(ctx->currentMove) == EFFECT_COPYCAT && IsMaxMove(calledMove))
calledMove = gBattleStruct->dynamax.lastUsedBaseMove;
gBattleStruct->submoveAnnouncement = SUBMOVE_SUCCESS;
gCalledMove = calledMove;
BattleScriptCall(battleScript);
return MOVE_STEP_BREAK;
}
gBattleStruct->submoveAnnouncement = SUBMOVE_FAILURE;
return MOVE_STEP_SUCCESS;
}
static enum MoveCanceler CancelerThaw(struct BattleContext *ctx)
{
if (gBattleMons[ctx->battlerAtk].status1 & STATUS1_FREEZE)
{
if (!(IsMoveEffectRemoveSpeciesType(ctx->currentMove, MOVE_EFFECT_REMOVE_ARG_TYPE, TYPE_FIRE) && !IS_BATTLER_OF_TYPE(ctx->battlerAtk, TYPE_FIRE)))
{
gBattleMons[ctx->battlerAtk].status1 &= ~STATUS1_FREEZE;
BattleScriptCall(BattleScript_MoveUsedUnfroze);
gBattleCommunication[MULTISTRING_CHOOSER] = B_MSG_DEFROSTED_BY_MOVE;
}
return MOVE_STEP_REMOVES_STATUS;
}
if (gBattleMons[ctx->battlerAtk].status1 & STATUS1_FROSTBITE && MoveThawsUser(ctx->currentMove))
{
if (!(IsMoveEffectRemoveSpeciesType(ctx->currentMove, MOVE_EFFECT_REMOVE_ARG_TYPE, TYPE_FIRE) && !IS_BATTLER_OF_TYPE(ctx->battlerAtk, TYPE_FIRE)))
{
gBattleMons[ctx->battlerAtk].status1 &= ~STATUS1_FROSTBITE;
BattleScriptCall(BattleScript_MoveUsedUnfrostbite);
gBattleCommunication[MULTISTRING_CHOOSER] = B_MSG_FROSTBITE_HEALED_BY_MOVE;
}
return MOVE_STEP_REMOVES_STATUS;
}
return MOVE_STEP_SUCCESS;
}
static enum MoveCanceler CancelerStanceChangeTwo(struct BattleContext *ctx)
{
if (B_STANCE_CHANGE_FAIL >= GEN_7 && gChosenMove == ctx->currentMove && TryFormChangeBeforeMove())
return MOVE_STEP_BREAK;
return MOVE_STEP_SUCCESS;
}
static enum MoveCanceler CancelerAttackstring(struct BattleContext *ctx)
{
BattleScriptCall(BattleScript_Attackstring);
if (!gSpecialStatuses[gBattlerAttacker].dancerUsedMove)
gLastPrintedMoves[gBattlerAttacker] = gChosenMove;
return MOVE_STEP_BREAK;
}
static enum MoveCanceler CancelerPPDeduction(struct BattleContext *ctx)
{
if (gBattleMons[ctx->battlerAtk].volatiles.multipleTurns
|| gSpecialStatuses[ctx->battlerAtk].dancerUsedMove
|| ctx->currentMove == MOVE_STRUGGLE)
return MOVE_STEP_SUCCESS;
s32 ppToDeduct = 1;
u32 moveTarget = GetBattlerMoveTargetType(ctx->battlerAtk, ctx->currentMove);
u32 movePosition = gCurrMovePos;
if (gBattleStruct->submoveAnnouncement == SUBMOVE_SUCCESS)
movePosition = gChosenMovePos;
if (moveTarget == MOVE_TARGET_BOTH
|| moveTarget == MOVE_TARGET_FOES_AND_ALLY
|| moveTarget == MOVE_TARGET_ALL_BATTLERS
|| MoveForcesPressure(ctx->currentMove))
{
for (u32 i = 0; i < gBattlersCount; i++)
{
if (!IsBattlerAlly(i, ctx->battlerAtk) && IsBattlerAlive(i))
ppToDeduct += (GetBattlerAbility(i) == ABILITY_PRESSURE);
}
}
else if (moveTarget != MOVE_TARGET_OPPONENTS_FIELD)
{
if (ctx->battlerAtk != ctx->battlerDef && ctx->abilities[ctx->battlerDef] == ABILITY_PRESSURE)
ppToDeduct++;
}
// For item Metronome, echoed voice
if (ctx->currentMove != gLastResultingMoves[ctx->battlerAtk] || WasUnableToUseMove(ctx->battlerAtk))
gBattleStruct->metronomeItemCounter[ctx->battlerAtk] = 0;
if (gBattleMons[ctx->battlerAtk].pp[movePosition] > ppToDeduct)
gBattleMons[ctx->battlerAtk].pp[movePosition] -= ppToDeduct;
else
gBattleMons[ctx->battlerAtk].pp[movePosition] = 0;
if (MOVE_IS_PERMANENT(ctx->battlerAtk, movePosition))
{
BtlController_EmitSetMonData(
ctx->battlerAtk,
B_COMM_TO_CONTROLLER,
REQUEST_PPMOVE1_BATTLE + movePosition,
0,
sizeof(gBattleMons[ctx->battlerAtk].pp[movePosition]),
&gBattleMons[ctx->battlerAtk].pp[movePosition]);
MarkBattlerForControllerExec(ctx->battlerAtk);
}
if (gBattleStruct->submoveAnnouncement != SUBMOVE_NO_EFFECT)
{
if (gBattleStruct->submoveAnnouncement == SUBMOVE_FAILURE)
{
gBattleStruct->submoveAnnouncement = SUBMOVE_NO_EFFECT;
gBattlescriptCurrInstr = BattleScript_ButItFailed;
return MOVE_STEP_FAILURE;
}
else if (CancelerVolatileBlocked(ctx) == MOVE_STEP_FAILURE) // Check Gravity/Heal Block/Throat Chop for Submove
{
gBattleStruct->submoveAnnouncement = SUBMOVE_NO_EFFECT;
return MOVE_STEP_FAILURE;
}
else
{
gBattleStruct->submoveAnnouncement = SUBMOVE_NO_EFFECT;
gBattlerTarget = GetBattleMoveTarget(ctx->currentMove, NO_TARGET_OVERRIDE);
gBattleScripting.animTurn = 0;
gBattleScripting.animTargetsHit = 0;
// Possibly better to just move type setting and redirection to attackcanceler as a new case at this point
SetTypeBeforeUsingMove(ctx->currentMove, ctx->battlerAtk);
HandleMoveTargetRedirection();
gBattlescriptCurrInstr = GetMoveBattleScript(ctx->currentMove);
return MOVE_STEP_BREAK;
}
}
return MOVE_STEP_SUCCESS;
}
static enum MoveCanceler CancelerWeatherPrimal(struct BattleContext *ctx)
{
enum MoveCanceler effect = MOVE_STEP_SUCCESS;
if (HasWeatherEffect() && GetMovePower(ctx->currentMove) > 0)
{
enum Type moveType = GetBattleMoveType(ctx->currentMove);
if (moveType == TYPE_FIRE && (gBattleWeather & B_WEATHER_RAIN_PRIMAL) && (GetGenConfig(GEN_CONFIG_POWDER_RAIN) >= GEN_7 || !TryActivatePowderStatus(ctx->currentMove)))
{
gBattleCommunication[MULTISTRING_CHOOSER] = B_MSG_PRIMAL_WEATHER_FIZZLED_BY_RAIN;
effect = MOVE_STEP_FAILURE;
}
else if (moveType == TYPE_WATER && (gBattleWeather & B_WEATHER_SUN_PRIMAL))
{
gBattleCommunication[MULTISTRING_CHOOSER] = B_MSG_PRIMAL_WEATHER_EVAPORATED_IN_SUN;
effect = MOVE_STEP_FAILURE;
}
if (effect == MOVE_STEP_FAILURE)
{
gProtectStructs[ctx->battlerAtk].chargingTurn = FALSE;
CancelMultiTurnMoves(ctx->battlerAtk, SKY_DROP_ATTACKCANCELER_CHECK);
gHitMarker |= HITMARKER_UNABLE_TO_USE_MOVE;
gBattlescriptCurrInstr = BattleScript_PrimalWeatherBlocksMove;
}
}
return effect;
}
static enum MoveCanceler CancelerMoveFailure(struct BattleContext *ctx)
{
const u8 *battleScript = NULL;
switch (GetMoveEffect(ctx->currentMove))
{
case EFFECT_FAIL_IF_NOT_ARG_TYPE:
if (!IS_BATTLER_OF_TYPE(ctx->battlerAtk, GetMoveArgType(ctx->currentMove)))
battleScript = BattleScript_ButItFailed;
break;
case EFFECT_AURA_WHEEL:
if (gBattleMons[ctx->battlerAtk].species != SPECIES_MORPEKO_FULL_BELLY
&& gBattleMons[ctx->battlerAtk].species != SPECIES_MORPEKO_HANGRY)
battleScript = BattleScript_PokemonCantUseTheMove;
break;
case EFFECT_AURORA_VEIL:
if (!(gBattleWeather & (B_WEATHER_HAIL | B_WEATHER_SNOW) && HasWeatherEffect()))
battleScript = BattleScript_ButItFailed;
break;
case EFFECT_CLANGOROUS_SOUL:
if (gBattleMons[ctx->battlerAtk].hp <= max(1, GetNonDynamaxMaxHP(ctx->battlerAtk) / 3))
battleScript = BattleScript_ButItFailed;
break;
case EFFECT_COUNTER:
case EFFECT_MIRROR_COAT:
case EFFECT_METAL_BURST:
// TODO: Needs a refactor because the moves currently don't work according to new gens
break;
case EFFECT_DESTINY_BOND:
if (DoesDestinyBondFail(ctx->battlerAtk))
battleScript = BattleScript_ButItFailed;
break;
case EFFECT_FIRST_TURN_ONLY:
if (!gDisableStructs[ctx->battlerAtk].isFirstTurn || gSpecialStatuses[ctx->battlerAtk].instructedChosenTarget)
battleScript = BattleScript_ButItFailed;
break;
case EFFECT_MAT_BLOCK:
if (!gDisableStructs[ctx->battlerAtk].isFirstTurn || gSpecialStatuses[ctx->battlerAtk].instructedChosenTarget)
battleScript = BattleScript_ButItFailed;
break;
case EFFECT_FLING:
if (!CanFling(ctx->battlerAtk))
battleScript = BattleScript_ButItFailed;
break;
case EFFECT_FOLLOW_ME:
if (B_UPDATED_MOVE_DATA >= GEN_8 && !(gBattleTypeFlags & BATTLE_TYPE_DOUBLE))
battleScript = BattleScript_ButItFailed;
break;
case EFFECT_FUTURE_SIGHT:
if (gWishFutureKnock.futureSightCounter[ctx->battlerDef] > 0)
battleScript = BattleScript_ButItFailed;
break;
case EFFECT_LAST_RESORT:
if (!CanUseLastResort(ctx->battlerAtk))
battleScript = BattleScript_ButItFailed;
break;
case EFFECT_NO_RETREAT:
if (gBattleMons[ctx->battlerDef].volatiles.noRetreat)
battleScript = BattleScript_ButItFailed;
break;
case EFFECT_POLTERGEIST:
if (gBattleMons[ctx->battlerDef].item == ITEM_NONE
|| gFieldStatuses & STATUS_FIELD_MAGIC_ROOM
|| ctx->abilities[ctx->battlerDef] == ABILITY_KLUTZ)
battleScript = BattleScript_ButItFailed;
break;
case EFFECT_PROTECT:
// TODO
break;
case EFFECT_REST:
if (gBattleMons[ctx->battlerAtk].status1 & STATUS1_SLEEP
|| ctx->abilities[ctx->battlerAtk] == ABILITY_COMATOSE)
battleScript = BattleScript_RestIsAlreadyAsleep;
else if (gBattleMons[ctx->battlerAtk].hp == gBattleMons[ctx->battlerAtk].maxHP)
battleScript = BattleScript_AlreadyAtFullHp;
else if (ctx->abilities[ctx->battlerAtk] == ABILITY_INSOMNIA
|| ctx->abilities[ctx->battlerAtk] == ABILITY_VITAL_SPIRIT
|| ctx->abilities[ctx->battlerAtk] == ABILITY_PURIFYING_SALT)
battleScript = BattleScript_InsomniaProtects;
break;
case EFFECT_SUCKER_PUNCH:
if (HasBattlerActedThisTurn(ctx->battlerDef)
|| (IsBattleMoveStatus(GetChosenMoveFromPosition(ctx->battlerDef)) && !gProtectStructs[ctx->battlerDef].noValidMoves))
battleScript = BattleScript_ButItFailed;
break;
case EFFECT_SNORE:
if (!(gBattleMons[ctx->battlerAtk].status1 & STATUS1_SLEEP)
&& ctx->abilities[ctx->battlerAtk] != ABILITY_COMATOSE)
battleScript = BattleScript_ButItFailed;
break;
case EFFECT_STEEL_ROLLER:
if (!(gFieldStatuses & STATUS_FIELD_TERRAIN_ANY))
battleScript = BattleScript_ButItFailed;
break;
case EFFECT_STOCKPILE:
if (gDisableStructs[ctx->battlerAtk].stockpileCounter >= 3)
battleScript = BattleScript_ButItFailed;
break;
case EFFECT_STUFF_CHEEKS:
if (GetItemPocket(gBattleMons[ctx->battlerAtk].item) != POCKET_BERRIES)
battleScript = BattleScript_ButItFailed;
break;
case EFFECT_SWALLOW:
case EFFECT_SPIT_UP:
if (gDisableStructs[ctx->battlerAtk].stockpileCounter == 0 && !gBattleStruct->snatchedMoveIsUsed)
battleScript = BattleScript_ButItFailed;
break;
case EFFECT_TELEPORT:
// TODO: follow up: Can't make sense of teleport logic
break;
case EFFECT_LOW_KICK:
case EFFECT_HEAT_CRASH:
if (GetActiveGimmick(ctx->battlerDef) == GIMMICK_DYNAMAX)
battleScript = BattleScript_MoveBlockedByDynamax;
break;
default:
break;
}
if (battleScript != NULL)
{
gHitMarker |= HITMARKER_UNABLE_TO_USE_MOVE;
gBattlescriptCurrInstr = battleScript;
return MOVE_STEP_FAILURE;
}
return MOVE_STEP_SUCCESS;
}
static enum MoveCanceler CancelerPowderStatus(struct BattleContext *ctx)
{
if (TryActivatePowderStatus(ctx->currentMove))
{
if (!IsAbilityAndRecord(ctx->battlerAtk, ctx->abilities[ctx->battlerAtk], ABILITY_MAGIC_GUARD))
SetPassiveDamageAmount(ctx->battlerAtk, GetNonDynamaxMaxHP(ctx->battlerAtk) / 4);
// This might be incorrect
if (GetActiveGimmick(ctx->battlerAtk) != GIMMICK_Z_MOVE
|| HasTrainerUsedGimmick(ctx->battlerAtk, GIMMICK_Z_MOVE))
gBattlescriptCurrInstr = BattleScript_MoveUsedPowder;
gHitMarker |= HITMARKER_UNABLE_TO_USE_MOVE;
return MOVE_STEP_BREAK;
}
return MOVE_STEP_SUCCESS;
}
bool32 IsDazzlingAbility(enum Ability ability)
{
switch (ability)
{
case ABILITY_DAZZLING: return TRUE;
case ABILITY_QUEENLY_MAJESTY: return TRUE;
case ABILITY_ARMOR_TAIL: return TRUE;
default: break;
}
return FALSE;
}
static enum MoveCanceler CancelerPriorityBlock(struct BattleContext *ctx)
{
bool32 effect = FALSE;
s32 priority = GetChosenMovePriority(ctx->battlerAtk, ctx->abilities[ctx->battlerAtk]);
u32 blockAbility = ABILITY_NONE; // ability of battler who is blocking
u32 blockedByBattler = ctx->battlerDef;
if (priority <= 0 || IsBattlerAlly(ctx->battlerAtk, ctx->battlerDef))
return MOVE_STEP_SUCCESS;
if (IsDazzlingAbility(ctx->abilities[ctx->battlerDef]))
{
blockAbility = ctx->abilities[ctx->battlerDef];
effect = TRUE;
}
else if (IsDoubleBattle() && IsBattlerAlive(BATTLE_PARTNER(ctx->battlerDef)))
{
blockAbility = GetBattlerAbility(BATTLE_PARTNER(ctx->battlerDef));
if (IsDazzlingAbility(blockAbility))
{
blockedByBattler = BATTLE_PARTNER(ctx->battlerDef);
effect = TRUE;
}
}
if (effect)
{
gMultiHitCounter = 0; // Prevent multi-hit moves from hitting more than once after move has been absorbed.
gLastUsedAbility = blockAbility;
RecordAbilityBattle(blockedByBattler, blockAbility);
gBattleScripting.battler = gBattlerAbility = blockedByBattler;
gBattlescriptCurrInstr = BattleScript_DazzlingProtected;
gHitMarker |= HITMARKER_UNABLE_TO_USE_MOVE;
return MOVE_STEP_FAILURE;
}
return MOVE_STEP_SUCCESS;
}
static enum MoveCanceler CancelerProtean(struct BattleContext *ctx)
{
enum Type moveType = GetBattleMoveType(ctx->currentMove);
if (ProteanTryChangeType(ctx->battlerAtk, ctx->abilities[ctx->battlerAtk], ctx->currentMove, moveType))
{
if (GetGenConfig(GEN_PROTEAN_LIBERO) >= GEN_9)
gDisableStructs[ctx->battlerAtk].usedProteanLibero = TRUE;
PREPARE_TYPE_BUFFER(gBattleTextBuff1, moveType);
gBattlerAbility = ctx->battlerAtk;
PrepareStringBattle(STRINGID_EMPTYSTRING3, ctx->battlerAtk);
gBattleCommunication[MSG_DISPLAY] = 1;
BattleScriptCall(BattleScript_ProteanActivates);
return MOVE_STEP_BREAK;
}
return MOVE_STEP_SUCCESS;
}
static enum MoveCanceler CancelerExplodingDamp(struct BattleContext *ctx)
{
u32 dampBattler = IsAbilityOnField(ABILITY_DAMP);
if (dampBattler && IsMoveDampBanned(ctx->currentMove))
{
gBattleScripting.battler = dampBattler - 1;
gBattlescriptCurrInstr = BattleScript_DampStopsExplosion;
gHitMarker |= HITMARKER_UNABLE_TO_USE_MOVE;
return MOVE_STEP_FAILURE;
}
return MOVE_STEP_SUCCESS;
}
static enum MoveCanceler CancelerMultihitMoves(struct BattleContext *ctx)
{
if (GetMoveEffect(ctx->currentMove) == EFFECT_MULTI_HIT)
{
enum Ability ability = ctx->abilities[ctx->battlerAtk];
if (ability == ABILITY_SKILL_LINK)
{
gMultiHitCounter = 5;
}
else if (ability == ABILITY_BATTLE_BOND
&& ctx->currentMove == MOVE_WATER_SHURIKEN
&& gBattleMons[ctx->battlerAtk].species == SPECIES_GRENINJA_ASH)
{
gMultiHitCounter = 3;
}
else
{
SetRandomMultiHitCounter();
}
PREPARE_BYTE_NUMBER_BUFFER(gBattleScripting.multihitString, 1, 0)
}
else if (GetMoveStrikeCount(ctx->currentMove) > 1)
{
if (GetMoveEffect(ctx->currentMove) == EFFECT_POPULATION_BOMB && GetBattlerHoldEffect(ctx->battlerAtk) == HOLD_EFFECT_LOADED_DICE)
{
gMultiHitCounter = RandomUniform(RNG_LOADED_DICE, 4, 10);
}
else
{
gMultiHitCounter = GetMoveStrikeCount(ctx->currentMove);
if (GetMoveEffect(ctx->currentMove) == EFFECT_DRAGON_DARTS
&& !IsAffectedByFollowMe(ctx->battlerAtk, GetBattlerSide(ctx->battlerDef), ctx->currentMove)
&& CanTargetPartner(ctx->battlerAtk, ctx->battlerDef)
&& TargetFullyImmuneToCurrMove(ctx->battlerAtk, ctx->battlerDef))
gBattlerTarget = BATTLE_PARTNER(ctx->battlerDef);
}
PREPARE_BYTE_NUMBER_BUFFER(gBattleScripting.multihitString, 3, 0)
}
else if (B_BEAT_UP >= GEN_5 && GetMoveEffect(ctx->currentMove) == EFFECT_BEAT_UP)
{
struct Pokemon* party = GetBattlerParty(ctx->battlerAtk);
int i;
gBattleStruct->beatUpSlot = 0;
for (i = 0; i < PARTY_SIZE; i++)
{
u32 species = GetMonData(&party[i], MON_DATA_SPECIES);
if (species != SPECIES_NONE
&& GetMonData(&party[i], MON_DATA_HP)
&& !GetMonData(&party[i], MON_DATA_IS_EGG)
&& !GetMonData(&party[i], MON_DATA_STATUS))
{
gBattleStruct->beatUpSpecies[gBattleStruct->beatUpSlot++] = species;
gMultiHitCounter++;
}
}
gBattleStruct->beatUpSlot = 0;
PREPARE_BYTE_NUMBER_BUFFER(gBattleScripting.multihitString, 1, 0)
}
else
{
gMultiHitCounter = 0;
}
return MOVE_STEP_SUCCESS;
}
static enum MoveCanceler CancelerMultiTargetMoves(struct BattleContext *ctx)
{
u32 moveTarget = GetBattlerMoveTargetType(ctx->battlerAtk, ctx->currentMove);
enum Ability abilityAtk = ctx->abilities[ctx->battlerAtk];
if (IsSpreadMove(moveTarget))
{
for (u32 battlerDef = 0; battlerDef < gBattlersCount; battlerDef++)
{
if (gBattleStruct->bouncedMoveIsUsed && !IsOnPlayerSide(battlerDef))
continue;
enum Ability abilityDef = GetBattlerAbility(battlerDef);
if (ctx->battlerAtk == battlerDef
|| !IsBattlerAlive(battlerDef)
|| (GetMoveEffect(ctx->currentMove) == EFFECT_SYNCHRONOISE && !DoBattlersShareType(ctx->battlerAtk, battlerDef))
|| (moveTarget == MOVE_TARGET_BOTH && ctx->battlerAtk == BATTLE_PARTNER(battlerDef))
|| IsBattlerProtected(ctx->battlerAtk, battlerDef, ctx->currentMove)) // Missing Invulnerable check
{
gBattleStruct->moveResultFlags[battlerDef] = MOVE_RESULT_NO_EFFECT;
gBattleStruct->noResultString[battlerDef] = WILL_FAIL;
}
else if (CanAbilityBlockMove(ctx->battlerAtk, battlerDef, abilityAtk, abilityDef, ctx->currentMove, CHECK_TRIGGER))
{
gBattleStruct->moveResultFlags[battlerDef] = 0;
gBattleStruct->noResultString[battlerDef] = WILL_FAIL;
}
else if (CanAbilityAbsorbMove(ctx->battlerAtk, battlerDef, abilityDef, ctx->currentMove, GetBattleMoveType(gCurrentMove), CHECK_TRIGGER))
{
gBattleStruct->moveResultFlags[battlerDef] = 0;
gBattleStruct->noResultString[battlerDef] = CHECK_ACCURACY;
}
else
{
CalcTypeEffectivenessMultiplierHelper(ctx->currentMove, GetBattleMoveType(ctx->currentMove), ctx->battlerAtk, battlerDef, abilityAtk, abilityDef, TRUE); // Sets moveResultFlags
gBattleStruct->noResultString[battlerDef] = CAN_DAMAGE;
}
}
if (moveTarget == MOVE_TARGET_BOTH)
gBattleStruct->numSpreadTargets = CountAliveMonsInBattle(BATTLE_ALIVE_EXCEPT_BATTLER_SIDE, ctx->battlerAtk);
else
gBattleStruct->numSpreadTargets = CountAliveMonsInBattle(BATTLE_ALIVE_EXCEPT_BATTLER, ctx->battlerAtk);
}
return MOVE_STEP_SUCCESS;
}
static enum MoveCanceler (*const sMoveSuccessOrderCancelers[])(struct BattleContext *ctx) =
{
[CANCELER_CLEAR_FLAGS] = CancelerClearFlags,
[CANCELER_STANCE_CHANGE_1] = CancelerStanceChangeOne,
[CANCELER_SKY_DROP] = CancelerSkyDrop,
[CANCELER_RECHARGE] = CancelerRecharge,
[CANCELER_ASLEEP_OR_FROZEN] = CancelerAsleepOrFrozen,
[CANCELER_OBEDIENCE] = CancelerObedience,
[CANCELER_POWER_POINTS] = CancelerPowerPoints,
[CANCELER_TRUANT] = CancelerTruant,
[CANCELER_FLINCH] = CancelerFlinch,
[CANCELER_DISABLED] = CancelerDisabled,
[CANCELER_VOLATILE_BLOCKED] = CancelerVolatileBlocked,
[CANCELER_TAUNTED] = CancelerTaunted,
[CANCELER_IMPRISONED] = CancelerImprisoned,
[CANCELER_CONFUSED] = CancelerConfused,
[CANCELER_PARALYSED] = CancelerParalysed,
[CANCELER_INFATUATION] = CancelerInfatuation,
[CANCELER_BIDE] = CancelerBide,
[CANCELER_Z_MOVES] = CancelerZMoves,
[CANCELER_CHOICE_LOCK] = CancelerChoiceLock,
[CANCELER_CALLSUBMOVE] = CancelerCallSubmove,
[CANCELER_THAW] = CancelerThaw,
[CANCELER_STANCE_CHANGE_2] = CancelerStanceChangeTwo,
[CANCELER_ATTACKSTRING] = CancelerAttackstring,
[CANCELER_PPDEDUCTION] = CancelerPPDeduction,
[CANCELER_WEATHER_PRIMAL] = CancelerWeatherPrimal,
[CANCELER_MOVE_FAILURE] = CancelerMoveFailure,
[CANCELER_POWDER_STATUS] = CancelerPowderStatus,
[CANCELER_PRIORITY_BLOCK] = CancelerPriorityBlock,
[CANCELER_PROTEAN] = CancelerProtean,
[CANCELER_EXPLODING_DAMP] = CancelerExplodingDamp,
[CANCELER_MULTIHIT_MOVES] = CancelerMultihitMoves,
[CANCELER_MULTI_TARGET_MOVES] = CancelerMultiTargetMoves,
};
enum MoveCanceler AtkCanceler_MoveSuccessOrder(struct BattleContext *ctx)
{
enum MoveCanceler effect = MOVE_STEP_SUCCESS;
while (gBattleStruct->eventState.atkCanceler < CANCELER_END && effect == MOVE_STEP_SUCCESS)
{
effect = sMoveSuccessOrderCancelers[gBattleStruct->eventState.atkCanceler](ctx);
gBattleStruct->eventState.atkCanceler++;
}
if (effect == MOVE_STEP_REMOVES_STATUS)
{
BtlController_EmitSetMonData(
ctx->battlerAtk,
B_COMM_TO_CONTROLLER,
REQUEST_STATUS_BATTLE,
0,
4,
&gBattleMons[gBattlerAttacker].status1);
MarkBattlerForControllerExec(ctx->battlerAtk);
}
return effect;
}
bool32 HasNoMonsToSwitch(u32 battler, u8 partyIdBattlerOn1, u8 partyIdBattlerOn2)
{
u32 i, playerId, flankId;
struct Pokemon *party;
if (!IsDoubleBattle())
return FALSE;
bool32 isPlayerside = IsOnPlayerSide(battler);
if (BATTLE_TWO_VS_ONE_OPPONENT && !isPlayerside)
{
flankId = GetBattlerAtPosition(B_POSITION_OPPONENT_LEFT);
playerId = GetBattlerAtPosition(B_POSITION_OPPONENT_RIGHT);
party = gEnemyParty;
// Edge case: If both opposing Pokemon were knocked out on the same turn,
// make sure opponent only sends out the final Pokemon once.
if (battler == playerId
&& (gHitMarker & HITMARKER_FAINTED(flankId))
&& (gHitMarker & HITMARKER_FAINTED(playerId)))
{
u8 count = 0;
for (i = 0; i < PARTY_SIZE; i++)
if (IsValidForBattle(&party[i]))
count++;
if (count < 2)
return TRUE;
}
if (partyIdBattlerOn1 == PARTY_SIZE)
partyIdBattlerOn1 = gBattlerPartyIndexes[flankId];
if (partyIdBattlerOn2 == PARTY_SIZE)
partyIdBattlerOn2 = gBattlerPartyIndexes[playerId];
for (i = 0; i < PARTY_SIZE; i++)
{
if (IsValidForBattle(&party[i])
&& i != partyIdBattlerOn1 && i != partyIdBattlerOn2
&& i != gBattleStruct->monToSwitchIntoId[flankId] && i != playerId[gBattleStruct->monToSwitchIntoId])
break;
}
return (i == PARTY_SIZE);
}
else if (gBattleTypeFlags & BATTLE_TYPE_INGAME_PARTNER)
{
party = GetBattlerParty(battler);
if (!isPlayerside && WILD_DOUBLE_BATTLE)
{
flankId = GetBattlerAtPosition(B_POSITION_OPPONENT_LEFT);
playerId = GetBattlerAtPosition(B_POSITION_OPPONENT_RIGHT);
if (partyIdBattlerOn1 == PARTY_SIZE)
partyIdBattlerOn1 = gBattlerPartyIndexes[flankId];
if (partyIdBattlerOn2 == PARTY_SIZE)
partyIdBattlerOn2 = gBattlerPartyIndexes[playerId];
for (i = 0; i < PARTY_SIZE; i++)
{
if (IsValidForBattle(&party[i])
&& i != partyIdBattlerOn1 && i != partyIdBattlerOn2
&& i != gBattleStruct->monToSwitchIntoId[flankId] && i != playerId[gBattleStruct->monToSwitchIntoId])
break;
}
return (i == PARTY_SIZE);
}
else
{
playerId = ((battler & BIT_FLANK) / 2);
for (i = playerId * MULTI_PARTY_SIZE; i < playerId * MULTI_PARTY_SIZE + MULTI_PARTY_SIZE; i++)
{
if (IsValidForBattle(&party[i]))
break;
}
return (i == playerId * MULTI_PARTY_SIZE + MULTI_PARTY_SIZE);
}
}
else if (gBattleTypeFlags & BATTLE_TYPE_MULTI)
{
if (gBattleTypeFlags & BATTLE_TYPE_TOWER_LINK_MULTI)
{
if (isPlayerside)
{
party = gPlayerParty;
flankId = GetBattlerMultiplayerId(battler);
playerId = GetLinkTrainerFlankId(flankId);
}
else
{
party = gEnemyParty;
if (battler == 1)
playerId = 0;
else
playerId = 1;
}
}
else
{
flankId = GetBattlerMultiplayerId(battler);
party = GetBattlerParty(battler);
playerId = GetLinkTrainerFlankId(flankId);
}
for (i = playerId * MULTI_PARTY_SIZE; i < playerId * MULTI_PARTY_SIZE + MULTI_PARTY_SIZE; i++)
{
if (IsValidForBattle(&party[i]))
break;
}
return (i == playerId * MULTI_PARTY_SIZE + MULTI_PARTY_SIZE);
}
else if ((gBattleTypeFlags & BATTLE_TYPE_TWO_OPPONENTS) && !isPlayerside)
{
party = gEnemyParty;
if (battler == 1)
playerId = 0;
else
playerId = MULTI_PARTY_SIZE;
for (i = playerId; i < playerId + MULTI_PARTY_SIZE; i++)
{
if (IsValidForBattle(&party[i]))
break;
}
return (i == playerId + 3);
}
else
{
if (!isPlayerside)
{
flankId = GetBattlerAtPosition(B_POSITION_OPPONENT_LEFT);
playerId = GetBattlerAtPosition(B_POSITION_OPPONENT_RIGHT);
party = gEnemyParty;
}
else
{
flankId = GetBattlerAtPosition(B_POSITION_PLAYER_LEFT);
playerId = GetBattlerAtPosition(B_POSITION_PLAYER_RIGHT);
party = gPlayerParty;
}
if (partyIdBattlerOn1 == PARTY_SIZE)
partyIdBattlerOn1 = gBattlerPartyIndexes[flankId];
if (partyIdBattlerOn2 == PARTY_SIZE)
partyIdBattlerOn2 = gBattlerPartyIndexes[playerId];
for (i = 0; i < PARTY_SIZE; i++)
{
if (IsValidForBattle(&party[i])
&& i != partyIdBattlerOn1 && i != partyIdBattlerOn2
&& i != gBattleStruct->monToSwitchIntoId[flankId] && i != playerId[gBattleStruct->monToSwitchIntoId])
break;
}
return (i == PARTY_SIZE);
}
}
bool32 TryChangeBattleWeather(u32 battler, u32 battleWeatherId, u32 ability)
{
if (gBattleWeather & sBattleWeatherInfo[battleWeatherId].flag)
{
return FALSE;
}
else if (gBattleWeather & B_WEATHER_PRIMAL_ANY
&& ability != ABILITY_DESOLATE_LAND
&& ability != ABILITY_PRIMORDIAL_SEA
&& ability != ABILITY_DELTA_STREAM)
{
return FALSE;
}
else if (GetGenConfig(GEN_CONFIG_ABILITY_WEATHER) < GEN_6 && ability != ABILITY_NONE)
{
gBattleWeather = sBattleWeatherInfo[battleWeatherId].flag;
for (u32 i = 0; i < gBattlersCount; i++)
gDisableStructs[i].weatherAbilityDone = FALSE;
return TRUE;
}
else
{
u32 rock = sBattleWeatherInfo[battleWeatherId].rock;
gBattleWeather = sBattleWeatherInfo[battleWeatherId].flag;
if (gBattleWeather & B_WEATHER_PRIMAL_ANY)
gWishFutureKnock.weatherDuration = 0;
else if (rock != 0 && GetBattlerHoldEffect(battler) == rock)
gWishFutureKnock.weatherDuration = 8;
else
gWishFutureKnock.weatherDuration = 5;
for (u32 i = 0; i < gBattlersCount; i++)
gDisableStructs[i].weatherAbilityDone = FALSE;
return TRUE;
}
return FALSE;
}
bool32 TryChangeBattleTerrain(u32 battler, u32 statusFlag)
{
if (gBattleStruct->isSkyBattle)
return FALSE;
if (!(gFieldStatuses & statusFlag))
{
gFieldStatuses &= ~STATUS_FIELD_TERRAIN_ANY;
gFieldStatuses |= statusFlag;
for (u32 i = 0; i < gBattlersCount; i++)
gDisableStructs[i].terrainAbilityDone = FALSE;
if (GetBattlerHoldEffect(battler) == HOLD_EFFECT_TERRAIN_EXTENDER)
gFieldTimers.terrainTimer = 8;
else
gFieldTimers.terrainTimer = 5;
gBattleScripting.battler = battler;
return TRUE;
}
return FALSE;
}
static void ForewarnChooseMove(u32 battler)
{
struct Forewarn {
u8 battler;
u8 power;
u16 moveId;
};
u32 i, j, bestId, count;
struct Forewarn *data = Alloc(sizeof(struct Forewarn) * MAX_BATTLERS_COUNT * MAX_MON_MOVES);
// Put all moves
for (count = 0, i = 0; i < MAX_BATTLERS_COUNT; i++)
{
if (IsBattlerAlive(i) && !IsBattlerAlly(i, battler))
{
for (j = 0; j < MAX_MON_MOVES; j++)
{
if (gBattleMons[i].moves[j] == MOVE_NONE)
continue;
data[count].moveId = gBattleMons[i].moves[j];
data[count].battler = i;
switch (GetMoveEffect(data[count].moveId))
{
case EFFECT_OHKO:
case EFFECT_SHEER_COLD:
data[count].power = 150;
break;
case EFFECT_COUNTER:
case EFFECT_MIRROR_COAT:
case EFFECT_METAL_BURST:
data[count].power = 120;
break;
default:
{
u32 movePower = GetMovePower(data[count].moveId);
if (movePower == 1)
data[count].power = 80;
else
data[count].power = movePower;
break;
}
}
count++;
}
}
}
for (bestId = 0, i = 1; i < count; i++)
{
if (data[i].power > data[bestId].power)
bestId = i;
else if (data[i].power == data[bestId].power && Random() & 1)
bestId = i;
}
gEffectBattler = data[bestId].battler;
PREPARE_MOVE_BUFFER(gBattleTextBuff1, data[bestId].moveId)
RecordKnownMove(data[bestId].battler, data[bestId].moveId);
Free(data);
}
bool32 ChangeTypeBasedOnTerrain(u32 battler)
{
enum Type battlerType;
if (gFieldStatuses & STATUS_FIELD_ELECTRIC_TERRAIN)
battlerType = TYPE_ELECTRIC;
else if (gFieldStatuses & STATUS_FIELD_GRASSY_TERRAIN)
battlerType = TYPE_GRASS;
else if (gFieldStatuses & STATUS_FIELD_MISTY_TERRAIN)
battlerType = TYPE_FAIRY;
else if (gFieldStatuses & STATUS_FIELD_PSYCHIC_TERRAIN)
battlerType = TYPE_PSYCHIC;
else // failsafe
return FALSE;
SET_BATTLER_TYPE(battler, battlerType);
PREPARE_TYPE_BUFFER(gBattleTextBuff1, battlerType);
return TRUE;
}
static inline u8 GetSideFaintCounter(enum BattleSide side)
{
return (side == B_SIDE_PLAYER) ? gBattleResults.playerFaintCounter : gBattleResults.opponentFaintCounter;
}
static inline u8 GetBattlerSideFaintCounter(u32 battler)
{
return GetSideFaintCounter(GetBattlerSide(battler));
}
// Supreme Overlord adds a x0.1 damage boost for each fainted ally.
static inline uq4_12_t GetSupremeOverlordModifier(u32 battler)
{
return UQ_4_12(1.0) + (PercentToUQ4_12(gBattleStruct->supremeOverlordCounter[battler] * 10));
}
bool32 HadMoreThanHalfHpNowDoesnt(u32 battler)
{
// Had more than half of hp before, now has less
return gBattleStruct->battlerState[battler].wasAboveHalfHp
&& gBattleMons[battler].hp <= gBattleMons[battler].maxHP / 2;
}
#define ANIM_STAT_HP 0
#define ANIM_STAT_ATK 1
#define ANIM_STAT_DEF 2
#define ANIM_STAT_SPATK 3
#define ANIM_STAT_SPDEF 4
#define ANIM_STAT_SPEED 5
#define ANIM_STAT_ACC 6
#define ANIM_STAT_EVASION 7
void ChooseStatBoostAnimation(u32 battler)
{
u32 stat;
bool32 statBuffMoreThan1 = FALSE;
u32 static const statsOrder[NUM_BATTLE_STATS] =
{
[ANIM_STAT_HP] = STAT_HP,
[ANIM_STAT_ATK] = STAT_ATK,
[ANIM_STAT_DEF] = STAT_DEF,
[ANIM_STAT_SPATK] = STAT_SPATK,
[ANIM_STAT_SPDEF] = STAT_SPDEF,
[ANIM_STAT_SPEED] = STAT_SPEED,
[ANIM_STAT_ACC] = STAT_ACC,
[ANIM_STAT_EVASION] = STAT_EVASION,
};
gBattleScripting.animArg1 = 0;
for (stat = 1; stat < NUM_BATTLE_STATS; stat++) // Start loop at 1 to avoid STAT_HP
{
if ((gQueuedStatBoosts[battler].stats & (1 << statsOrder[stat])) == 0)
continue;
if (!statBuffMoreThan1)
statBuffMoreThan1 = ((gQueuedStatBoosts[battler].stats & (1 << statsOrder[stat])) > 1);
if (gBattleScripting.animArg1 != 0) // Already set in a different stat so now boosting multiple stats
gBattleScripting.animArg1 = (statBuffMoreThan1 ? STAT_ANIM_MULTIPLE_PLUS2 : STAT_ANIM_MULTIPLE_PLUS1);
else
gBattleScripting.animArg1 = GET_STAT_BUFF_ID((statsOrder[stat] + 1)) + (statBuffMoreThan1 ? STAT_ANIM_PLUS2 : STAT_ANIM_PLUS1);
}
}
#undef ANIM_STAT_HP
#undef ANIM_STAT_ATK
#undef ANIM_STAT_DEF
#undef ANIM_STAT_SPATK
#undef ANIM_STAT_SPDEF
#undef ANIM_STAT_SPEED
#undef ANIM_STAT_ACC
#undef ANIM_STAT_EVASION
bool32 CanAbilityBlockMove(u32 battlerAtk, u32 battlerDef, enum Ability abilityAtk, enum Ability abilityDef, u32 move, enum FunctionCallOption option)
{
const u8 *battleScriptBlocksMove = NULL;
switch (abilityDef)
{
case ABILITY_SOUNDPROOF:
if (IsSoundMove(move) && !(GetBattlerMoveTargetType(battlerAtk, move) & MOVE_TARGET_USER))
battleScriptBlocksMove = BattleScript_SoundproofProtected;
break;
case ABILITY_BULLETPROOF:
if (IsBallisticMove(move))
battleScriptBlocksMove = BattleScript_SoundproofProtected;
break;
case ABILITY_GOOD_AS_GOLD:
if (IsBattleMoveStatus(move))
{
if (!(GetBattlerMoveTargetType(battlerAtk, move) & (MOVE_TARGET_OPPONENTS_FIELD | MOVE_TARGET_ALL_BATTLERS)))
battleScriptBlocksMove = BattleScript_GoodAsGoldActivates;
}
break;
default:
break;
}
if (battleScriptBlocksMove == NULL)
{
s32 atkPriority = 0;
if (option == AI_CHECK)
atkPriority = GetBattleMovePriority(battlerAtk, abilityAtk, move);
else
atkPriority = GetChosenMovePriority(battlerAtk, abilityAtk);
if (atkPriority <= 0)
{
// Not a priority move
}
else if (IsBattleMoveStatus(move)
&& BlocksPrankster(move, battlerAtk, battlerDef, TRUE)
&& !(IsBattleMoveStatus(move) && (abilityDef == ABILITY_MAGIC_BOUNCE || gProtectStructs[battlerDef].bounceMove)))
{
if (option == RUN_SCRIPT && !IsSpreadMove(GetBattlerMoveTargetType(battlerAtk, move)))
CancelMultiTurnMoves(battlerAtk, SKY_DROP_ATTACKCANCELER_CHECK); // Don't cancel moves that can hit two targets bc one target might not be protected
battleScriptBlocksMove = BattleScript_DoesntAffectTargetAtkString;
}
else if (IsBattlerTerrainAffected(battlerDef, abilityDef, GetBattlerHoldEffect(battlerDef), STATUS_FIELD_PSYCHIC_TERRAIN) // Not an ability but similar conditions
&& !IsBattlerAlly(battlerAtk, battlerDef)
&& GetMoveTarget(move) != MOVE_TARGET_ALL_BATTLERS
&& GetMoveTarget(move) != MOVE_TARGET_OPPONENTS_FIELD)
{
battleScriptBlocksMove = BattleScript_MoveUsedPsychicTerrainPrevents;
if (option == RUN_SCRIPT)
{
gMultiHitCounter = 0; // Prevent multi-hit moves from hitting more than once after move has been absorbed.
if (!IsSpreadMove(GetBattlerMoveTargetType(battlerAtk, move)))
CancelMultiTurnMoves(battlerAtk, SKY_DROP_ATTACKCANCELER_CHECK); // Don't cancel moves that can hit two targets bc one target might not be protected
gBattlescriptCurrInstr = BattleScript_MoveUsedPsychicTerrainPrevents;
return TRUE; // Early return since we don't want to set remaining values
}
}
}
if (battleScriptBlocksMove == NULL)
return FALSE;
if (option == RUN_SCRIPT)
{
gMultiHitCounter = 0; // Prevent multi-hit moves from hitting more than once after move has been absorbed.
gLastUsedAbility = abilityDef;
RecordAbilityBattle(battlerDef, abilityDef);
gBattleScripting.battler = gBattlerAbility = battlerDef;
gBattlescriptCurrInstr = battleScriptBlocksMove;
}
return TRUE;
}
bool32 CanAbilityAbsorbMove(u32 battlerAtk, u32 battlerDef, enum Ability abilityDef, u32 move, enum Type moveType, enum FunctionCallOption option)
{
enum MoveAbsorbed effect = MOVE_ABSORBED_BY_NO_ABILITY;
const u8 *battleScript = NULL;
enum Stat statId = 0;
u32 statAmount = 1;
switch (abilityDef)
{
default:
effect = MOVE_ABSORBED_BY_NO_ABILITY;
break;
case ABILITY_VOLT_ABSORB:
if (moveType == TYPE_ELECTRIC && GetBattlerMoveTargetType(battlerAtk, move) != MOVE_TARGET_ALL_BATTLERS)
effect = MOVE_ABSORBED_BY_DRAIN_HP_ABILITY;
break;
case ABILITY_WATER_ABSORB:
case ABILITY_DRY_SKIN:
if (moveType == TYPE_WATER)
effect = MOVE_ABSORBED_BY_DRAIN_HP_ABILITY;
break;
case ABILITY_EARTH_EATER:
if (moveType == TYPE_GROUND)
effect = MOVE_ABSORBED_BY_DRAIN_HP_ABILITY;
break;
case ABILITY_MOTOR_DRIVE:
if (moveType == TYPE_ELECTRIC && GetBattlerMoveTargetType(battlerAtk, move) != MOVE_TARGET_ALL_BATTLERS)
{
effect = MOVE_ABSORBED_BY_STAT_INCREASE_ABILITY;
statId = STAT_SPEED;
}
break;
case ABILITY_LIGHTNING_ROD:
if (B_REDIRECT_ABILITY_IMMUNITY >= GEN_5 && moveType == TYPE_ELECTRIC && GetBattlerMoveTargetType(battlerAtk, move) != MOVE_TARGET_ALL_BATTLERS)
{
effect = MOVE_ABSORBED_BY_STAT_INCREASE_ABILITY;
statId = STAT_SPATK;
}
break;
case ABILITY_STORM_DRAIN:
if (B_REDIRECT_ABILITY_IMMUNITY >= GEN_5 && moveType == TYPE_WATER)
{
effect = MOVE_ABSORBED_BY_STAT_INCREASE_ABILITY;
statId = STAT_SPATK;
}
break;
case ABILITY_SAP_SIPPER:
if (moveType == TYPE_GRASS)
{
effect = MOVE_ABSORBED_BY_STAT_INCREASE_ABILITY;
statId = STAT_ATK;
}
break;
case ABILITY_WELL_BAKED_BODY:
if (moveType == TYPE_FIRE)
{
effect = MOVE_ABSORBED_BY_STAT_INCREASE_ABILITY;
statAmount = 2;
statId = STAT_DEF;
}
break;
case ABILITY_WIND_RIDER:
if (IsWindMove(move) && !(GetBattlerMoveTargetType(battlerAtk, move) & MOVE_TARGET_USER))
{
effect = MOVE_ABSORBED_BY_STAT_INCREASE_ABILITY;
statId = STAT_ATK;
}
break;
case ABILITY_FLASH_FIRE:
if (moveType == TYPE_FIRE && (B_FLASH_FIRE_FROZEN >= GEN_5 || !(gBattleMons[battlerDef].status1 & STATUS1_FREEZE)))
effect = MOVE_ABSORBED_BY_BOOST_FLASH_FIRE;
break;
}
if (effect == MOVE_ABSORBED_BY_NO_ABILITY || option != RUN_SCRIPT)
return effect;
switch (effect)
{
default:
return FALSE;
case MOVE_ABSORBED_BY_DRAIN_HP_ABILITY:
gBattleStruct->pledgeMove = FALSE;
if (IsBattlerAtMaxHp(battlerDef) || (B_HEAL_BLOCKING >= GEN_5 && gBattleMons[battlerDef].volatiles.healBlock))
{
battleScript = BattleScript_MonMadeMoveUseless;
}
else
{
battleScript = BattleScript_MoveHPDrain;
SetHealAmount(battlerDef, GetNonDynamaxMaxHP(battlerDef) / 4);
}
break;
case MOVE_ABSORBED_BY_STAT_INCREASE_ABILITY:
gBattleStruct->pledgeMove = FALSE;
if (!CompareStat(battlerDef, statId, MAX_STAT_STAGE, CMP_LESS_THAN, abilityDef))
{
battleScript = BattleScript_MonMadeMoveUseless;
}
else
{
battleScript = BattleScript_MoveStatDrain;
SET_STATCHANGER(statId, statAmount, FALSE);
if (B_ABSORBING_ABILITY_STRING < GEN_5)
PREPARE_STAT_BUFFER(gBattleTextBuff1, statId);
}
break;
case MOVE_ABSORBED_BY_BOOST_FLASH_FIRE:
gBattleStruct->pledgeMove = FALSE;
if (!gDisableStructs[battlerDef].flashFireBoosted)
{
gBattleCommunication[MULTISTRING_CHOOSER] = B_MSG_FLASH_FIRE_BOOST;
battleScript = BattleScript_FlashFireBoost;
gDisableStructs[battlerDef].flashFireBoosted = TRUE;
}
else
{
gBattleCommunication[MULTISTRING_CHOOSER] = B_MSG_FLASH_FIRE_NO_BOOST;
battleScript = BattleScript_FlashFireBoost;
}
break;
}
if (battleScript != NULL)
{
gMultiHitCounter = 0; // Prevent multi-hit moves from hitting more than once after move has been absorbed.
gLastUsedAbility = abilityDef;
RecordAbilityBattle(battlerDef, abilityDef);
gBattleScripting.battler = gBattlerAbility = battlerDef;
gBattlescriptCurrInstr = battleScript;
}
return effect;
}
static inline bool32 SetStartingFieldStatus(u32 flag, u32 message, u32 anim, u16 *timer)
{
if (!(gFieldStatuses & flag))
{
gBattleCommunication[MULTISTRING_CHOOSER] = message;
gFieldStatuses |= flag;
gBattleScripting.animArg1 = anim;
if (gBattleStruct->startingStatusTimer)
*timer = gBattleStruct->startingStatusTimer;
else
*timer = 0; // Infinite
return TRUE;
}
return FALSE;
}
static inline bool32 SetStartingSideStatus(u32 flag, u32 side, u32 message, u32 anim, u16 *timer)
{
if (!(gSideStatuses[side] & flag))
{
gBattlerAttacker = gBattlerTarget = side;
gBattleCommunication[MULTISTRING_CHOOSER] = message;
gSideStatuses[side] |= flag;
gBattleScripting.animArg1 = anim;
if (gBattleStruct->startingStatusTimer)
*timer = gBattleStruct->startingStatusTimer;
else
*timer = 0; // Infinite
return TRUE;
}
return FALSE;
}
bool32 TryFieldEffects(enum FieldEffectCases caseId)
{
bool32 effect = FALSE;
bool32 isTerrain = FALSE;
if (gBattleTypeFlags & BATTLE_TYPE_SAFARI)
return FALSE;
switch (caseId)
{
case FIELD_EFFECT_TRAINER_STATUSES: // starting field/side/etc statuses with a variable
switch ((enum StartingStatus) gBattleStruct->startingStatus)
{
case STARTING_STATUS_NONE:
break;
case STARTING_STATUS_ELECTRIC_TERRAIN:
effect = SetStartingFieldStatus(
STATUS_FIELD_ELECTRIC_TERRAIN,
B_MSG_TERRAIN_SET_ELECTRIC,
0,
&gFieldTimers.terrainTimer);
isTerrain = TRUE;
break;
case STARTING_STATUS_MISTY_TERRAIN:
effect = SetStartingFieldStatus(
STATUS_FIELD_MISTY_TERRAIN,
B_MSG_TERRAIN_SET_MISTY,
0,
&gFieldTimers.terrainTimer);
isTerrain = TRUE;
break;
case STARTING_STATUS_GRASSY_TERRAIN:
effect = SetStartingFieldStatus(
STATUS_FIELD_GRASSY_TERRAIN,
B_MSG_TERRAIN_SET_GRASSY,
0,
&gFieldTimers.terrainTimer);
isTerrain = TRUE;
break;
case STARTING_STATUS_PSYCHIC_TERRAIN:
effect = SetStartingFieldStatus(
STATUS_FIELD_PSYCHIC_TERRAIN,
B_MSG_TERRAIN_SET_PSYCHIC,
0,
&gFieldTimers.terrainTimer);
isTerrain = TRUE;
break;
case STARTING_STATUS_TRICK_ROOM:
effect = SetStartingFieldStatus(
STATUS_FIELD_TRICK_ROOM,
B_MSG_SET_TRICK_ROOM,
B_ANIM_TRICK_ROOM,
&gFieldTimers.trickRoomTimer);
break;
case STARTING_STATUS_MAGIC_ROOM:
effect = SetStartingFieldStatus(
STATUS_FIELD_MAGIC_ROOM,
B_MSG_SET_MAGIC_ROOM,
B_ANIM_MAGIC_ROOM,
&gFieldTimers.magicRoomTimer);
break;
case STARTING_STATUS_WONDER_ROOM:
effect = SetStartingFieldStatus(
STATUS_FIELD_WONDER_ROOM,
B_MSG_SET_WONDER_ROOM,
B_ANIM_WONDER_ROOM,
&gFieldTimers.wonderRoomTimer);
break;
case STARTING_STATUS_TAILWIND_PLAYER:
effect = SetStartingSideStatus(
SIDE_STATUS_TAILWIND,
B_SIDE_PLAYER,
B_MSG_SET_TAILWIND,
B_ANIM_TAILWIND,
&gSideTimers[B_SIDE_PLAYER].tailwindTimer);
break;
case STARTING_STATUS_TAILWIND_OPPONENT:
effect = SetStartingSideStatus(
SIDE_STATUS_TAILWIND,
B_SIDE_OPPONENT,
B_MSG_SET_TAILWIND,
B_ANIM_TAILWIND,
&gSideTimers[B_SIDE_OPPONENT].tailwindTimer);
break;
case STARTING_STATUS_RAINBOW_PLAYER:
effect = SetStartingSideStatus(
SIDE_STATUS_RAINBOW,
B_SIDE_PLAYER,
B_MSG_SET_RAINBOW,
B_ANIM_RAINBOW,
&gSideTimers[B_SIDE_PLAYER].rainbowTimer);
break;
case STARTING_STATUS_RAINBOW_OPPONENT:
effect = SetStartingSideStatus(
SIDE_STATUS_RAINBOW,
B_SIDE_OPPONENT,
B_MSG_SET_RAINBOW,
B_ANIM_RAINBOW,
&gSideTimers[B_SIDE_OPPONENT].rainbowTimer);
break;
case STARTING_STATUS_SEA_OF_FIRE_PLAYER:
effect = SetStartingSideStatus(
SIDE_STATUS_SEA_OF_FIRE,
B_SIDE_PLAYER,
B_MSG_SET_SEA_OF_FIRE,
B_ANIM_SEA_OF_FIRE,
&gSideTimers[B_SIDE_PLAYER].seaOfFireTimer);
break;
case STARTING_STATUS_SEA_OF_FIRE_OPPONENT:
effect = SetStartingSideStatus(
SIDE_STATUS_SEA_OF_FIRE,
B_SIDE_OPPONENT,
B_MSG_SET_SEA_OF_FIRE,
B_ANIM_SEA_OF_FIRE,
&gSideTimers[B_SIDE_OPPONENT].seaOfFireTimer);
break;
case STARTING_STATUS_SWAMP_PLAYER:
effect = SetStartingSideStatus(
SIDE_STATUS_SWAMP,
B_SIDE_PLAYER,
B_MSG_SET_SWAMP,
B_ANIM_SWAMP,
&gSideTimers[B_SIDE_PLAYER].swampTimer);
break;
case STARTING_STATUS_SWAMP_OPPONENT:
effect = SetStartingSideStatus(
SIDE_STATUS_SWAMP,
B_SIDE_OPPONENT,
B_MSG_SET_SWAMP,
B_ANIM_SWAMP,
&gSideTimers[B_SIDE_OPPONENT].swampTimer);
break;
}
if (effect)
{
if (isTerrain)
BattleScriptPushCursorAndCallback(BattleScript_OverworldTerrain);
else
BattleScriptPushCursorAndCallback(BattleScript_OverworldStatusStarts);
}
break;
case FIELD_EFFECT_OVERWORLD_TERRAIN: // terrain starting from overworld weather
if (B_THUNDERSTORM_TERRAIN == TRUE
&& !(gFieldStatuses & STATUS_FIELD_ELECTRIC_TERRAIN)
&& GetCurrentWeather() == WEATHER_RAIN_THUNDERSTORM)
{
// overworld weather started rain, so just do electric terrain anim
gFieldStatuses = STATUS_FIELD_ELECTRIC_TERRAIN;
gFieldTimers.terrainTimer = 0;
gBattleCommunication[MULTISTRING_CHOOSER] = B_MSG_TERRAIN_SET_ELECTRIC;
BattleScriptPushCursorAndCallback(BattleScript_OverworldTerrain);
effect = TRUE;
}
else if (B_OVERWORLD_FOG >= GEN_8
&& (GetCurrentWeather() == WEATHER_FOG_HORIZONTAL || GetCurrentWeather() == WEATHER_FOG_DIAGONAL)
&& !(gFieldStatuses & STATUS_FIELD_MISTY_TERRAIN))
{
gFieldStatuses = STATUS_FIELD_MISTY_TERRAIN;
gFieldTimers.terrainTimer = 0;
gBattleCommunication[MULTISTRING_CHOOSER] = B_MSG_TERRAIN_SET_MISTY;
BattleScriptPushCursorAndCallback(BattleScript_OverworldTerrain);
effect = TRUE;
}
break;
case FIELD_EFFECT_OVERWORLD_WEATHER:
if (!(gBattleTypeFlags & BATTLE_TYPE_RECORDED))
{
switch (GetCurrentWeather())
{
case WEATHER_RAIN:
case WEATHER_RAIN_THUNDERSTORM:
case WEATHER_DOWNPOUR:
if (!(gBattleWeather & B_WEATHER_RAIN))
{
gBattleWeather = B_WEATHER_RAIN_NORMAL;
gBattleScripting.animArg1 = B_ANIM_RAIN_CONTINUES;
effect = TRUE;
}
break;
case WEATHER_SANDSTORM:
if (!(gBattleWeather & B_WEATHER_SANDSTORM))
{
gBattleWeather = B_WEATHER_SANDSTORM;
gBattleScripting.animArg1 = B_ANIM_SANDSTORM_CONTINUES;
effect = TRUE;
}
break;
case WEATHER_DROUGHT:
if (!(gBattleWeather & B_WEATHER_SUN))
{
gBattleWeather = B_WEATHER_SUN_NORMAL;
gBattleScripting.animArg1 = B_ANIM_SUN_CONTINUES;
effect = TRUE;
}
break;
case WEATHER_SNOW:
if (!(gBattleWeather & (B_WEATHER_HAIL | B_WEATHER_SNOW)))
{
if (B_OVERWORLD_SNOW >= GEN_9)
{
gBattleWeather = B_WEATHER_SNOW;
gBattleScripting.animArg1 = B_ANIM_SNOW_CONTINUES;
}
else
{
gBattleWeather = B_WEATHER_HAIL;
gBattleScripting.animArg1 = B_ANIM_HAIL_CONTINUES;
}
effect = TRUE;
}
break;
case WEATHER_FOG_DIAGONAL:
case WEATHER_FOG_HORIZONTAL:
if (B_OVERWORLD_FOG == GEN_4 && !(gBattleWeather & B_WEATHER_FOG))
{
gBattleWeather = B_WEATHER_FOG;
gBattleScripting.animArg1 = B_ANIM_FOG_CONTINUES;
effect = TRUE;
}
break;
}
}
if (effect)
{
gBattleCommunication[MULTISTRING_CHOOSER] = GetCurrentWeather();
BattleScriptPushCursorAndCallback(BattleScript_OverworldWeatherStarts);
}
break;
}
return effect;
}
u32 AbilityBattleEffects(enum AbilityEffect caseID, u32 battler, enum Ability ability, u32 special, u32 moveArg)
{
u32 effect = 0;
enum Type moveType = 0;
u32 move = 0;
u32 side = 0;
u32 i = 0, j = 0;
u32 partner = 0;
if (gBattleTypeFlags & BATTLE_TYPE_SAFARI)
return 0;
if (gBattlerAttacker >= gBattlersCount)
gBattlerAttacker = battler;
if (special)
gLastUsedAbility = special;
else if (ability)
gLastUsedAbility = ability;
else
gLastUsedAbility = GetBattlerAbility(battler);
if (moveArg)
move = moveArg;
else
move = gCurrentMove;
moveType = GetBattleMoveType(move);
switch (caseID)
{
case ABILITYEFFECT_ON_SWITCHIN:
gBattleScripting.battler = battler;
switch (gLastUsedAbility)
{
case ABILITY_TRACE:
{
u32 chosenTarget;
u32 target1;
u32 target2;
if (gSpecialStatuses[battler].switchInAbilityDone)
break;
if (GetBattlerHoldEffectIgnoreAbility(battler) == HOLD_EFFECT_ABILITY_SHIELD)
break;
side = (BATTLE_OPPOSITE(GetBattlerPosition(battler))) & BIT_SIDE;
target1 = GetBattlerAtPosition(side);
target2 = GetBattlerAtPosition(side + BIT_FLANK);
if (IsDoubleBattle())
{
if (!gAbilitiesInfo[gBattleMons[target1].ability].cantBeTraced && gBattleMons[target1].hp != 0
&& !gAbilitiesInfo[gBattleMons[target2].ability].cantBeTraced && gBattleMons[target2].hp != 0)
chosenTarget = GetBattlerAtPosition((RandomPercentage(RNG_TRACE, 50) * 2) | side), effect++;
else if (!gAbilitiesInfo[gBattleMons[target1].ability].cantBeTraced && gBattleMons[target1].hp != 0)
chosenTarget = target1, effect++;
else if (!gAbilitiesInfo[gBattleMons[target2].ability].cantBeTraced && gBattleMons[target2].hp != 0)
chosenTarget = target2, effect++;
}
else
{
if (!gAbilitiesInfo[gBattleMons[target1].ability].cantBeTraced && gBattleMons[target1].hp != 0)
chosenTarget = target1, effect++;
}
if (effect != 0)
{
BattleScriptPushCursorAndCallback(BattleScript_TraceActivates);
gBattleStruct->tracedAbility[battler] = gLastUsedAbility = gBattleMons[chosenTarget].ability;
RecordAbilityBattle(chosenTarget, gLastUsedAbility); // Record the opposing battler has this ability
PREPARE_MON_NICK_WITH_PREFIX_LOWER_BUFFER(gBattleTextBuff1, chosenTarget, gBattlerPartyIndexes[chosenTarget])
PREPARE_ABILITY_BUFFER(gBattleTextBuff2, gLastUsedAbility)
}
}
break;
case ABILITY_IMPOSTER:
{
u32 diagonalBattler = BATTLE_OPPOSITE(battler);
if (IsDoubleBattle())
diagonalBattler = BATTLE_PARTNER(diagonalBattler);
// Imposter only activates when the battler first switches in
if (gDisableStructs[battler].isFirstTurn == 2
&& !gDisableStructs[battler].overwrittenAbility
&& IsBattlerAlive(diagonalBattler)
&& !gBattleMons[diagonalBattler].volatiles.substitute
&& !gBattleMons[diagonalBattler].volatiles.transformed
&& !gBattleMons[battler].volatiles.transformed
&& gBattleStruct->illusion[diagonalBattler].state != ILLUSION_ON
&& !IsSemiInvulnerable(diagonalBattler, EXCLUDE_COMMANDER))
{
SaveBattlerAttacker(gBattlerAttacker);
SaveBattlerTarget(gBattlerTarget);
gBattlerAttacker = battler;
gBattlerTarget = diagonalBattler;
BattleScriptPushCursorAndCallback(BattleScript_ImposterActivates);
effect++;
}
}
break;
case ABILITY_MOLD_BREAKER:
if (!gSpecialStatuses[battler].switchInAbilityDone)
{
gBattleCommunication[MULTISTRING_CHOOSER] = B_MSG_SWITCHIN_MOLDBREAKER;
gSpecialStatuses[battler].switchInAbilityDone = TRUE;
BattleScriptPushCursorAndCallback(BattleScript_SwitchInAbilityMsg);
effect++;
}
break;
case ABILITY_TERAVOLT:
if (!gSpecialStatuses[battler].switchInAbilityDone)
{
gBattleCommunication[MULTISTRING_CHOOSER] = B_MSG_SWITCHIN_TERAVOLT;
gSpecialStatuses[battler].switchInAbilityDone = TRUE;
BattleScriptPushCursorAndCallback(BattleScript_SwitchInAbilityMsg);
effect++;
}
break;
case ABILITY_TURBOBLAZE:
if (!gSpecialStatuses[battler].switchInAbilityDone)
{
gBattleCommunication[MULTISTRING_CHOOSER] = B_MSG_SWITCHIN_TURBOBLAZE;
gSpecialStatuses[battler].switchInAbilityDone = TRUE;
BattleScriptPushCursorAndCallback(BattleScript_SwitchInAbilityMsg);
effect++;
}
break;
case ABILITY_SLOW_START:
if (!gSpecialStatuses[battler].switchInAbilityDone)
{
gDisableStructs[battler].slowStartTimer = 5;
gBattleCommunication[MULTISTRING_CHOOSER] = B_MSG_SWITCHIN_SLOWSTART;
gSpecialStatuses[battler].switchInAbilityDone = TRUE;
BattleScriptPushCursorAndCallback(BattleScript_SwitchInAbilityMsg);
effect++;
}
break;
case ABILITY_UNNERVE:
if (!gSpecialStatuses[battler].switchInAbilityDone && !gDisableStructs[battler].unnerveActivated)
{
gEffectBattler = GetOppositeBattler(battler);
gBattleCommunication[MULTISTRING_CHOOSER] = B_MSG_SWITCHIN_UNNERVE;
gDisableStructs[battler].unnerveActivated = TRUE;
gSpecialStatuses[battler].switchInAbilityDone = TRUE;
BattleScriptPushCursorAndCallback(BattleScript_SwitchInAbilityMsg);
effect++;
}
break;
case ABILITY_AS_ONE_ICE_RIDER:
case ABILITY_AS_ONE_SHADOW_RIDER:
if (!gSpecialStatuses[battler].switchInAbilityDone && !gDisableStructs[battler].unnerveActivated)
{
gEffectBattler = GetOppositeBattler(battler);
gBattleCommunication[MULTISTRING_CHOOSER] = B_MSG_SWITCHIN_ASONE;
gDisableStructs[battler].unnerveActivated = TRUE;
gSpecialStatuses[battler].switchInAbilityDone = TRUE;
BattleScriptPushCursorAndCallback(BattleScript_ActivateAsOne);
effect++;
}
break;
case ABILITY_CURIOUS_MEDICINE:
if (!gSpecialStatuses[battler].switchInAbilityDone && IsDoubleBattle()
&& IsBattlerAlive(BATTLE_PARTNER(battler)) && TryResetBattlerStatChanges(BATTLE_PARTNER(battler)))
{
gEffectBattler = BATTLE_PARTNER(battler);
gBattleCommunication[MULTISTRING_CHOOSER] = B_MSG_SWITCHIN_CURIOUS_MEDICINE;
gSpecialStatuses[battler].switchInAbilityDone = TRUE;
BattleScriptPushCursorAndCallback(BattleScript_SwitchInAbilityMsg);
effect++;
}
break;
case ABILITY_PASTEL_VEIL:
if (!gSpecialStatuses[battler].switchInAbilityDone)
{
SaveBattlerTarget(gBattlerTarget);
gBattlerTarget = battler;
gBattleCommunication[MULTISTRING_CHOOSER] = B_MSG_SWITCHIN_PASTEL_VEIL;
BattleScriptPushCursorAndCallback(BattleScript_PastelVeilActivates);
effect++;
gSpecialStatuses[battler].switchInAbilityDone = TRUE;
}
break;
case ABILITY_ANTICIPATION:
if (!gSpecialStatuses[battler].switchInAbilityDone)
{
struct DamageContext ctx = {0};
uq4_12_t modifier = UQ_4_12(1.0);
for (i = 0; i < MAX_BATTLERS_COUNT; i++)
{
if (IsBattlerAlive(i) && !IsBattlerAlly(i, battler))
{
for (j = 0; j < MAX_MON_MOVES; j++)
{
move = gBattleMons[i].moves[j];
enum BattleMoveEffects moveEffect = GetMoveEffect(move);
moveType = GetBattleMoveType(move);
ctx.battlerAtk = i;
ctx.battlerDef = battler;
ctx.move = ctx.chosenMove = move;
ctx.moveType = moveType;
ctx.isAnticipation = TRUE;
modifier = CalcTypeEffectivenessMultiplier(&ctx);
if (modifier >= UQ_4_12(2.0)
|| moveEffect == EFFECT_OHKO
|| moveEffect == EFFECT_SHEER_COLD)
{
effect++;
break;
}
}
}
}
if (effect != 0)
{
gBattleCommunication[MULTISTRING_CHOOSER] = B_MSG_SWITCHIN_ANTICIPATION;
gSpecialStatuses[battler].switchInAbilityDone = TRUE;
BattleScriptPushCursorAndCallback(BattleScript_SwitchInAbilityMsg);
}
}
break;
case ABILITY_FRISK:
if (!gSpecialStatuses[battler].switchInAbilityDone)
{
gSpecialStatuses[battler].switchInAbilityDone = TRUE;
BattleScriptPushCursorAndCallback(BattleScript_FriskActivates); // Try activate
effect++;
}
return effect; // Note: It returns effect as to not record the ability if Frisk does not activate.
case ABILITY_FOREWARN:
if (!gSpecialStatuses[battler].switchInAbilityDone)
{
ForewarnChooseMove(battler);
gBattleCommunication[MULTISTRING_CHOOSER] = B_MSG_SWITCHIN_FOREWARN;
gSpecialStatuses[battler].switchInAbilityDone = TRUE;
BattleScriptPushCursorAndCallback(BattleScript_SwitchInAbilityMsg);
effect++;
}
break;
case ABILITY_DOWNLOAD:
if (!gSpecialStatuses[battler].switchInAbilityDone)
{
enum Stat statId;
u32 opposingBattler;
u32 opposingDef = 0, opposingSpDef = 0;
opposingBattler = BATTLE_OPPOSITE(battler);
for (i = 0; i < 2; opposingBattler ^= BIT_FLANK, i++)
{
if (IsBattlerAlive(opposingBattler))
{
opposingDef += gBattleMons[opposingBattler].defense
* gStatStageRatios[gBattleMons[opposingBattler].statStages[STAT_DEF]][0]
/ gStatStageRatios[gBattleMons[opposingBattler].statStages[STAT_DEF]][1];
opposingSpDef += gBattleMons[opposingBattler].spDefense
* gStatStageRatios[gBattleMons[opposingBattler].statStages[STAT_SPDEF]][0]
/ gStatStageRatios[gBattleMons[opposingBattler].statStages[STAT_SPDEF]][1];
}
}
if (opposingDef < opposingSpDef)
statId = STAT_ATK;
else
statId = STAT_SPATK;
gSpecialStatuses[battler].switchInAbilityDone = TRUE;
if (CompareStat(battler, statId, MAX_STAT_STAGE, CMP_LESS_THAN, gLastUsedAbility))
{
SET_STATCHANGER(statId, 1, FALSE);
SaveBattlerAttacker(gBattlerAttacker);
gBattlerAttacker = battler;
PREPARE_STAT_BUFFER(gBattleTextBuff1, statId);
BattleScriptPushCursorAndCallback(BattleScript_AttackerAbilityStatRaiseEnd3);
effect++;
}
}
break;
case ABILITY_PRESSURE:
if (!gSpecialStatuses[battler].switchInAbilityDone)
{
gBattleCommunication[MULTISTRING_CHOOSER] = B_MSG_SWITCHIN_PRESSURE;
gSpecialStatuses[battler].switchInAbilityDone = TRUE;
BattleScriptPushCursorAndCallback(BattleScript_SwitchInAbilityMsg);
effect++;
}
break;
case ABILITY_DARK_AURA:
if (!gSpecialStatuses[battler].switchInAbilityDone)
{
gBattleCommunication[MULTISTRING_CHOOSER] = B_MSG_SWITCHIN_DARKAURA;
gSpecialStatuses[battler].switchInAbilityDone = TRUE;
BattleScriptPushCursorAndCallback(BattleScript_SwitchInAbilityMsg);
effect++;
}
break;
case ABILITY_FAIRY_AURA:
if (!gSpecialStatuses[battler].switchInAbilityDone)
{
gBattleCommunication[MULTISTRING_CHOOSER] = B_MSG_SWITCHIN_FAIRYAURA;
gSpecialStatuses[battler].switchInAbilityDone = TRUE;
BattleScriptPushCursorAndCallback(BattleScript_SwitchInAbilityMsg);
effect++;
}
break;
case ABILITY_AURA_BREAK:
if (!gSpecialStatuses[battler].switchInAbilityDone)
{
gBattleCommunication[MULTISTRING_CHOOSER] = B_MSG_SWITCHIN_AURABREAK;
gSpecialStatuses[battler].switchInAbilityDone = TRUE;
BattleScriptPushCursorAndCallback(BattleScript_SwitchInAbilityMsg);
effect++;
}
break;
case ABILITY_COMATOSE:
if (!gSpecialStatuses[battler].switchInAbilityDone)
{
gBattleCommunication[MULTISTRING_CHOOSER] = B_MSG_SWITCHIN_COMATOSE;
gSpecialStatuses[battler].switchInAbilityDone = TRUE;
BattleScriptPushCursorAndCallback(BattleScript_SwitchInAbilityMsg);
effect++;
}
break;
case ABILITY_SCREEN_CLEANER:
if (!gSpecialStatuses[battler].switchInAbilityDone && TryRemoveScreens(battler))
{
gBattleCommunication[MULTISTRING_CHOOSER] = B_MSG_SWITCHIN_SCREENCLEANER;
gSpecialStatuses[battler].switchInAbilityDone = TRUE;
BattleScriptPushCursorAndCallback(BattleScript_SwitchInAbilityMsg);
effect++;
}
break;
case ABILITY_DRIZZLE:
if (TryChangeBattleWeather(battler, BATTLE_WEATHER_RAIN, gLastUsedAbility))
{
BattleScriptPushCursorAndCallback(BattleScript_DrizzleActivates);
effect++;
}
else if (gBattleWeather & B_WEATHER_PRIMAL_ANY && HasWeatherEffect() && !gSpecialStatuses[battler].switchInAbilityDone)
{
gSpecialStatuses[battler].switchInAbilityDone = TRUE;
BattleScriptPushCursorAndCallback(BattleScript_BlockedByPrimalWeatherEnd3);
effect++;
}
break;
case ABILITY_SAND_STREAM:
if (TryChangeBattleWeather(battler, BATTLE_WEATHER_SANDSTORM, gLastUsedAbility))
{
BattleScriptPushCursorAndCallback(BattleScript_SandstreamActivates);
effect++;
}
else if (gBattleWeather & B_WEATHER_PRIMAL_ANY && HasWeatherEffect() && !gSpecialStatuses[battler].switchInAbilityDone)
{
gSpecialStatuses[battler].switchInAbilityDone = TRUE;
BattleScriptPushCursorAndCallback(BattleScript_BlockedByPrimalWeatherEnd3);
effect++;
}
break;
case ABILITY_ORICHALCUM_PULSE:
case ABILITY_DROUGHT:
if (TryChangeBattleWeather(battler, BATTLE_WEATHER_SUN, gLastUsedAbility))
{
BattleScriptPushCursorAndCallback(BattleScript_DroughtActivates);
effect++;
}
else if (gBattleWeather & B_WEATHER_PRIMAL_ANY && HasWeatherEffect() && !gSpecialStatuses[battler].switchInAbilityDone)
{
gSpecialStatuses[battler].switchInAbilityDone = TRUE;
BattleScriptPushCursorAndCallback(BattleScript_BlockedByPrimalWeatherEnd3);
effect++;
}
break;
case ABILITY_SNOW_WARNING:
if (GetGenConfig(GEN_SNOW_WARNING) >= GEN_9 && TryChangeBattleWeather(battler, BATTLE_WEATHER_SNOW, gLastUsedAbility))
{
BattleScriptPushCursorAndCallback(BattleScript_SnowWarningActivatesSnow);
effect++;
}
else if (GetGenConfig(GEN_SNOW_WARNING) < GEN_9 && TryChangeBattleWeather(battler, BATTLE_WEATHER_HAIL, gLastUsedAbility))
{
BattleScriptPushCursorAndCallback(BattleScript_SnowWarningActivatesHail);
effect++;
}
else if (gBattleWeather & B_WEATHER_PRIMAL_ANY && HasWeatherEffect() && !gSpecialStatuses[battler].switchInAbilityDone)
{
gSpecialStatuses[battler].switchInAbilityDone = TRUE;
BattleScriptPushCursorAndCallback(BattleScript_BlockedByPrimalWeatherEnd3);
effect++;
}
break;
case ABILITY_ELECTRIC_SURGE:
case ABILITY_HADRON_ENGINE:
if (TryChangeBattleTerrain(battler, STATUS_FIELD_ELECTRIC_TERRAIN))
{
BattleScriptPushCursorAndCallback(BattleScript_ElectricSurgeActivates);
effect++;
}
break;
case ABILITY_GRASSY_SURGE:
if (TryChangeBattleTerrain(battler, STATUS_FIELD_GRASSY_TERRAIN))
{
BattleScriptPushCursorAndCallback(BattleScript_GrassySurgeActivates);
effect++;
}
break;
case ABILITY_MISTY_SURGE:
if (TryChangeBattleTerrain(battler, STATUS_FIELD_MISTY_TERRAIN))
{
BattleScriptPushCursorAndCallback(BattleScript_MistySurgeActivates);
effect++;
}
break;
case ABILITY_PSYCHIC_SURGE:
if (TryChangeBattleTerrain(battler, STATUS_FIELD_PSYCHIC_TERRAIN))
{
BattleScriptPushCursorAndCallback(BattleScript_PsychicSurgeActivates);
effect++;
}
break;
case ABILITY_INTIMIDATE:
if (!gSpecialStatuses[battler].switchInAbilityDone && !IsOpposingSideEmpty(battler))
{
SaveBattlerAttacker(gBattlerAttacker);
gBattlerAttacker = battler;
gSpecialStatuses[battler].switchInAbilityDone = TRUE;
SET_STATCHANGER(STAT_ATK, 1, TRUE);
BattleScriptPushCursorAndCallback(BattleScript_IntimidateActivates);
effect++;
}
break;
case ABILITY_SUPERSWEET_SYRUP:
if (!gSpecialStatuses[battler].switchInAbilityDone
&& !GetBattlerPartyState(battler)->supersweetSyrup
&& !IsOpposingSideEmpty(battler))
{
SaveBattlerAttacker(gBattlerAttacker);
gBattlerAttacker = battler;
gSpecialStatuses[battler].switchInAbilityDone = TRUE;
GetBattlerPartyState(battler)->supersweetSyrup = TRUE;
BattleScriptPushCursorAndCallback(BattleScript_SupersweetSyrupActivates);
effect++;
}
break;
case ABILITY_CLOUD_NINE:
case ABILITY_AIR_LOCK:
if (!gSpecialStatuses[battler].switchInAbilityDone)
{
gSpecialStatuses[battler].switchInAbilityDone = TRUE;
BattleScriptPushCursorAndCallback(BattleScript_AnnounceAirLockCloudNine);
effect++;
}
break;
case ABILITY_TERAFORM_ZERO:
if (!gSpecialStatuses[battler].switchInAbilityDone
&& gBattleMons[battler].species == SPECIES_TERAPAGOS_STELLAR)
{
gSpecialStatuses[battler].switchInAbilityDone = TRUE;
BattleScriptPushCursorAndCallback(BattleScript_ActivateTeraformZero);
effect++;
}
break;
case ABILITY_SCHOOLING:
if (gBattleMons[battler].level < 20)
break;
// Fallthrough
case ABILITY_ZEN_MODE:
case ABILITY_SHIELDS_DOWN:
if (TryBattleFormChange(battler, FORM_CHANGE_BATTLE_HP_PERCENT))
{
BattleScriptPushCursorAndCallback(BattleScript_BattlerFormChangeEnd3);
effect++;
}
break;
case ABILITY_INTREPID_SWORD:
if (!gSpecialStatuses[battler].switchInAbilityDone
&& !GetBattlerPartyState(battler)->intrepidSwordBoost)
{
if (GetGenConfig(GEN_INTREPID_SWORD) == GEN_9)
GetBattlerPartyState(battler)->intrepidSwordBoost = TRUE;
gSpecialStatuses[battler].switchInAbilityDone = TRUE;
if (CompareStat(battler, STAT_ATK, MAX_STAT_STAGE, CMP_LESS_THAN, gLastUsedAbility))
{
SET_STATCHANGER(STAT_ATK, 1, FALSE);
BattleScriptPushCursorAndCallback(BattleScript_BattlerAbilityStatRaiseOnSwitchIn);
effect++;
}
}
break;
case ABILITY_DAUNTLESS_SHIELD:
if (!gSpecialStatuses[battler].switchInAbilityDone
&& !GetBattlerPartyState(battler)->dauntlessShieldBoost)
{
if (GetGenConfig(GEN_DAUNTLESS_SHIELD) == GEN_9)
GetBattlerPartyState(battler)->dauntlessShieldBoost = TRUE;
gSpecialStatuses[battler].switchInAbilityDone = TRUE;
if (CompareStat(battler, STAT_DEF, MAX_STAT_STAGE, CMP_LESS_THAN, gLastUsedAbility))
{
SET_STATCHANGER(STAT_DEF, 1, FALSE);
BattleScriptPushCursorAndCallback(BattleScript_BattlerAbilityStatRaiseOnSwitchIn);
effect++;
}
}
break;
case ABILITY_WIND_RIDER:
if (!gSpecialStatuses[battler].switchInAbilityDone
&& CompareStat(battler, STAT_ATK, MAX_STAT_STAGE, CMP_LESS_THAN, gLastUsedAbility)
&& gSideStatuses[GetBattlerSide(battler)] & SIDE_STATUS_TAILWIND)
{
gSpecialStatuses[battler].switchInAbilityDone = TRUE;
SET_STATCHANGER(STAT_ATK, 1, FALSE);
BattleScriptPushCursorAndCallback(BattleScript_BattlerAbilityStatRaiseOnSwitchIn);
effect++;
}
break;
case ABILITY_DESOLATE_LAND:
if (TryChangeBattleWeather(battler, BATTLE_WEATHER_SUN_PRIMAL, gLastUsedAbility))
{
BattleScriptPushCursorAndCallback(BattleScript_DesolateLandActivates);
effect++;
}
break;
case ABILITY_PRIMORDIAL_SEA:
if (TryChangeBattleWeather(battler, BATTLE_WEATHER_RAIN_PRIMAL, gLastUsedAbility))
{
BattleScriptPushCursorAndCallback(BattleScript_PrimordialSeaActivates);
effect++;
}
break;
case ABILITY_DELTA_STREAM:
if (TryChangeBattleWeather(battler, BATTLE_WEATHER_STRONG_WINDS, gLastUsedAbility))
{
BattleScriptPushCursorAndCallback(BattleScript_DeltaStreamActivates);
effect++;
}
break;
case ABILITY_VESSEL_OF_RUIN:
if (!gSpecialStatuses[battler].switchInAbilityDone)
{
gBattleMons[battler].volatiles.vesselOfRuin = TRUE;
PREPARE_STAT_BUFFER(gBattleTextBuff1, STAT_SPATK);
gSpecialStatuses[battler].switchInAbilityDone = TRUE;
BattleScriptPushCursorAndCallback(BattleScript_RuinAbilityActivates);
effect++;
}
break;
case ABILITY_SWORD_OF_RUIN:
if (!gSpecialStatuses[battler].switchInAbilityDone)
{
gBattleMons[battler].volatiles.swordOfRuin = TRUE;
PREPARE_STAT_BUFFER(gBattleTextBuff1, STAT_DEF);
gSpecialStatuses[battler].switchInAbilityDone = TRUE;
BattleScriptPushCursorAndCallback(BattleScript_RuinAbilityActivates);
effect++;
}
break;
case ABILITY_TABLETS_OF_RUIN:
if (!gSpecialStatuses[battler].switchInAbilityDone)
{
gBattleMons[battler].volatiles.tabletsOfRuin = TRUE;
PREPARE_STAT_BUFFER(gBattleTextBuff1, STAT_ATK);
gSpecialStatuses[battler].switchInAbilityDone = TRUE;
BattleScriptPushCursorAndCallback(BattleScript_RuinAbilityActivates);
effect++;
}
break;
case ABILITY_BEADS_OF_RUIN:
if (!gSpecialStatuses[battler].switchInAbilityDone)
{
gBattleMons[battler].volatiles.beadsOfRuin = TRUE;
PREPARE_STAT_BUFFER(gBattleTextBuff1, STAT_SPDEF);
gSpecialStatuses[battler].switchInAbilityDone = TRUE;
BattleScriptPushCursorAndCallback(BattleScript_RuinAbilityActivates);
effect++;
}
break;
case ABILITY_SUPREME_OVERLORD:
if (!gSpecialStatuses[battler].switchInAbilityDone)
{
gSpecialStatuses[battler].switchInAbilityDone = TRUE;
gBattleStruct->supremeOverlordCounter[battler] = min(5, GetBattlerSideFaintCounter(battler));
if (gBattleStruct->supremeOverlordCounter[battler] > 0)
{
BattleScriptPushCursorAndCallback(BattleScript_SupremeOverlordActivates);
effect++;
}
}
break;
case ABILITY_COSTAR:
if (!gSpecialStatuses[battler].switchInAbilityDone
&& IsDoubleBattle()
&& IsBattlerAlive(BATTLE_PARTNER(battler))
&& CountBattlerStatIncreases(BATTLE_PARTNER(battler), FALSE))
{
gSpecialStatuses[battler].switchInAbilityDone = TRUE;
for (i = 0; i < NUM_BATTLE_STATS; i++)
gBattleMons[battler].statStages[i] = gBattleMons[BATTLE_PARTNER(battler)].statStages[i];
gEffectBattler = BATTLE_PARTNER(battler);
BattleScriptPushCursorAndCallback(BattleScript_CostarActivates);
effect++;
}
break;
case ABILITY_ZERO_TO_HERO:
if (!gSpecialStatuses[battler].switchInAbilityDone
&& GetMonData(GetBattlerMon(battler), MON_DATA_SPECIES) == SPECIES_PALAFIN_HERO
&& !GetBattlerPartyState(battler)->transformZeroToHero)
{
gSpecialStatuses[battler].switchInAbilityDone = TRUE;
GetBattlerPartyState(battler)->transformZeroToHero = TRUE;
BattleScriptPushCursorAndCallback(BattleScript_ZeroToHeroActivates);
effect++;
}
break;
case ABILITY_HOSPITALITY:
partner = BATTLE_PARTNER(battler);
if (!gSpecialStatuses[battler].switchInAbilityDone
&& IsDoubleBattle()
&& !gBattleMons[partner].volatiles.healBlock
&& gBattleMons[partner].hp < gBattleMons[partner].maxHP
&& IsBattlerAlive(partner))
{
gEffectBattler = partner;
gSpecialStatuses[battler].switchInAbilityDone = TRUE;
SetHealAmount(partner, GetNonDynamaxMaxHP(partner) / 4);
BattleScriptPushCursorAndCallback(BattleScript_HospitalityActivates);
effect++;
}
break;
case ABILITY_EMBODY_ASPECT_TEAL_MASK:
case ABILITY_EMBODY_ASPECT_HEARTHFLAME_MASK:
case ABILITY_EMBODY_ASPECT_WELLSPRING_MASK:
case ABILITY_EMBODY_ASPECT_CORNERSTONE_MASK:
if (!gSpecialStatuses[battler].switchInAbilityDone)
{
enum Stat stat;
if (gLastUsedAbility == ABILITY_EMBODY_ASPECT_HEARTHFLAME_MASK)
stat = STAT_ATK;
else if (gLastUsedAbility == ABILITY_EMBODY_ASPECT_WELLSPRING_MASK)
stat = STAT_SPDEF;
else if (gLastUsedAbility == ABILITY_EMBODY_ASPECT_CORNERSTONE_MASK)
stat = STAT_DEF;
else //ABILITY_EMBODY_ASPECT_TEAL_MASK
stat = STAT_SPEED;
if (CompareStat(battler, stat, MAX_STAT_STAGE, CMP_EQUAL, gLastUsedAbility))
break;
gSpecialStatuses[battler].switchInAbilityDone = TRUE;
SET_STATCHANGER(stat, 1, FALSE);
BattleScriptPushCursorAndCallback(BattleScript_BattlerAbilityStatRaiseOnSwitchIn);
effect++;
}
break;
case ABILITY_TERA_SHIFT:
if (!gSpecialStatuses[battler].switchInAbilityDone
&& gBattleMons[battler].species == SPECIES_TERAPAGOS_NORMAL
&& TryBattleFormChange(battler, FORM_CHANGE_BATTLE_SWITCH))
{
gBattleScripting.abilityPopupOverwrite = gLastUsedAbility = ABILITY_TERA_SHIFT;
gSpecialStatuses[battler].switchInAbilityDone = TRUE;
BattleScriptPushCursorAndCallback(BattleScript_BattlerFormChangeWithStringEnd3);
effect++;
}
break;
case ABILITY_COMMANDER:
partner = BATTLE_PARTNER(battler);
if (!gSpecialStatuses[battler].switchInAbilityDone
&& IsBattlerAlive(partner)
&& IsBattlerAlive(battler)
&& gBattleStruct->battlerState[partner].commanderSpecies == SPECIES_NONE
&& gBattleMons[partner].species == SPECIES_DONDOZO
&& GET_BASE_SPECIES_ID(GetMonData(GetBattlerMon(battler), MON_DATA_SPECIES)) == SPECIES_TATSUGIRI)
{
SaveBattlerAttacker(gBattlerAttacker);
gSpecialStatuses[battler].switchInAbilityDone = TRUE;
gBattlerAttacker = partner;
gBattleStruct->battlerState[battler].commandingDondozo = TRUE;
gBattleStruct->battlerState[partner].commanderSpecies = gBattleMons[battler].species;
gBattleMons[battler].volatiles.semiInvulnerable = STATE_COMMANDER;
if (gBattleMons[battler].volatiles.confusionTurns > 0 && !gBattleMons[battler].volatiles.infiniteConfusion)
gBattleMons[battler].volatiles.confusionTurns--;
BtlController_EmitSpriteInvisibility(battler, B_COMM_TO_CONTROLLER, TRUE);
MarkBattlerForControllerExec(battler);
BattleScriptPushCursorAndCallback(BattleScript_CommanderActivates);
effect++;
}
break;
default:
break;
}
break;
case ABILITYEFFECT_ENDTURN:
if (IsBattlerAlive(battler))
{
gBattlerAttacker = battler;
switch (gLastUsedAbility)
{
case ABILITY_PICKUP:
if (gBattleMons[battler].item == ITEM_NONE
&& gBattleStruct->changedItems[battler] == ITEM_NONE // Will not inherit an item
&& PickupHasValidTarget(battler))
{
gBattlerTarget = RandomUniformExcept(RNG_PICKUP, 0, gBattlersCount - 1, CantPickupItem);
gLastUsedItem = GetBattlerPartyState(gBattlerTarget)->usedHeldItem;
BattleScriptExecute(BattleScript_PickupActivates);
effect++;
}
break;
case ABILITY_HARVEST:
if ((IsBattlerWeatherAffected(battler, B_WEATHER_SUN) || RandomPercentage(RNG_HARVEST, 50))
&& gBattleMons[battler].item == ITEM_NONE
&& gBattleStruct->changedItems[battler] == ITEM_NONE // Will not inherit an item
&& GetItemPocket(GetBattlerPartyState(battler)->usedHeldItem) == POCKET_BERRIES)
{
gLastUsedItem = GetBattlerPartyState(battler)->usedHeldItem;
BattleScriptExecute(BattleScript_HarvestActivates);
effect++;
}
break;
case ABILITY_ICE_BODY:
if (IsBattlerWeatherAffected(battler, B_WEATHER_HAIL | B_WEATHER_SNOW)
&& !IsBattlerAtMaxHp(battler)
&& gBattleMons[battler].volatiles.semiInvulnerable != STATE_UNDERGROUND
&& gBattleMons[battler].volatiles.semiInvulnerable != STATE_UNDERWATER
&& !gBattleMons[battler].volatiles.healBlock)
{
BattleScriptExecute(BattleScript_IceBodyHeal);
SetHealAmount(battler, GetNonDynamaxMaxHP(battler) / 16);
effect++;
}
break;
case ABILITY_DRY_SKIN:
if (IsBattlerWeatherAffected(battler, B_WEATHER_SUN))
goto SOLAR_POWER_HP_DROP;
// Dry Skin works similarly to Rain Dish in Rain
case ABILITY_RAIN_DISH:
if (IsBattlerWeatherAffected(battler, B_WEATHER_RAIN)
&& !IsBattlerAtMaxHp(battler)
&& !gBattleMons[battler].volatiles.healBlock)
{
s32 healAmount = gLastUsedAbility == ABILITY_RAIN_DISH ? 16 : 8;
SetHealAmount(battler, GetNonDynamaxMaxHP(battler) / healAmount);
BattleScriptExecute(BattleScript_RainDishActivates);
effect++;
}
break;
case ABILITY_HYDRATION:
if (IsBattlerWeatherAffected(battler, B_WEATHER_RAIN)
&& gBattleMons[battler].status1 & STATUS1_ANY)
{
goto ABILITY_HEAL_MON_STATUS;
}
break;
case ABILITY_SHED_SKIN:
if ((gBattleMons[battler].status1 & STATUS1_ANY)
&& (B_ABILITY_TRIGGER_CHANCE == GEN_4 ? RandomPercentage(RNG_SHED_SKIN, 30) : RandomChance(RNG_SHED_SKIN, 1, 3)))
{
ABILITY_HEAL_MON_STATUS:
if (gBattleMons[battler].status1 & (STATUS1_POISON | STATUS1_TOXIC_POISON))
StringCopy(gBattleTextBuff1, gStatusConditionString_PoisonJpn);
if (gBattleMons[battler].status1 & STATUS1_SLEEP)
{
StringCopy(gBattleTextBuff1, gStatusConditionString_SleepJpn);
TryDeactivateSleepClause(GetBattlerSide(battler), gBattlerPartyIndexes[battler]);
}
if (gBattleMons[battler].status1 & STATUS1_PARALYSIS)
StringCopy(gBattleTextBuff1, gStatusConditionString_ParalysisJpn);
if (gBattleMons[battler].status1 & STATUS1_BURN)
StringCopy(gBattleTextBuff1, gStatusConditionString_BurnJpn);
if (gBattleMons[battler].status1 & (STATUS1_FREEZE | STATUS1_FROSTBITE))
StringCopy(gBattleTextBuff1, gStatusConditionString_IceJpn);
gBattleMons[battler].status1 = 0;
gBattleMons[battler].volatiles.nightmare = FALSE;
gBattleScripting.battler = battler;
BattleScriptExecute(BattleScript_ShedSkinActivates);
BtlController_EmitSetMonData(battler, B_COMM_TO_CONTROLLER, REQUEST_STATUS_BATTLE, 0, 4, &gBattleMons[battler].status1);
MarkBattlerForControllerExec(battler);
effect++;
}
break;
case ABILITY_SPEED_BOOST:
if (CompareStat(battler, STAT_SPEED, MAX_STAT_STAGE, CMP_LESS_THAN, gLastUsedAbility) && gDisableStructs[battler].isFirstTurn != 2)
{
SaveBattlerAttacker(gBattlerAttacker);
SET_STATCHANGER(STAT_SPEED, 1, FALSE);
BattleScriptExecute(BattleScript_AttackerAbilityStatRaiseEnd2);
gBattleScripting.battler = battler;
effect++;
}
break;
case ABILITY_MOODY:
if (gDisableStructs[battler].isFirstTurn != 2)
{
u32 validToRaise = 0, validToLower = 0;
u32 statsNum = GetGenConfig(GEN_CONFIG_MOODY_STATS) >= GEN_8 ? NUM_STATS : NUM_BATTLE_STATS;
for (i = STAT_ATK; i < statsNum; i++)
{
if (CompareStat(battler, i, MIN_STAT_STAGE, CMP_GREATER_THAN, gLastUsedAbility))
validToLower |= 1u << i;
if (CompareStat(battler, i, MAX_STAT_STAGE, CMP_LESS_THAN, gLastUsedAbility))
validToRaise |= 1u << i;
}
gBattleScripting.statChanger = gBattleScripting.savedStatChanger = 0; // for raising and lowering stat respectively
if (validToRaise) // Find stat to raise
{
i = RandomUniformExcept(RNG_MOODY_INCREASE, STAT_ATK, statsNum - 1, MoodyCantRaiseStat);
SET_STATCHANGER(i, 2, FALSE);
validToLower &= ~(1u << i); // Can't lower the same stat as raising.
}
if (validToLower) // Find stat to lower
{
// MoodyCantLowerStat already checks that both stats are different
i = RandomUniformExcept(RNG_MOODY_DECREASE, STAT_ATK, statsNum - 1, MoodyCantLowerStat);
SET_STATCHANGER2(gBattleScripting.savedStatChanger, i, 1, TRUE);
}
BattleScriptExecute(BattleScript_MoodyActivates);
effect++;
}
break;
case ABILITY_TRUANT:
gDisableStructs[gBattlerAttacker].truantCounter ^= 1;
break;
case ABILITY_SLOW_START:
if (gDisableStructs[battler].slowStartTimer > 0 && --gDisableStructs[battler].slowStartTimer == 0)
{
BattleScriptExecute(BattleScript_SlowStartEnds);
effect++;
}
break;
case ABILITY_BAD_DREAMS:
BattleScriptExecute(BattleScript_BadDreamsActivates);
effect++;
break;
case ABILITY_SOLAR_POWER:
if (IsBattlerWeatherAffected(battler, B_WEATHER_SUN))
{
SOLAR_POWER_HP_DROP:
SetPassiveDamageAmount(battler, GetNonDynamaxMaxHP(battler) / 8);
BattleScriptExecute(BattleScript_SolarPowerActivates);
effect++;
}
break;
case ABILITY_HEALER:
gBattleScripting.battler = BATTLE_PARTNER(battler);
if (IsBattlerAlive(gBattleScripting.battler)
&& gBattleMons[gBattleScripting.battler].status1 & STATUS1_ANY
&& RandomPercentage(RNG_HEALER, 30))
{
BattleScriptExecute(BattleScript_HealerActivates);
effect++;
}
break;
case ABILITY_SCHOOLING:
if (gBattleMons[battler].level < 20)
break;
// Fallthrough
case ABILITY_ZEN_MODE:
case ABILITY_SHIELDS_DOWN:
if (TryBattleFormChange(battler, FORM_CHANGE_BATTLE_HP_PERCENT))
{
gBattleScripting.battler = battler;
BattleScriptExecute(BattleScript_BattlerFormChangeEnd2);
effect++;
}
break;
case ABILITY_POWER_CONSTRUCT:
if (TryBattleFormChange(battler, FORM_CHANGE_BATTLE_HP_PERCENT))
{
gBattleScripting.battler = battler;
BattleScriptExecute(BattleScript_PowerConstruct);
effect++;
}
break;
case ABILITY_BALL_FETCH:
if (gBattleMons[battler].item == ITEM_NONE
&& gBattleResults.catchAttempts[ItemIdToBallId(gLastUsedBall)] >= 1
&& !gHasFetchedBall)
{
gLastUsedItem = gLastUsedBall;
gBattleScripting.battler = battler;
gBattleMons[battler].item = gLastUsedItem;
BtlController_EmitSetMonData(battler, B_COMM_TO_CONTROLLER, REQUEST_HELDITEM_BATTLE, 0, 2, &gLastUsedItem);
MarkBattlerForControllerExec(battler);
gHasFetchedBall = TRUE;
BattleScriptExecute(BattleScript_BallFetch);
effect++;
}
break;
case ABILITY_HUNGER_SWITCH:
if (!gBattleMons[battler].volatiles.transformed
&& GetActiveGimmick(battler) != GIMMICK_TERA
&& TryBattleFormChange(battler, FORM_CHANGE_BATTLE_TURN_END))
{
gBattleScripting.battler = battler;
BattleScriptExecute(BattleScript_BattlerFormChangeEnd3NoPopup);
effect++;
}
break;
case ABILITY_CUD_CHEW:
if (gDisableStructs[battler].cudChew == TRUE)
{
gBattleScripting.battler = battler;
gDisableStructs[battler].cudChew = FALSE;
gLastUsedItem = GetBattlerPartyState(battler)->usedHeldItem;
GetBattlerPartyState(battler)->usedHeldItem = ITEM_NONE;
BattleScriptExecute(BattleScript_CudChewActivates);
effect++;
}
else if (!gDisableStructs[battler].cudChew && GetItemPocket(GetBattlerPartyState(battler)->usedHeldItem) == POCKET_BERRIES)
{
gDisableStructs[battler].cudChew = TRUE;
}
break;
default:
break;
}
}
break;
case ABILITYEFFECT_COLOR_CHANGE:
switch (gLastUsedAbility)
{
case ABILITY_COLOR_CHANGE:
if (IsBattlerTurnDamaged(battler)
&& IsBattlerAlive(battler)
&& !IS_BATTLER_OF_TYPE(battler, moveType)
&& move != MOVE_STRUGGLE
&& moveType != TYPE_STELLAR
&& moveType != TYPE_MYSTERY)
{
gEffectBattler = gBattlerAbility = battler;
SET_BATTLER_TYPE(battler, moveType);
PREPARE_TYPE_BUFFER(gBattleTextBuff1, moveType);
BattleScriptCall(BattleScript_ColorChangeActivates);
effect++;
}
break;
case ABILITY_BERSERK:
if (IsBattlerTurnDamaged(battler)
&& IsBattlerAlive(battler)
&& HadMoreThanHalfHpNowDoesnt(battler)
&& CompareStat(battler, STAT_SPATK, MAX_STAT_STAGE, CMP_LESS_THAN, gLastUsedAbility))
{
gEffectBattler = gBattlerAbility = battler;
SET_STATCHANGER(STAT_SPATK, 1, FALSE);
BattleScriptCall(BattleScript_BerserkActivates);
effect++;
}
break;
case ABILITY_ANGER_SHELL:
if (IsBattlerTurnDamaged(battler)
&& IsBattlerAlive(battler)
&& HadMoreThanHalfHpNowDoesnt(battler))
{
gEffectBattler = gBattlerAbility = battler;
BattleScriptCall(BattleScript_AngerShellActivates);
effect++;
}
break;
default:
break;
}
break;
case ABILITYEFFECT_MOVE_END: // Think contact abilities.
switch (gLastUsedAbility)
{
case ABILITY_JUSTIFIED:
if (IsBattlerTurnDamaged(battler)
&& IsBattlerAlive(battler)
&& moveType == TYPE_DARK
&& CompareStat(battler, STAT_ATK, MAX_STAT_STAGE, CMP_LESS_THAN, gLastUsedAbility))
{
gEffectBattler = gBattlerAbility = battler;
SET_STATCHANGER(STAT_ATK, 1, FALSE);
BattleScriptCall(BattleScript_TargetAbilityStatRaiseRet);
effect++;
}
break;
case ABILITY_RATTLED:
if (IsBattlerTurnDamaged(battler)
&& IsBattlerAlive(battler)
&& (moveType == TYPE_DARK || moveType == TYPE_BUG || moveType == TYPE_GHOST)
&& CompareStat(battler, STAT_SPEED, MAX_STAT_STAGE, CMP_LESS_THAN, gLastUsedAbility))
{
gEffectBattler = gBattlerAbility = battler;
SET_STATCHANGER(STAT_SPEED, 1, FALSE);
BattleScriptCall(BattleScript_TargetAbilityStatRaiseRet);
effect++;
}
break;
case ABILITY_WATER_COMPACTION:
if (IsBattlerTurnDamaged(battler)
&& IsBattlerAlive(battler)
&& moveType == TYPE_WATER
&& CompareStat(battler, STAT_DEF, MAX_STAT_STAGE, CMP_LESS_THAN, gLastUsedAbility))
{
gEffectBattler = gBattlerAbility = battler;
SET_STATCHANGER(STAT_DEF, 2, FALSE);
BattleScriptCall(BattleScript_TargetAbilityStatRaiseRet);
effect++;
}
break;
case ABILITY_STAMINA:
if (gBattlerAttacker != gBattlerTarget
&& IsBattlerTurnDamaged(gBattlerTarget)
&& IsBattlerAlive(battler)
&& CompareStat(battler, STAT_DEF, MAX_STAT_STAGE, CMP_LESS_THAN, gLastUsedAbility))
{
gEffectBattler = gBattlerAbility = battler;
SET_STATCHANGER(STAT_DEF, 1, FALSE);
BattleScriptCall(BattleScript_TargetAbilityStatRaiseRet);
effect++;
}
break;
case ABILITY_WEAK_ARMOR:
if (IsBattlerTurnDamaged(battler)
&& IsBattlerAlive(battler)
&& IsBattleMovePhysical(gCurrentMove)
&& (CompareStat(battler, STAT_SPEED, MAX_STAT_STAGE, CMP_LESS_THAN, gLastUsedAbility) // Don't activate if both Speed and Defense cannot be raised.
|| CompareStat(battler, STAT_DEF, MIN_STAT_STAGE, CMP_GREATER_THAN, gLastUsedAbility)))
{
if (GetMoveEffect(gCurrentMove) == EFFECT_HIT_ESCAPE && CanBattlerSwitch(gBattlerAttacker))
gProtectStructs[battler].disableEjectPack = TRUE; // Set flag for target
BattleScriptCall(BattleScript_WeakArmorActivates);
effect++;
}
break;
case ABILITY_CURSED_BODY:
if (IsBattlerTurnDamaged(gBattlerTarget)
&& gDisableStructs[gBattlerAttacker].disabledMove == MOVE_NONE
&& IsBattlerAlive(gBattlerAttacker)
&& !IsAbilityOnSide(gBattlerAttacker, ABILITY_AROMA_VEIL)
&& gChosenMove != MOVE_STRUGGLE
&& RandomPercentage(RNG_CURSED_BODY, 30))
{
gDisableStructs[gBattlerAttacker].disabledMove = gChosenMove;
gDisableStructs[gBattlerAttacker].disableTimer = 4;
PREPARE_MOVE_BUFFER(gBattleTextBuff1, gChosenMove);
BattleScriptCall(BattleScript_CursedBodyActivates);
effect++;
}
break;
case ABILITY_LINGERING_AROMA:
case ABILITY_MUMMY:
if (IsBattlerAlive(gBattlerAttacker)
&& IsBattlerTurnDamaged(gBattlerTarget)
&& !CanBattlerAvoidContactEffects(gBattlerAttacker, gBattlerTarget, GetBattlerAbility(gBattlerAttacker), GetBattlerHoldEffect(gBattlerAttacker), move)
&& gDisableStructs[gBattlerAttacker].overwrittenAbility != GetBattlerAbility(gBattlerTarget)
&& gBattleMons[gBattlerAttacker].ability != ABILITY_MUMMY
&& gBattleMons[gBattlerAttacker].ability != ABILITY_LINGERING_AROMA
&& !gAbilitiesInfo[gBattleMons[gBattlerAttacker].ability].cantBeSuppressed)
{
if (GetBattlerHoldEffectIgnoreAbility(gBattlerAttacker) == HOLD_EFFECT_ABILITY_SHIELD)
{
RecordItemEffectBattle(gBattlerAttacker, HOLD_EFFECT_ABILITY_SHIELD);
break;
}
RemoveAbilityFlags(gBattlerAttacker);
gLastUsedAbility = gBattleMons[gBattlerAttacker].ability;
gBattleMons[gBattlerAttacker].ability = gDisableStructs[gBattlerAttacker].overwrittenAbility = gBattleMons[gBattlerTarget].ability;
BattleScriptCall(BattleScript_MummyActivates);
effect++;
break;
}
break;
case ABILITY_WANDERING_SPIRIT:
if (IsBattlerAlive(gBattlerAttacker)
&& IsBattlerTurnDamaged(gBattlerTarget)
&& !CanBattlerAvoidContactEffects(gBattlerAttacker, gBattlerTarget, GetBattlerAbility(gBattlerAttacker), GetBattlerHoldEffect(gBattlerAttacker), move)
&& !(GetActiveGimmick(gBattlerTarget) == GIMMICK_DYNAMAX)
&& !gAbilitiesInfo[gBattleMons[gBattlerAttacker].ability].cantBeSwapped)
{
if (GetBattlerHoldEffectIgnoreAbility(gBattlerAttacker) == HOLD_EFFECT_ABILITY_SHIELD)
{
RecordItemEffectBattle(gBattlerAttacker, HOLD_EFFECT_ABILITY_SHIELD);
break;
}
if (GetBattlerHoldEffectIgnoreAbility(gBattlerTarget) == HOLD_EFFECT_ABILITY_SHIELD)
{
RecordItemEffectBattle(gBattlerTarget, HOLD_EFFECT_ABILITY_SHIELD);
break;
}
RemoveAbilityFlags(gBattlerAttacker);
gLastUsedAbility = gBattleMons[gBattlerAttacker].ability;
gBattleMons[gBattlerAttacker].ability = gDisableStructs[gBattlerAttacker].overwrittenAbility = gBattleMons[gBattlerTarget].ability;
gBattleMons[gBattlerTarget].ability = gDisableStructs[gBattlerTarget].overwrittenAbility = gLastUsedAbility;
BattleScriptCall(BattleScript_WanderingSpiritActivates);
effect++;
break;
}
break;
case ABILITY_ANGER_POINT:
if (gSpecialStatuses[battler].criticalHit
&& IsBattlerTurnDamaged(battler)
&& IsBattlerAlive(battler)
&& CompareStat(battler, STAT_ATK, MAX_STAT_STAGE, CMP_LESS_THAN, gLastUsedAbility))
{
SET_STATCHANGER(STAT_ATK, MAX_STAT_STAGE - gBattleMons[battler].statStages[STAT_ATK], FALSE);
BattleScriptCall(BattleScript_TargetsStatWasMaxedOut);
effect++;
}
break;
case ABILITY_GOOEY:
case ABILITY_TANGLING_HAIR:
if (IsBattlerAlive(gBattlerAttacker)
&& (CompareStat(gBattlerAttacker, STAT_SPEED, MIN_STAT_STAGE, CMP_GREATER_THAN, gLastUsedAbility) || GetBattlerAbility(gBattlerAttacker) == ABILITY_MIRROR_ARMOR)
&& !gProtectStructs[gBattlerAttacker].confusionSelfDmg
&& IsBattlerTurnDamaged(gBattlerTarget)
&& !CanBattlerAvoidContactEffects(gBattlerAttacker, gBattlerTarget, GetBattlerAbility(gBattlerAttacker), GetBattlerHoldEffect(gBattlerAttacker), move))
{
SET_STATCHANGER(STAT_SPEED, 1, TRUE);
PREPARE_ABILITY_BUFFER(gBattleTextBuff1, gLastUsedAbility);
BattleScriptCall(BattleScript_GooeyActivates);
effect++;
}
break;
case ABILITY_ROUGH_SKIN:
case ABILITY_IRON_BARBS:
if (IsBattlerAlive(gBattlerAttacker)
&& !gProtectStructs[gBattlerAttacker].confusionSelfDmg
&& IsBattlerTurnDamaged(gBattlerTarget)
&& !CanBattlerAvoidContactEffects(gBattlerAttacker, gBattlerTarget, GetBattlerAbility(gBattlerAttacker), GetBattlerHoldEffect(gBattlerAttacker), move))
{
SetPassiveDamageAmount(gBattlerAttacker, GetNonDynamaxMaxHP(gBattlerAttacker) / (B_ROUGH_SKIN_DMG >= GEN_4 ? 8 : 16));
PREPARE_ABILITY_BUFFER(gBattleTextBuff1, gLastUsedAbility);
BattleScriptCall(BattleScript_RoughSkinActivates);
effect++;
}
break;
case ABILITY_AFTERMATH:
if (!(gBattleStruct->moveResultFlags[gBattlerTarget] & MOVE_RESULT_NO_EFFECT)
&& !IsBattlerAlive(gBattlerTarget)
&& IsBattlerAlive(gBattlerAttacker)
&& !CanBattlerAvoidContactEffects(gBattlerAttacker, gBattlerTarget, GetBattlerAbility(gBattlerAttacker), GetBattlerHoldEffect(gBattlerAttacker), move))
{
if ((battler = IsAbilityOnField(ABILITY_DAMP)))
{
gBattleScripting.battler = battler - 1;
BattleScriptCall(BattleScript_DampPreventsAftermath);
}
else
{
gBattleScripting.battler = gBattlerTarget;
SetPassiveDamageAmount(gBattlerAttacker, GetNonDynamaxMaxHP(gBattlerAttacker) / 4);
BattleScriptCall(BattleScript_AftermathDmg);
}
effect++;
}
break;
case ABILITY_INNARDS_OUT:
if (!(gBattleStruct->moveResultFlags[gBattlerTarget] & MOVE_RESULT_NO_EFFECT)
&& !IsBattlerAlive(gBattlerTarget)
&& IsBattlerAlive(gBattlerAttacker))
{
// Prevent Innards Out effect if Future Sight user is currently not on field
if (IsFutureSightAttackerInParty(gBattlerAttacker, gBattlerTarget, gCurrentMove))
break;
gBattleScripting.battler = gBattlerTarget;
SetPassiveDamageAmount(gBattlerAttacker, gBattleStruct->moveDamage[gBattlerTarget]);
BattleScriptCall(BattleScript_AftermathDmg);
effect++;
}
break;
case ABILITY_EFFECT_SPORE:
{
enum Ability abilityAtk = GetBattlerAbility(gBattlerAttacker);
enum HoldEffect holdEffectAtk = GetBattlerHoldEffect(gBattlerAttacker);
if (IsAffectedByPowderMove(gBattlerAttacker, abilityAtk, holdEffectAtk))
{
u32 poison, paralysis, sleep;
if (B_ABILITY_TRIGGER_CHANCE >= GEN_5)
{
poison = 9;
paralysis = 19;
}
else
{
poison = 10;
paralysis = 20;
}
sleep = 30;
i = RandomUniform(RNG_EFFECT_SPORE, 0, B_ABILITY_TRIGGER_CHANCE >= GEN_4 ? 99 : 299);
if (i < poison)
goto POISON_POINT;
if (i < paralysis)
goto STATIC;
// Sleep
if (i < sleep
&& IsBattlerAlive(gBattlerAttacker)
&& !gProtectStructs[gBattlerAttacker].confusionSelfDmg
&& IsBattlerTurnDamaged(gBattlerTarget)
&& CanBeSlept(gBattlerTarget, gBattlerAttacker, abilityAtk, NOT_BLOCKED_BY_SLEEP_CLAUSE)
&& !CanBattlerAvoidContactEffects(gBattlerAttacker, gBattlerTarget, abilityAtk, holdEffectAtk, move))
{
if (IsSleepClauseEnabled())
gBattleStruct->battlerState[gBattlerAttacker].sleepClauseEffectExempt = TRUE;
gEffectBattler = gBattlerAttacker;
gBattleScripting.battler = gBattlerTarget;
gBattleScripting.moveEffect = MOVE_EFFECT_SLEEP;
PREPARE_ABILITY_BUFFER(gBattleTextBuff1, gLastUsedAbility);
BattleScriptCall(BattleScript_AbilityStatusEffect);
effect++;
}
}
}
break;
case ABILITY_POISON_POINT:
if (B_ABILITY_TRIGGER_CHANCE >= GEN_4 ? RandomPercentage(RNG_POISON_POINT, 30) : RandomChance(RNG_POISON_POINT, 1, 3))
{
POISON_POINT:
{
enum Ability abilityAtk = GetBattlerAbility(gBattlerAttacker);
if (IsBattlerAlive(gBattlerAttacker)
&& !gProtectStructs[gBattlerAttacker].confusionSelfDmg
&& IsBattlerTurnDamaged(gBattlerTarget)
&& CanBePoisoned(gBattlerTarget, gBattlerAttacker, gLastUsedAbility, abilityAtk)
&& !CanBattlerAvoidContactEffects(gBattlerAttacker, gBattlerTarget, abilityAtk, GetBattlerHoldEffect(gBattlerAttacker), move))
{
gEffectBattler = gBattlerAttacker;
gBattleScripting.battler = gBattlerTarget;
gBattleScripting.moveEffect = MOVE_EFFECT_POISON;
PREPARE_ABILITY_BUFFER(gBattleTextBuff1, gLastUsedAbility);
BattleScriptCall(BattleScript_AbilityStatusEffect);
effect++;
}
}
}
break;
case ABILITY_STATIC:
if (B_ABILITY_TRIGGER_CHANCE >= GEN_4 ? RandomPercentage(RNG_STATIC, 30) : RandomChance(RNG_STATIC, 1, 3))
{
STATIC:
{
enum Ability abilityAtk = GetBattlerAbility(gBattlerAttacker);
if (IsBattlerAlive(gBattlerAttacker)
&& !gProtectStructs[gBattlerAttacker].confusionSelfDmg
&& IsBattlerTurnDamaged(gBattlerTarget)
&& CanBeParalyzed(gBattlerTarget, gBattlerAttacker, abilityAtk)
&& !CanBattlerAvoidContactEffects(gBattlerAttacker, gBattlerTarget, abilityAtk, GetBattlerHoldEffect(gBattlerAttacker), move))
{
gEffectBattler = gBattlerAttacker;
gBattleScripting.battler = gBattlerTarget;
gBattleScripting.moveEffect = MOVE_EFFECT_PARALYSIS;
PREPARE_ABILITY_BUFFER(gBattleTextBuff1, gLastUsedAbility);
BattleScriptCall(BattleScript_AbilityStatusEffect);
effect++;
}
}
}
break;
case ABILITY_FLAME_BODY:
if (IsBattlerAlive(gBattlerAttacker)
&& !gProtectStructs[gBattlerAttacker].confusionSelfDmg
&& !CanBattlerAvoidContactEffects(gBattlerAttacker, gBattlerTarget, GetBattlerAbility(gBattlerAttacker), GetBattlerHoldEffect(gBattlerAttacker), move)
&& IsBattlerTurnDamaged(gBattlerTarget)
&& CanBeBurned(gBattlerTarget, gBattlerAttacker, GetBattlerAbility(gBattlerAttacker))
&& (B_ABILITY_TRIGGER_CHANCE >= GEN_4 ? RandomPercentage(RNG_FLAME_BODY, 30) : RandomChance(RNG_FLAME_BODY, 1, 3)))
{
gEffectBattler = gBattlerAttacker;
gBattleScripting.battler = gBattlerTarget;
gBattleScripting.moveEffect = MOVE_EFFECT_BURN;
PREPARE_ABILITY_BUFFER(gBattleTextBuff1, gLastUsedAbility);
BattleScriptCall(BattleScript_AbilityStatusEffect);
effect++;
}
break;
case ABILITY_CUTE_CHARM:
if (IsBattlerAlive(gBattlerAttacker)
&& !gProtectStructs[gBattlerAttacker].confusionSelfDmg
&& IsBattlerTurnDamaged(gBattlerTarget)
&& IsBattlerAlive(gBattlerTarget)
&& (B_ABILITY_TRIGGER_CHANCE >= GEN_4 ? RandomPercentage(RNG_CUTE_CHARM, 30) : RandomChance(RNG_CUTE_CHARM, 1, 3))
&& !(gBattleMons[gBattlerAttacker].volatiles.infatuation)
&& AreBattlersOfOppositeGender(gBattlerAttacker, gBattlerTarget)
&& !IsAbilityAndRecord(gBattlerAttacker, GetBattlerAbility(gBattlerAttacker), ABILITY_OBLIVIOUS)
&& !CanBattlerAvoidContactEffects(gBattlerAttacker, gBattlerTarget, GetBattlerAbility(gBattlerAttacker), GetBattlerHoldEffect(gBattlerAttacker), move)
&& !IsAbilityOnSide(gBattlerAttacker, ABILITY_AROMA_VEIL))
{
gBattleMons[gBattlerAttacker].volatiles.infatuation = INFATUATED_WITH(gBattlerTarget);
BattleScriptCall(BattleScript_CuteCharmActivates);
effect++;
}
break;
case ABILITY_ILLUSION:
if (gBattleStruct->illusion[gBattlerTarget].state == ILLUSION_ON && IsBattlerTurnDamaged(gBattlerTarget))
{
gBattleScripting.battler = gBattlerTarget;
BattleScriptCall(BattleScript_IllusionOff);
effect++;
}
break;
case ABILITY_COTTON_DOWN:
if (IsBattlerAlive(gBattlerAttacker)
&& !gProtectStructs[gBattlerAttacker].confusionSelfDmg
&& IsBattlerTurnDamaged(gBattlerTarget))
{
gEffectBattler = gBattlerTarget;
BattleScriptCall(BattleScript_CottonDownActivates);
effect++;
}
break;
case ABILITY_STEAM_ENGINE:
if (IsBattlerTurnDamaged(gBattlerTarget)
&& IsBattlerAlive(battler)
&& CompareStat(battler, STAT_SPEED, MAX_STAT_STAGE, CMP_LESS_THAN, gLastUsedAbility)
&& (moveType == TYPE_FIRE || moveType == TYPE_WATER))
{
gEffectBattler = gBattlerAbility = battler;
SET_STATCHANGER(STAT_SPEED, 6, FALSE);
BattleScriptCall(BattleScript_TargetAbilityStatRaiseRet);
effect++;
}
break;
case ABILITY_SAND_SPIT:
if (!gProtectStructs[gBattlerAttacker].confusionSelfDmg
&& IsBattlerTurnDamaged(gBattlerTarget)
&& !(gBattleWeather & B_WEATHER_SANDSTORM && HasWeatherEffect()))
{
if (gBattleWeather & B_WEATHER_PRIMAL_ANY && HasWeatherEffect())
{
BattleScriptCall(BattleScript_BlockedByPrimalWeatherRet);
effect++;
}
else if (TryChangeBattleWeather(battler, BATTLE_WEATHER_SANDSTORM, gLastUsedAbility))
{
gBattleScripting.battler = battler;
BattleScriptCall(BattleScript_SandSpitActivates);
effect++;
}
}
break;
case ABILITY_PERISH_BODY:
if (!gProtectStructs[gBattlerAttacker].confusionSelfDmg
&& IsBattlerTurnDamaged(gBattlerTarget)
&& IsBattlerAlive(battler)
&& !CanBattlerAvoidContactEffects(gBattlerAttacker, gBattlerTarget, GetBattlerAbility(gBattlerAttacker), GetBattlerHoldEffect(gBattlerAttacker), move)
&& !gBattleMons[gBattlerAttacker].volatiles.perishSong)
{
if (!gBattleMons[battler].volatiles.perishSong)
{
gBattleMons[battler].volatiles.perishSong = TRUE;
gDisableStructs[battler].perishSongTimer = 3;
}
gBattleMons[gBattlerAttacker].volatiles.perishSong = TRUE;
gDisableStructs[gBattlerAttacker].perishSongTimer = 3;
BattleScriptCall(BattleScript_PerishBodyActivates);
effect++;
}
break;
case ABILITY_GULP_MISSILE:
if (!gProtectStructs[gBattlerAttacker].confusionSelfDmg
&& IsBattlerTurnDamaged(gBattlerTarget)
&& IsBattlerAlive(gBattlerAttacker)
&& gBattleMons[gBattlerTarget].species != SPECIES_CRAMORANT)
{
if (!IsAbilityAndRecord(gBattlerAttacker, GetBattlerAbility(gBattlerAttacker), ABILITY_MAGIC_GUARD))
SetPassiveDamageAmount(gBattlerAttacker, GetNonDynamaxMaxHP(gBattlerAttacker) / 4);
switch(gBattleMons[gBattlerTarget].species)
{
case SPECIES_CRAMORANT_GORGING:
TryBattleFormChange(battler, FORM_CHANGE_HIT_BY_MOVE);
BattleScriptCall(BattleScript_GulpMissileGorging);
effect++;
break;
case SPECIES_CRAMORANT_GULPING:
TryBattleFormChange(battler, FORM_CHANGE_HIT_BY_MOVE);
BattleScriptCall(BattleScript_GulpMissileGulping);
effect++;
break;
}
}
break;
case ABILITY_SEED_SOWER:
if (!gProtectStructs[gBattlerAttacker].confusionSelfDmg
&& IsBattlerTurnDamaged(gBattlerTarget)
&& IsBattlerAlive(gBattlerTarget)
&& TryChangeBattleTerrain(gBattlerTarget, STATUS_FIELD_GRASSY_TERRAIN))
{
BattleScriptCall(BattleScript_SeedSowerActivates);
effect++;
}
break;
case ABILITY_THERMAL_EXCHANGE:
if (IsBattlerTurnDamaged(gBattlerTarget)
&& IsBattlerAlive(gBattlerTarget)
&& CompareStat(gBattlerTarget, STAT_ATK, MAX_STAT_STAGE, CMP_LESS_THAN, gLastUsedAbility)
&& moveType == TYPE_FIRE)
{
gEffectBattler = gBattlerAbility = gBattlerTarget;
SET_STATCHANGER(STAT_ATK, 1, FALSE);
BattleScriptCall(BattleScript_TargetAbilityStatRaiseRet);
effect++;
}
break;
case ABILITY_WIND_POWER:
if (!IsWindMove(gCurrentMove))
break;
// fall through
case ABILITY_ELECTROMORPHOSIS:
if (!gProtectStructs[gBattlerAttacker].confusionSelfDmg
&& IsBattlerTurnDamaged(gBattlerTarget)
&& IsBattlerAlive(gBattlerTarget))
{
BattleScriptCall(BattleScript_WindPowerActivates);
effect++;
}
break;
case ABILITY_TOXIC_DEBRIS:
if (!gBattleStruct->isSkyBattle
&& !gProtectStructs[gBattlerAttacker].confusionSelfDmg
&& IsBattleMovePhysical(gCurrentMove)
&& IsBattlerTurnDamaged(gBattlerTarget)
&& (gSideTimers[GetBattlerSide(gBattlerAttacker)].toxicSpikesAmount != 2))
{
SaveBattlerTarget(gBattlerTarget);
SaveBattlerAttacker(gBattlerAttacker);
gBattlerAttacker = gBattlerTarget;
gBattlerTarget = BATTLE_OPPOSITE(gBattlerAttacker);
BattleScriptCall(BattleScript_ToxicDebrisActivates);
effect++;
}
break;
default:
break;
}
break;
case ABILITYEFFECT_MOVE_END_ATTACKER: // Same as above, but for attacker
switch (gLastUsedAbility)
{
case ABILITY_POISON_TOUCH:
if (IsBattlerAlive(gBattlerTarget)
&& !gProtectStructs[gBattlerAttacker].confusionSelfDmg
&& CanBePoisoned(gBattlerAttacker, gBattlerTarget, gLastUsedAbility, GetBattlerAbility(gBattlerTarget))
&& !CanBattlerAvoidContactEffects(gBattlerAttacker, gBattlerTarget, GetBattlerAbility(gBattlerAttacker), GetBattlerHoldEffect(gBattlerAttacker), move)
&& IsBattlerTurnDamaged(gBattlerTarget) // Need to actually hit the target
&& RandomPercentage(RNG_POISON_TOUCH, 30))
{
gEffectBattler = gBattlerTarget;
gBattleScripting.battler = gBattlerAttacker;
gBattleScripting.moveEffect = MOVE_EFFECT_POISON;
PREPARE_ABILITY_BUFFER(gBattleTextBuff1, gLastUsedAbility);
BattleScriptCall(BattleScript_AbilityStatusEffect);
effect++;
}
break;
case ABILITY_TOXIC_CHAIN:
if (gBattleStruct->toxicChainPriority)
{
gBattleStruct->toxicChainPriority = FALSE;
gEffectBattler = gBattlerTarget;
gBattleScripting.battler = gBattlerAttacker;
gBattleScripting.moveEffect = MOVE_EFFECT_TOXIC;
PREPARE_ABILITY_BUFFER(gBattleTextBuff1, gLastUsedAbility);
BattleScriptCall(BattleScript_AbilityStatusEffect);
effect++;
}
break;
case ABILITY_STENCH:
if (IsBattlerAlive(gBattlerTarget)
&& !gProtectStructs[gBattlerAttacker].confusionSelfDmg
&& RandomChance(RNG_STENCH, 1, 10)
&& IsBattlerTurnDamaged(gBattlerTarget)
&& !MoveHasAdditionalEffect(gCurrentMove, MOVE_EFFECT_FLINCH))
{
SetMoveEffect(gBattlerAttacker, gBattlerTarget, MOVE_EFFECT_FLINCH, gBattlescriptCurrInstr, EFFECT_PRIMARY);
effect++;
}
break;
case ABILITY_GULP_MISSILE:
if ((gBattleMons[gBattlerAttacker].species == SPECIES_CRAMORANT)
&& ((gCurrentMove == MOVE_SURF && IsBattlerTurnDamaged(gBattlerTarget)) || gBattleMons[gBattlerAttacker].volatiles.semiInvulnerable == STATE_UNDERWATER)
&& TryBattleFormChange(gBattlerAttacker, FORM_CHANGE_BATTLE_HP_PERCENT))
{
gBattleScripting.battler = gBattlerAttacker;
BattleScriptCall(BattleScript_BattlerFormChange);
effect++;
}
break;
case ABILITY_POISON_PUPPETEER:
if (gBattleMons[gBattlerAttacker].species == SPECIES_PECHARUNT
&& gBattleStruct->poisonPuppeteerConfusion == TRUE
&& CanBeConfused(gBattlerTarget))
{
gBattleStruct->poisonPuppeteerConfusion = FALSE;
gBattleScripting.moveEffect = MOVE_EFFECT_CONFUSION;
PREPARE_ABILITY_BUFFER(gBattleTextBuff1, gLastUsedAbility);
BattleScriptCall(BattleScript_AbilityStatusEffect);
effect++;
}
break;
default:
break;
}
break;
case ABILITYEFFECT_MOVE_END_OTHER: // Abilities that activate on *another* battler's moveend: Dancer, Soul-Heart, Receiver, Symbiosis
switch (GetBattlerAbility(battler))
{
case ABILITY_DANCER:
if (IsBattlerAlive(battler)
&& IsDanceMove(move)
&& !gSpecialStatuses[battler].dancerUsedMove
&& gBattlerAttacker != battler)
{
// Set bit and save Dancer mon's original target
gSpecialStatuses[battler].dancerUsedMove = TRUE;
gSpecialStatuses[battler].dancerOriginalTarget = gBattleStruct->moveTarget[battler] | 0x4;
gBattlerAttacker = gBattlerAbility = battler;
gCalledMove = move;
// Set the target to the original target of the mon that first used a Dance move
gBattlerTarget = gBattleScripting.savedBattler & 0x3;
// Make sure that the target isn't an ally - if it is, target the original user
if (IsBattlerAlly(gBattlerTarget, gBattlerAttacker))
gBattlerTarget = (gBattleScripting.savedBattler & 0xF0) >> 4;
BattleScriptExecute(BattleScript_DancerActivates);
effect++;
}
break;
default:
break;
}
break;
case ABILITYEFFECT_OPPORTUNIST:
case ABILITYEFFECT_OPPORTUNIST_FIRST_TURN:
switch (ability)
{
case ABILITY_OPPORTUNIST:
if (gProtectStructs[battler].activateOpportunist == 2)
{
gBattleScripting.battler = battler;
gProtectStructs[battler].activateOpportunist--;
ChooseStatBoostAnimation(battler);
if (caseID == ABILITYEFFECT_OPPORTUNIST_FIRST_TURN)
BattleScriptPushCursorAndCallback(BattleScript_OpportunistCopyStatChangeEnd3);
else
BattleScriptCall(BattleScript_OpportunistCopyStatChange);
effect = 1;
}
break;
default:
break;
}
break;
case ABILITYEFFECT_IMMUNITY:
effect = TryImmunityAbilityHealStatus(battler, caseID);
if (effect)
return effect;
break;
case ABILITYEFFECT_ON_SWITCHIN_IMMUNITIES:
effect = TryImmunityAbilityHealStatus(battler, caseID);
break;
case ABILITYEFFECT_SYNCHRONIZE:
if (gLastUsedAbility == ABILITY_SYNCHRONIZE && gBattleStruct->synchronizeMoveEffect != MOVE_EFFECT_NONE)
{
gBattleScripting.battler = gBattlerAbility = gBattlerTarget;
RecordAbilityBattle(gBattlerTarget, ABILITY_SYNCHRONIZE);
if (B_SYNCHRONIZE_TOXIC < GEN_5 && gBattleStruct->synchronizeMoveEffect == MOVE_EFFECT_TOXIC)
gBattleStruct->synchronizeMoveEffect = MOVE_EFFECT_POISON;
if (CanSetNonVolatileStatus(
gBattlerTarget,
gBattlerAttacker,
gLastUsedAbility,
GetBattlerAbility(gBattlerAttacker),
gBattleStruct->synchronizeMoveEffect,
CHECK_TRIGGER))
{
gEffectBattler = gBattlerAttacker;
gBattleScripting.moveEffect = gBattleStruct->synchronizeMoveEffect;
PREPARE_ABILITY_BUFFER(gBattleTextBuff1, ABILITY_SYNCHRONIZE);
BattleScriptCall(BattleScript_SynchronizeActivates);
effect++;
}
else // Synchronize ability pop up still shows up even if status fails
{
BattleScriptCall(BattleScript_AbilityPopUp);
}
gBattleStruct->synchronizeMoveEffect = MOVE_EFFECT_NONE;
}
break;
case ABILITYEFFECT_ATK_SYNCHRONIZE:
if (gLastUsedAbility == ABILITY_SYNCHRONIZE && gBattleStruct->synchronizeMoveEffect != MOVE_EFFECT_NONE)
{
gBattleScripting.battler = gBattlerAbility = gBattlerAttacker;
RecordAbilityBattle(gBattlerAttacker, ABILITY_SYNCHRONIZE);
if (B_SYNCHRONIZE_TOXIC < GEN_5 && gBattleStruct->synchronizeMoveEffect == MOVE_EFFECT_TOXIC)
gBattleStruct->synchronizeMoveEffect = MOVE_EFFECT_POISON;
if (CanSetNonVolatileStatus(
gBattlerAttacker,
gBattlerTarget,
gLastUsedAbility,
GetBattlerAbility(gBattlerAttacker),
gBattleStruct->synchronizeMoveEffect,
CHECK_TRIGGER))
{
if (gBattleStruct->synchronizeMoveEffect == MOVE_EFFECT_TOXIC)
gBattleStruct->synchronizeMoveEffect = MOVE_EFFECT_POISON;
gEffectBattler = gBattlerTarget;
gBattleScripting.moveEffect = gBattleStruct->synchronizeMoveEffect;
PREPARE_ABILITY_BUFFER(gBattleTextBuff1, ABILITY_SYNCHRONIZE);
BattleScriptCall(BattleScript_SynchronizeActivates);
effect++;
}
else // Synchronize ability pop up still shows up even if status fails
{
BattleScriptCall(BattleScript_AbilityPopUp);
}
gBattleStruct->synchronizeMoveEffect = MOVE_EFFECT_NONE;
}
break;
case ABILITYEFFECT_NEUTRALIZINGGAS:
case ABILITYEFFECT_NEUTRALIZINGGAS_FIRST_TURN:
// Prints message only. separate from ABILITYEFFECT_ON_SWITCHIN bc activates before entry hazards
if (gBattleMons[battler].ability == ABILITY_NEUTRALIZING_GAS && !gDisableStructs[battler].neutralizingGas)
{
gDisableStructs[battler].neutralizingGas = TRUE;
gBattlerAbility = battler;
gBattleCommunication[MULTISTRING_CHOOSER] = B_MSG_SWITCHIN_NEUTRALIZING_GAS;
if (caseID == ABILITYEFFECT_NEUTRALIZINGGAS_FIRST_TURN)
BattleScriptPushCursorAndCallback(BattleScript_SwitchInAbilityMsg);
else
BattleScriptCall(BattleScript_SwitchInAbilityMsgRet);
effect++;
}
break;
case ABILITYEFFECT_ON_WEATHER: // For ability effects that activate when the battle weather changes.
gLastUsedAbility = GetBattlerAbility(battler);
switch (gLastUsedAbility)
{
case ABILITY_FORECAST:
case ABILITY_FLOWER_GIFT:
case ABILITY_ICE_FACE:
{
u32 battlerWeatherAffected = IsBattlerWeatherAffected(battler, gBattleWeather);
if (battlerWeatherAffected && !CanBattlerFormChange(battler, FORM_CHANGE_BATTLE_WEATHER))
{
// If Hail/Snow activates when in Eiscue is in base, prevent reversion when Eiscue Noice gets broken
gDisableStructs[battler].weatherAbilityDone = TRUE;
}
if (((!gDisableStructs[battler].weatherAbilityDone && battlerWeatherAffected)
|| gBattleWeather == B_WEATHER_NONE
|| !HasWeatherEffect()) // Air Lock active
&& TryBattleFormChange(battler, FORM_CHANGE_BATTLE_WEATHER))
{
gBattleScripting.battler = battler;
gDisableStructs[battler].weatherAbilityDone = TRUE;
BattleScriptPushCursorAndCallback(BattleScript_BattlerFormChangeWithStringEnd3);
effect++;
}
break;
}
case ABILITY_PROTOSYNTHESIS:
if (!gDisableStructs[battler].weatherAbilityDone
&& (gBattleWeather & B_WEATHER_SUN) && HasWeatherEffect()
&& !gBattleMons[battler].volatiles.transformed
&& !gDisableStructs[battler].boosterEnergyActivated)
{
gDisableStructs[battler].weatherAbilityDone = TRUE;
PREPARE_STAT_BUFFER(gBattleTextBuff1, GetHighestStatId(battler));
gBattleScripting.battler = battler;
BattleScriptPushCursorAndCallback(BattleScript_ProtosynthesisActivates);
effect++;
}
break;
default:
break;
}
break;
case ABILITYEFFECT_ON_TERRAIN: // For ability effects that activate when the field terrain changes.
gLastUsedAbility = GetBattlerAbility(battler);
switch (gLastUsedAbility)
{
case ABILITY_MIMICRY:
if (!gDisableStructs[battler].terrainAbilityDone && ChangeTypeBasedOnTerrain(battler))
{
gDisableStructs[battler].terrainAbilityDone = TRUE;
ChangeTypeBasedOnTerrain(battler);
gBattlerAbility = gBattleScripting.battler = battler;
BattleScriptPushCursorAndCallback(BattleScript_MimicryActivates);
effect++;
}
break;
case ABILITY_QUARK_DRIVE:
if (!gDisableStructs[battler].terrainAbilityDone
&& gFieldStatuses & STATUS_FIELD_ELECTRIC_TERRAIN
&& !gBattleMons[battler].volatiles.transformed
&& !gDisableStructs[battler].boosterEnergyActivated)
{
gDisableStructs[battler].terrainAbilityDone = TRUE;
PREPARE_STAT_BUFFER(gBattleTextBuff1, GetHighestStatId(battler));
gBattlerAbility = gBattleScripting.battler = battler;
BattleScriptPushCursorAndCallback(BattleScript_QuarkDriveActivates);
effect++;
}
break;
default:
break;
}
break;
}
if (effect && gLastUsedAbility != 0xFFFF)
RecordAbilityBattle(battler, gLastUsedAbility);
if (effect && caseID <= ABILITYEFFECT_MOVE_END)
gBattlerAbility = battler;
return effect;
}
bool32 TryPrimalReversion(u32 battler)
{
if (GetBattlerHoldEffectIgnoreNegation(battler) == HOLD_EFFECT_PRIMAL_ORB
&& GetBattleFormChangeTargetSpecies(battler, FORM_CHANGE_BATTLE_PRIMAL_REVERSION) != gBattleMons[battler].species)
{
gBattleScripting.battler = battler;
BattleScriptPushCursorAndCallback(BattleScript_PrimalReversion);
return TRUE;
}
return FALSE;
}
bool32 IsNeutralizingGasOnField(void)
{
u32 i;
for (i = 0; i < gBattlersCount; i++)
{
if (gDisableStructs[i].neutralizingGas && !gBattleMons[i].volatiles.gastroAcid)
return TRUE;
}
return FALSE;
}
bool32 IsMoldBreakerTypeAbility(u32 battler, enum Ability ability)
{
if (gBattleMons[battler].volatiles.gastroAcid)
return FALSE;
if (ability == ABILITY_MOLD_BREAKER
|| ability == ABILITY_TERAVOLT
|| ability == ABILITY_TURBOBLAZE
|| (ability == ABILITY_MYCELIUM_MIGHT && IsBattleMoveStatus(gCurrentMove)))
{
RecordAbilityBattle(battler, ability);
return TRUE;
}
return FALSE;
}
static inline bool32 CanBreakThroughAbility(u32 battlerAtk, u32 battlerDef, enum Ability ability, u32 hasAbilityShield, u32 ignoreMoldBreaker)
{
if (hasAbilityShield || ignoreMoldBreaker)
return FALSE;
return ((IsMoldBreakerTypeAbility(battlerAtk, ability) || MoveIgnoresTargetAbility(gCurrentMove))
&& battlerDef != battlerAtk
&& gAbilitiesInfo[gBattleMons[battlerDef].ability].breakable
&& gBattlerByTurnOrder[gCurrentTurnActionNumber] == battlerAtk
&& gActionsByTurnOrder[gCurrentTurnActionNumber] == B_ACTION_USE_MOVE
&& gCurrentTurnActionNumber < gBattlersCount);
}
u32 GetBattlerAbilityNoAbilityShield(u32 battler)
{
return GetBattlerAbilityInternal(battler, FALSE, TRUE);
}
u32 GetBattlerAbilityIgnoreMoldBreaker(u32 battler)
{
return GetBattlerAbilityInternal(battler, TRUE, FALSE);
}
enum Ability GetBattlerAbility(u32 battler)
{
return GetBattlerAbilityInternal(battler, FALSE, FALSE);
}
u32 GetBattlerAbilityInternal(u32 battler, u32 ignoreMoldBreaker, u32 noAbilityShield)
{
bool32 hasAbilityShield = !noAbilityShield && GetBattlerHoldEffectIgnoreAbility(battler) == HOLD_EFFECT_ABILITY_SHIELD;
bool32 abilityCantBeSuppressed = gAbilitiesInfo[gBattleMons[battler].ability].cantBeSuppressed;
if (abilityCantBeSuppressed)
{
// Edge case: pokemon under the effect of gastro acid transforms into a pokemon with Comatose (Todo: verify how other unsuppressable abilities behave)
if (gBattleMons[battler].volatiles.transformed
&& gBattleMons[battler].volatiles.gastroAcid
&& gBattleMons[battler].ability == ABILITY_COMATOSE)
return ABILITY_NONE;
if (CanBreakThroughAbility(gBattlerAttacker, battler, gBattleMons[gBattlerAttacker].ability, hasAbilityShield, ignoreMoldBreaker))
return ABILITY_NONE;
return gBattleMons[battler].ability;
}
if (gBattleMons[battler].volatiles.gastroAcid)
return ABILITY_NONE;
if (!hasAbilityShield
&& IsNeutralizingGasOnField()
&& !gDisableStructs[battler].neutralizingGas)
return ABILITY_NONE;
if (CanBreakThroughAbility(gBattlerAttacker, battler, gBattleMons[gBattlerAttacker].ability, hasAbilityShield, ignoreMoldBreaker))
return ABILITY_NONE;
return gBattleMons[battler].ability;
}
u32 IsAbilityOnSide(u32 battler, enum Ability ability)
{
if (IsBattlerAlive(battler) && GetBattlerAbility(battler) == ability)
return battler + 1;
else if (IsBattlerAlive(BATTLE_PARTNER(battler)) && GetBattlerAbility(BATTLE_PARTNER(battler)) == ability)
return BATTLE_PARTNER(battler) + 1;
else
return 0;
}
u32 IsAbilityOnOpposingSide(u32 battler, enum Ability ability)
{
return IsAbilityOnSide(BATTLE_OPPOSITE(battler), ability);
}
u32 IsAbilityOnField(enum Ability ability)
{
u32 i;
for (i = 0; i < gBattlersCount; i++)
{
if (IsBattlerAlive(i) && GetBattlerAbility(i) == ability)
return i + 1;
}
return 0;
}
u32 IsAbilityOnFieldExcept(u32 battler, enum Ability ability)
{
u32 i;
for (i = 0; i < gBattlersCount; i++)
{
if (i != battler && IsBattlerAlive(i) && GetBattlerAbility(i) == ability)
return i + 1;
}
return 0;
}
u32 IsAbilityPreventingEscape(u32 battler)
{
if (B_GHOSTS_ESCAPE >= GEN_6 && IS_BATTLER_OF_TYPE(battler, TYPE_GHOST))
return 0;
bool32 isBattlerGrounded = IsBattlerGrounded(battler, GetBattlerAbility(battler), GetBattlerHoldEffect(battler));
for (u32 battlerDef = 0; battlerDef < gBattlersCount; battlerDef++)
{
if (battler == battlerDef || IsBattlerAlly(battler, battlerDef))
continue;
enum Ability ability = GetBattlerAbility(battlerDef);
if (ability == ABILITY_SHADOW_TAG && (B_SHADOW_TAG_ESCAPE <= GEN_3 || GetBattlerAbility(battler) != ABILITY_SHADOW_TAG))
return battlerDef + 1;
if (ability == ABILITY_ARENA_TRAP && isBattlerGrounded)
return battlerDef + 1;
if (ability == ABILITY_MAGNET_PULL && IS_BATTLER_OF_TYPE(battler, TYPE_STEEL))
return battlerDef + 1;
}
return 0;
}
bool32 CanBattlerEscape(u32 battler) // no ability check
{
if (gBattleStruct->battlerState[battler].commanderSpecies != SPECIES_NONE)
return FALSE;
else if (B_GHOSTS_ESCAPE >= GEN_6 && IS_BATTLER_OF_TYPE(battler, TYPE_GHOST))
return TRUE;
else if (gBattleMons[battler].volatiles.escapePrevention)
return FALSE;
else if (gBattleMons[battler].volatiles.wrapped)
return FALSE;
else if (gBattleMons[battler].volatiles.root)
return FALSE;
else if (gFieldStatuses & STATUS_FIELD_FAIRY_LOCK)
return FALSE;
else if (gBattleMons[battler].volatiles.semiInvulnerable == STATE_SKY_DROP)
return FALSE;
else
return TRUE;
}
void BattleScriptExecute(const u8 *BS_ptr)
{
gBattlescriptCurrInstr = BS_ptr;
gBattleResources->battleCallbackStack->function[gBattleResources->battleCallbackStack->size++] = gBattleMainFunc;
gBattleMainFunc = RunBattleScriptCommands_PopCallbacksStack;
gCurrentActionFuncId = 0;
}
void BattleScriptPushCursorAndCallback(const u8 *BS_ptr)
{
BattleScriptCall(BS_ptr);
gBattleResources->battleCallbackStack->function[gBattleResources->battleCallbackStack->size++] = gBattleMainFunc;
gBattleMainFunc = RunBattleScriptCommands;
}
bool32 IsBattlerTerrainAffected(u32 battler, enum Ability ability, enum HoldEffect holdEffect, u32 terrainFlag)
{
if (!(gFieldStatuses & terrainFlag))
return FALSE;
if (IsSemiInvulnerable(battler, CHECK_ALL))
return FALSE;
return IsBattlerGrounded(battler, ability, holdEffect);
}
bool32 CanBeSlept(u32 battlerAtk, u32 battlerDef, enum Ability abilityDef, enum SleepClauseBlock isBlockedBySleepClause)
{
if (IsSleepClauseActiveForSide(GetBattlerSide(battlerDef)) && isBlockedBySleepClause != NOT_BLOCKED_BY_SLEEP_CLAUSE)
return FALSE;
if (isBlockedBySleepClause == NOT_BLOCKED_BY_SLEEP_CLAUSE)
gBattleStruct->sleepClauseNotBlocked = TRUE;
bool32 effect = FALSE;
if (CanSetNonVolatileStatus(
battlerAtk,
battlerDef,
ABILITY_NONE, // attacker ability does not matter
abilityDef,
MOVE_EFFECT_SLEEP, // also covers yawn
CHECK_TRIGGER))
effect = TRUE;
gBattleStruct->sleepClauseNotBlocked = FALSE;
return effect;
}
bool32 CanBePoisoned(u32 battlerAtk, u32 battlerDef, enum Ability abilityAtk, enum Ability abilityDef)
{
if (CanSetNonVolatileStatus(
battlerAtk,
battlerDef,
abilityAtk,
abilityDef,
MOVE_EFFECT_TOXIC, // also covers poison
CHECK_TRIGGER))
return TRUE;
return FALSE;
}
// TODO: check order of battlerAtk and battlerDef
bool32 CanBeBurned(u32 battlerAtk, u32 battlerDef, enum Ability abilityDef)
{
if (CanSetNonVolatileStatus(
battlerAtk,
battlerDef,
ABILITY_NONE, // attacker ability does not matter
abilityDef,
MOVE_EFFECT_BURN,
CHECK_TRIGGER))
return TRUE;
return FALSE;
}
bool32 CanBeParalyzed(u32 battlerAtk, u32 battlerDef, enum Ability abilityDef)
{
if (CanSetNonVolatileStatus(
battlerAtk,
battlerDef,
ABILITY_NONE, // attacker ability does not matter
abilityDef,
MOVE_EFFECT_PARALYSIS,
CHECK_TRIGGER))
return TRUE;
return FALSE;
}
bool32 CanBeFrozen(u32 battlerAtk, u32 battlerDef, enum Ability abilityDef)
{
if (CanSetNonVolatileStatus(
battlerAtk,
battlerDef,
ABILITY_NONE, // attacker ability does not matter
abilityDef,
MOVE_EFFECT_FREEZE,
CHECK_TRIGGER))
return TRUE;
return FALSE;
}
// Unused, technically also redundant because it is just a copy of CanBeFrozen
bool32 CanGetFrostbite(u32 battlerAtk, u32 battlerDef, enum Ability abilityDef)
{
if (CanSetNonVolatileStatus(
battlerAtk,
battlerDef,
ABILITY_NONE, // attacker ability does not matter
abilityDef,
MOVE_EFFECT_FREEZE_OR_FROSTBITE, // also covers frostbite
CHECK_TRIGGER))
return TRUE;
return FALSE;
}
bool32 CanSetNonVolatileStatus(u32 battlerAtk, u32 battlerDef, enum Ability abilityAtk, enum Ability abilityDef, enum MoveEffect effect, enum FunctionCallOption option)
{
const u8 *battleScript = NULL;
u32 sideBattler = ABILITY_NONE;
bool32 abilityAffected = FALSE;
// Move specific checks
switch (effect)
{
case MOVE_EFFECT_POISON:
case MOVE_EFFECT_TOXIC:
if (gBattleMons[battlerDef].status1 & (STATUS1_POISON | STATUS1_TOXIC_POISON))
{
battleScript = BattleScript_AlreadyPoisoned;
}
else if (abilityAtk != ABILITY_CORROSION && IS_BATTLER_ANY_TYPE(battlerDef, TYPE_POISON, TYPE_STEEL))
{
battleScript = BattleScript_NotAffected;
}
else if ((sideBattler = IsAbilityOnSide(battlerDef, ABILITY_PASTEL_VEIL)))
{
abilityAffected = TRUE;
battlerDef = sideBattler - 1;
abilityDef = ABILITY_PASTEL_VEIL;
battleScript = BattleScript_ImmunityProtected;
}
else if (abilityDef == ABILITY_IMMUNITY)
{
abilityAffected = TRUE;
battleScript = BattleScript_ImmunityProtected;
}
break;
case MOVE_EFFECT_PARALYSIS:
if (gBattleMons[battlerDef].status1 & STATUS1_PARALYSIS)
{
battleScript = BattleScript_AlreadyParalyzed;
}
else if (GetGenConfig(GEN_CONFIG_PARALYZE_ELECTRIC) >= GEN_6 && IS_BATTLER_OF_TYPE(battlerDef, TYPE_ELECTRIC))
{
battleScript = BattleScript_NotAffected;
}
else if (option == RUN_SCRIPT // Check only important during battle execution for moves
&& CalcTypeEffectivenessMultiplierHelper(gCurrentMove, GetBattleMoveType(gCurrentMove), battlerAtk, battlerDef, abilityAtk, abilityDef, TRUE)
&& gBattleStruct->moveResultFlags[battlerDef] & MOVE_RESULT_NO_EFFECT)
{
battleScript = BattleScript_ButItFailed;
}
else if (abilityDef == ABILITY_LIMBER)
{
abilityAffected = TRUE;
battleScript = BattleScript_ImmunityProtected;
}
break;
case MOVE_EFFECT_BURN:
if (gBattleMons[battlerDef].status1 & STATUS1_BURN)
{
battleScript = BattleScript_AlreadyBurned;
}
else if (IS_BATTLER_OF_TYPE(battlerDef, TYPE_FIRE))
{
battleScript = BattleScript_NotAffected;
}
else if (abilityDef == ABILITY_WATER_VEIL || abilityDef == ABILITY_WATER_BUBBLE)
{
abilityAffected = TRUE;
battleScript = BattleScript_ImmunityProtected;
}
else if (abilityDef == ABILITY_THERMAL_EXCHANGE)
{
abilityAffected = TRUE;
battleScript = BattleScript_AbilityProtectsDoesntAffect;
}
break;
case MOVE_EFFECT_SLEEP:
if (gBattleMons[battlerDef].status1 & STATUS1_SLEEP)
{
battleScript = BattleScript_AlreadyAsleep;
}
else if (UproarWakeUpCheck(battlerDef))
{
battleScript = BattleScript_CantMakeAsleep;
}
else if (!gBattleStruct->sleepClauseNotBlocked && CanSleepDueToSleepClause(battlerAtk, battlerDef, option))
{
battleScript = BattleScript_SleepClauseBlocked;
}
else if (IsBattlerTerrainAffected(battlerDef, abilityDef, GetBattlerHoldEffect(battlerDef), STATUS_FIELD_ELECTRIC_TERRAIN))
{
battleScript = BattleScript_ElectricTerrainPrevents;
}
else if ((sideBattler = IsAbilityOnSide(battlerDef, ABILITY_SWEET_VEIL)))
{
abilityAffected = TRUE;
battlerDef = sideBattler - 1;
abilityDef = ABILITY_SWEET_VEIL;
battleScript = BattleScript_ImmunityProtected;
}
else if (abilityDef == ABILITY_VITAL_SPIRIT || abilityDef == ABILITY_INSOMNIA)
{
abilityAffected = TRUE;
battleScript = BattleScript_PrintAbilityMadeIneffective;
}
break;
case MOVE_EFFECT_FREEZE:
case MOVE_EFFECT_FROSTBITE:
if (gBattleMons[battlerDef].status1 & (STATUS1_FREEZE | STATUS1_FROSTBITE))
{
battleScript = BattleScript_AlreadyBurned;
}
else if (IS_BATTLER_OF_TYPE(battlerDef, TYPE_ICE) || IsBattlerWeatherAffected(battlerDef, B_WEATHER_SUN))
{
battleScript = BattleScript_NotAffected;
}
else if (abilityDef == ABILITY_MAGMA_ARMOR)
{
abilityAffected = TRUE;
battleScript = BattleScript_NotAffected;
}
break;
default:
break;
}
if (IsNonVolatileStatusBlocked(battlerDef, abilityDef, abilityAffected, battleScript, option))
return FALSE;
// Checks that apply to all non volatile statuses
if (abilityDef == ABILITY_COMATOSE
|| abilityDef == ABILITY_PURIFYING_SALT)
{
abilityAffected = TRUE;
battleScript = BattleScript_AbilityProtectsDoesntAffect;
}
else if (IsBattlerTerrainAffected(battlerDef, abilityDef, GetBattlerHoldEffect(battlerDef), STATUS_FIELD_MISTY_TERRAIN))
{
battleScript = BattleScript_MistyTerrainPrevents;
}
else if (IsLeafGuardProtected(battlerDef, abilityDef))
{
abilityAffected = TRUE;
battleScript = BattleScript_AbilityProtectsDoesntAffect;
}
else if (IsShieldsDownProtected(battlerDef, abilityDef))
{
abilityAffected = TRUE;
battleScript = BattleScript_AbilityProtectsDoesntAffect;
}
else if ((sideBattler = IsFlowerVeilProtected(battlerDef)))
{
abilityAffected = TRUE;
battlerDef = sideBattler - 1;
abilityDef = ABILITY_FLOWER_VEIL;
battleScript = BattleScript_FlowerVeilProtects;
}
else if (gSideStatuses[GetBattlerSide(battlerDef)] & SIDE_STATUS_SAFEGUARD)
{
battleScript = BattleScript_SafeguardProtected;
}
else if (gBattleMons[battlerDef].status1 & STATUS1_ANY)
{
battleScript = BattleScript_ButItFailed;
}
if (IsNonVolatileStatusBlocked(battlerDef, abilityDef, abilityAffected, battleScript, option))
return FALSE;
return TRUE;
}
static bool32 IsNonVolatileStatusBlocked(u32 battlerDef, enum Ability abilityDef, enum Ability abilityAffected, const u8 *battleScript, enum FunctionCallOption option)
{
if (battleScript != NULL)
{
if (option == RUN_SCRIPT)
{
if (battleScript != BattleScript_NotAffected)
gBattleStruct->moveResultFlags[battlerDef] |= MOVE_RESULT_FAILED;
if (abilityAffected)
{
gLastUsedAbility = abilityDef;
gBattleScripting.battler = gBattlerAbility = battlerDef;
RecordAbilityBattle(battlerDef, abilityDef);
}
gBattlescriptCurrInstr = battleScript;
}
return TRUE;
}
return FALSE;
}
static bool32 CanSleepDueToSleepClause(u32 battlerAtk, u32 battlerDef, enum FunctionCallOption option)
{
// Can freely sleep own partner
if (IsDoubleBattle() && IsSleepClauseEnabled() && IsBattlerAlly(battlerAtk, battlerDef))
{
if (option == RUN_SCRIPT)
gBattleStruct->battlerState[battlerDef].sleepClauseEffectExempt = TRUE;
return FALSE;
}
if (option == RUN_SCRIPT)
gBattleStruct->battlerState[battlerDef].sleepClauseEffectExempt = FALSE;
// Can't sleep if clause is active otherwise
if (IsSleepClauseActiveForSide(GetBattlerSide(battlerDef)))
return TRUE;
return FALSE;
}
bool32 CanBeConfused(u32 battler)
{
enum Ability ability = GetBattlerAbility(battler);
if (gBattleMons[battler].volatiles.confusionTurns > 0
|| IsBattlerTerrainAffected(battler, ability, GetBattlerHoldEffect(battler), STATUS_FIELD_MISTY_TERRAIN)
|| IsAbilityAndRecord(battler, ability, ABILITY_OWN_TEMPO))
return FALSE;
return TRUE;
}
// second argument is 1/X of current hp compared to max hp
bool32 HasEnoughHpToEatBerry(u32 battler, enum Ability ability, u32 hpFraction, u32 itemId)
{
if (!IsBattlerAlive(battler))
return FALSE;
if (gBattleScripting.overrideBerryRequirements)
return TRUE;
if (gBattleMons[battler].hp <= gBattleMons[battler].maxHP / hpFraction)
return TRUE;
if (hpFraction <= 4 && GetItemPocket(itemId) == POCKET_BERRIES
&& gBattleMons[battler].hp <= gBattleMons[battler].maxHP / 2
&& IsAbilityAndRecord(battler, GetBattlerAbility(battler), ABILITY_GLUTTONY))
return TRUE;
return FALSE;
}
void ClearVariousBattlerFlags(u32 battler)
{
gDisableStructs[battler].furyCutterCounter = 0;
gBattleMons[battler].volatiles.destinyBond = 0;
gBattleMons[battler].volatiles.glaiveRush = FALSE;
gBattleMons[battler].volatiles.grudge = FALSE;
}
void HandleAction_RunBattleScript(void) // identical to RunBattleScriptCommands
{
if (gBattleControllerExecFlags == 0)
gBattleScriptingCommandsTable[*gBattlescriptCurrInstr]();
}
u32 SetRandomTarget(u32 battlerAtk)
{
u32 target;
static const u8 targets[2][2] =
{
[B_SIDE_PLAYER] = {B_POSITION_OPPONENT_LEFT, B_POSITION_OPPONENT_RIGHT},
[B_SIDE_OPPONENT] = {B_POSITION_PLAYER_LEFT, B_POSITION_PLAYER_RIGHT},
};
if (IsDoubleBattle())
{
target = GetBattlerAtPosition(targets[GetBattlerSide(battlerAtk)][RandomUniform(RNG_RANDOM_TARGET, 0, 1)]);
if (!IsBattlerAlive(target))
target ^= BIT_FLANK;
}
else
{
target = GetBattlerAtPosition(targets[GetBattlerSide(battlerAtk)][0]);
}
return target;
}
u32 GetBattleMoveTarget(u16 move, u8 setTarget)
{
u8 targetBattler = 0;
u32 moveTarget, side;
enum Type moveType = GetBattleMoveType(move);
if (setTarget != NO_TARGET_OVERRIDE)
moveTarget = setTarget - 1;
else
moveTarget = GetBattlerMoveTargetType(gBattlerAttacker, move);
switch (moveTarget)
{
case MOVE_TARGET_SELECTED:
case MOVE_TARGET_OPPONENT:
side = BATTLE_OPPOSITE(GetBattlerSide(gBattlerAttacker));
if (IsAffectedByFollowMe(gBattlerAttacker, side, move))
{
targetBattler = gSideTimers[side].followmeTarget;
}
else
{
enum Ability battlerAbilityOnField = 0;
targetBattler = SetRandomTarget(gBattlerAttacker);
if (moveType == TYPE_ELECTRIC && GetBattlerAbility(targetBattler) != ABILITY_LIGHTNING_ROD)
{
if (B_REDIRECT_ABILITY_ALLIES >= GEN_4)
battlerAbilityOnField = IsAbilityOnField(ABILITY_LIGHTNING_ROD);
else
battlerAbilityOnField = IsAbilityOnOpposingSide(targetBattler, ABILITY_LIGHTNING_ROD);
if (battlerAbilityOnField > 0 && (battlerAbilityOnField - 1) != gBattlerAttacker)
{
targetBattler = battlerAbilityOnField - 1;
RecordAbilityBattle(targetBattler, gBattleMons[targetBattler].ability);
gSpecialStatuses[targetBattler].abilityRedirected = TRUE;
}
}
else if (moveType == TYPE_WATER && GetBattlerAbility(targetBattler) != ABILITY_STORM_DRAIN)
{
if (B_REDIRECT_ABILITY_ALLIES >= GEN_4)
battlerAbilityOnField = IsAbilityOnField(ABILITY_STORM_DRAIN);
else
battlerAbilityOnField = IsAbilityOnOpposingSide(targetBattler, ABILITY_STORM_DRAIN);
if (battlerAbilityOnField > 0 && (battlerAbilityOnField - 1) != gBattlerAttacker)
{
targetBattler = battlerAbilityOnField - 1;
RecordAbilityBattle(targetBattler, gBattleMons[targetBattler].ability);
gSpecialStatuses[targetBattler].abilityRedirected = TRUE;
}
}
}
break;
case MOVE_TARGET_DEPENDS:
case MOVE_TARGET_BOTH:
case MOVE_TARGET_FOES_AND_ALLY:
targetBattler = GetOpposingSideBattler(gBattlerAttacker);
if (IsDoubleBattle() && !IsBattlerAlive(targetBattler))
targetBattler ^= BIT_FLANK;
break;
case MOVE_TARGET_OPPONENTS_FIELD:
targetBattler = GetOpposingSideBattler(gBattlerAttacker);
break;
case MOVE_TARGET_RANDOM:
side = BATTLE_OPPOSITE(GetBattlerSide(gBattlerAttacker));
if (IsAffectedByFollowMe(gBattlerAttacker, side, move))
targetBattler = gSideTimers[side].followmeTarget;
else if (IsDoubleBattle() && moveTarget & MOVE_TARGET_RANDOM)
targetBattler = SetRandomTarget(gBattlerAttacker);
else
targetBattler = GetOpposingSideBattler(gBattlerAttacker);
break;
case MOVE_TARGET_USER:
default:
targetBattler = gBattlerAttacker;
break;
case MOVE_TARGET_ALLY:
if (IsBattlerAlive(BATTLE_PARTNER(gBattlerAttacker)))
targetBattler = BATTLE_PARTNER(gBattlerAttacker);
else
targetBattler = gBattlerAttacker;
break;
}
gBattleStruct->moveTarget[gBattlerAttacker] = targetBattler;
return targetBattler;
}
u8 GetAttackerObedienceForAction()
{
s32 rnd;
s32 calc;
u8 obedienceLevel = 0;
u8 levelReferenced;
if (gBattleTypeFlags & (BATTLE_TYPE_LINK | BATTLE_TYPE_RECORDED_LINK))
return OBEYS;
if (BattlerHasAi(gBattlerAttacker))
return OBEYS;
if (gBattleTypeFlags & BATTLE_TYPE_INGAME_PARTNER && GetBattlerPosition(gBattlerAttacker) == B_POSITION_PLAYER_RIGHT)
return OBEYS;
if (gBattleTypeFlags & BATTLE_TYPE_FRONTIER)
return OBEYS;
if (gBattleTypeFlags & BATTLE_TYPE_RECORDED)
return OBEYS;
if (B_OBEDIENCE_MECHANICS < GEN_8 && !IsOtherTrainer(gBattleMons[gBattlerAttacker].otId, gBattleMons[gBattlerAttacker].otName))
return OBEYS;
if (FlagGet(FLAG_BADGE08_GET)) // Rain Badge, ignore obedience altogether
return OBEYS;
obedienceLevel = 10;
if (FlagGet(FLAG_BADGE01_GET)) // Stone Badge
obedienceLevel = 20;
if (FlagGet(FLAG_BADGE02_GET)) // Knuckle Badge
obedienceLevel = 30;
if (FlagGet(FLAG_BADGE03_GET)) // Dynamo Badge
obedienceLevel = 40;
if (FlagGet(FLAG_BADGE04_GET)) // Heat Badge
obedienceLevel = 50;
if (FlagGet(FLAG_BADGE05_GET)) // Balance Badge
obedienceLevel = 60;
if (FlagGet(FLAG_BADGE06_GET)) // Feather Badge
obedienceLevel = 70;
if (FlagGet(FLAG_BADGE07_GET)) // Mind Badge
obedienceLevel = 80;
if (B_OBEDIENCE_MECHANICS >= GEN_8
&& !IsOtherTrainer(gBattleMons[gBattlerAttacker].otId, gBattleMons[gBattlerAttacker].otName))
levelReferenced = gBattleMons[gBattlerAttacker].metLevel;
else
levelReferenced = gBattleMons[gBattlerAttacker].level;
if (levelReferenced <= obedienceLevel)
return OBEYS;
rnd = Random();
calc = (levelReferenced + obedienceLevel) * (rnd & 255) >> 8;
if (calc < obedienceLevel)
return OBEYS;
// Clear the Z-Move flags if the battler is disobedient as to not waste the Z-Move
if (GetActiveGimmick(gBattlerAttacker) == GIMMICK_Z_MOVE)
{
gBattleStruct->gimmick.activated[gBattlerAttacker][GIMMICK_Z_MOVE] = FALSE;
gBattleStruct->gimmick.activeGimmick[GetBattlerSide(gBattlerAttacker)][gBattlerPartyIndexes[gBattlerAttacker]] = GIMMICK_NONE;
}
// is not obedient
enum BattleMoveEffects moveEffect = GetMoveEffect(gCurrentMove);
if (moveEffect == EFFECT_RAGE)
gBattleMons[gBattlerAttacker].volatiles.rage = FALSE;
if (gBattleMons[gBattlerAttacker].status1 & STATUS1_SLEEP && (moveEffect == EFFECT_SNORE || moveEffect == EFFECT_SLEEP_TALK))
return DISOBEYS_WHILE_ASLEEP;
calc = (levelReferenced + obedienceLevel) * ((rnd >> 8) & 255) >> 8;
if (calc < obedienceLevel)
{
calc = CheckMoveLimitations(gBattlerAttacker, 1u << gCurrMovePos, MOVE_LIMITATIONS_ALL);
if (calc == ALL_MOVES_MASK) // all moves cannot be used
return DISOBEYS_LOAFS;
else // use a random move
do
gCurrMovePos = gChosenMovePos = MOD(Random(), MAX_MON_MOVES);
while ((1u << gCurrMovePos) & calc);
return DISOBEYS_RANDOM_MOVE;
}
else
{
obedienceLevel = levelReferenced - obedienceLevel;
calc = ((rnd >> 16) & 255);
if (calc < obedienceLevel && CanBeSlept(gBattlerAttacker, gBattlerAttacker, GetBattlerAbility(gBattlerAttacker), NOT_BLOCKED_BY_SLEEP_CLAUSE))
{
// try putting asleep
int i;
for (i = 0; i < gBattlersCount; i++)
if (gBattleMons[i].volatiles.uproarTurns)
break;
if (i == gBattlersCount)
return DISOBEYS_FALL_ASLEEP;
}
calc -= obedienceLevel;
if (calc < obedienceLevel)
return DISOBEYS_HITS_SELF;
else
return DISOBEYS_LOAFS;
}
}
enum HoldEffect GetBattlerHoldEffect(u32 battler)
{
return GetBattlerHoldEffectInternal(battler, GetBattlerAbility(battler));
}
enum HoldEffect GetBattlerHoldEffectIgnoreAbility(u32 battler)
{
return GetBattlerHoldEffectInternal(battler, ABILITY_NONE);
}
enum HoldEffect GetBattlerHoldEffectInternal(u32 battler, u32 ability)
{
if (gBattleMons[battler].volatiles.embargo)
return HOLD_EFFECT_NONE;
if (gFieldStatuses & STATUS_FIELD_MAGIC_ROOM)
return HOLD_EFFECT_NONE;
if (ability == ABILITY_KLUTZ && !gBattleMons[battler].volatiles.gastroAcid)
return HOLD_EFFECT_NONE;
gPotentialItemEffectBattler = battler;
if (gBattleMons[battler].item == ITEM_ENIGMA_BERRY_E_READER)
return gEnigmaBerries[battler].holdEffect;
else
return GetItemHoldEffect(gBattleMons[battler].item);
}
enum HoldEffect GetBattlerHoldEffectIgnoreNegation(u32 battler)
{
gPotentialItemEffectBattler = battler;
if (gBattleMons[battler].item == ITEM_ENIGMA_BERRY_E_READER)
return gEnigmaBerries[battler].holdEffect;
else
return GetItemHoldEffect(gBattleMons[battler].item);
}
u32 GetBattlerHoldEffectParam(u32 battler)
{
if (gBattleMons[battler].item == ITEM_ENIGMA_BERRY_E_READER)
return gEnigmaBerries[battler].holdEffectParam;
else
return GetItemHoldEffectParam(gBattleMons[battler].item);
}
bool32 CanBattlerAvoidContactEffects(u32 battlerAtk, u32 battlerDef, enum Ability abilityAtk, enum HoldEffect holdEffectAtk, u32 move)
{
if (holdEffectAtk == HOLD_EFFECT_PROTECTIVE_PADS)
{
RecordItemEffectBattle(battlerAtk, HOLD_EFFECT_PROTECTIVE_PADS);
return TRUE;
}
return !IsMoveMakingContact(battlerAtk, battlerDef, abilityAtk, holdEffectAtk, move);
}
bool32 IsMoveMakingContact(u32 battlerAtk, u32 battlerDef, enum Ability abilityAtk, enum HoldEffect holdEffectAtk, u32 move)
{
if (!(MoveMakesContact(move) || (GetMoveEffect(move) == EFFECT_SHELL_SIDE_ARM
&& gBattleStruct->shellSideArmCategory[battlerAtk][battlerDef] == DAMAGE_CATEGORY_PHYSICAL)))
{
return FALSE;
}
else if (holdEffectAtk == HOLD_EFFECT_PUNCHING_GLOVE && IsPunchingMove(move))
{
RecordItemEffectBattle(battlerAtk, HOLD_EFFECT_PUNCHING_GLOVE);
return FALSE;
}
else if (abilityAtk == ABILITY_LONG_REACH)
{
RecordAbilityBattle(battlerAtk, ABILITY_LONG_REACH);
return FALSE;
}
return TRUE;
}
static inline bool32 IsSideProtected(u32 battler, enum ProtectMethod method)
{
return gProtectStructs[battler].protected == method
|| gProtectStructs[BATTLE_PARTNER(battler)].protected == method;
}
bool32 IsBattlerProtected(u32 battlerAtk, u32 battlerDef, u32 move)
{
if (gProtectStructs[battlerDef].protected == PROTECT_NONE
&& gProtectStructs[BATTLE_PARTNER(battlerDef)].protected == PROTECT_NONE)
return FALSE;
if (gProtectStructs[battlerDef].protected != PROTECT_MAX_GUARD && !MoveIgnoresProtect(move))
{
if (IsZMove(move) || IsMaxMove(move))
return FALSE; // Z-Moves and Max Moves bypass protection (except Max Guard).
if (GetBattlerAbility(battlerAtk) == ABILITY_UNSEEN_FIST
&& IsMoveMakingContact(battlerAtk, battlerDef, ABILITY_UNSEEN_FIST, GetBattlerHoldEffect(battlerAtk), move))
return FALSE;
}
bool32 isProtected = FALSE;
if (IsSideProtected(battlerDef, PROTECT_CRAFTY_SHIELD)
&& IsBattleMoveStatus(move)
&& GetMoveEffect(move) != EFFECT_COACHING)
isProtected = TRUE;
else if (MoveIgnoresProtect(move))
isProtected = FALSE;
else if (IsSideProtected(battlerDef, PROTECT_WIDE_GUARD) && IsSpreadMove(GetBattlerMoveTargetType(battlerAtk, move)))
isProtected = TRUE;
else if (gProtectStructs[battlerDef].protected == PROTECT_NORMAL)
isProtected = TRUE;
else if (gProtectStructs[battlerDef].protected == PROTECT_SPIKY_SHIELD)
isProtected = TRUE;
else if (gProtectStructs[battlerDef].protected == PROTECT_MAX_GUARD)
isProtected = TRUE;
else if (gProtectStructs[battlerDef].protected == PROTECT_BANEFUL_BUNKER)
isProtected = TRUE;
else if (gProtectStructs[battlerDef].protected == PROTECT_BURNING_BULWARK)
isProtected = TRUE;
else if (gProtectStructs[battlerDef].protected == PROTECT_OBSTRUCT && !IsBattleMoveStatus(move))
isProtected = TRUE;
else if (gProtectStructs[battlerDef].protected == PROTECT_SILK_TRAP && !IsBattleMoveStatus(move))
isProtected = TRUE;
else if (gProtectStructs[battlerDef].protected == PROTECT_KINGS_SHIELD && !IsBattleMoveStatus(move))
isProtected = TRUE;
else if (IsSideProtected(battlerDef, PROTECT_QUICK_GUARD) && GetChosenMovePriority(battlerAtk, GetBattlerAbility(battlerAtk)) > 0)
isProtected = TRUE;
else if (IsSideProtected(battlerDef, PROTECT_MAT_BLOCK) && !IsBattleMoveStatus(move))
isProtected = TRUE;
else
isProtected = FALSE;
if (isProtected)
gBattleStruct->missStringId[battlerDef] = gBattleCommunication[MISS_TYPE] = B_MSG_PROTECTED;
return isProtected;
}
u32 GetProtectType(enum ProtectMethod method)
{
switch (method)
{
case PROTECT_NONE:
return PROTECT_TYPE_NONE;
case PROTECT_NORMAL:
case PROTECT_SPIKY_SHIELD:
case PROTECT_KINGS_SHIELD:
case PROTECT_BANEFUL_BUNKER:
case PROTECT_BURNING_BULWARK:
case PROTECT_OBSTRUCT:
case PROTECT_SILK_TRAP:
case PROTECT_MAX_GUARD:
return PROTECT_TYPE_SINGLE;
case PROTECT_WIDE_GUARD:
case PROTECT_QUICK_GUARD:
case PROTECT_CRAFTY_SHIELD:
case PROTECT_MAT_BLOCK:
return PROTECT_TYPE_SIDE;
}
return FALSE;
}
enum InverseBattleCheck
{
INVERSE_BATTLE,
NOT_INVERSE_BATTLE
};
enum IronBallCheck
{
CHECK_IRON_BALL,
IGNORE_IRON_BALL
};
// Only called directly when calculating damage type effectiveness, and Iron Ball's type effectiveness mechanics
static bool32 IsBattlerGroundedInverseCheck(u32 battler, enum Ability ability, enum HoldEffect holdEffect, enum InverseBattleCheck checkInverse, bool32 isAnticipation)
{
if (holdEffect == HOLD_EFFECT_IRON_BALL)
return TRUE;
if (gFieldStatuses & STATUS_FIELD_GRAVITY && isAnticipation == FALSE)
return TRUE;
if (B_ROOTED_GROUNDING >= GEN_4 && gBattleMons[battler].volatiles.root)
return TRUE;
if (gBattleMons[battler].volatiles.smackDown)
return TRUE;
if (gBattleMons[battler].volatiles.telekinesis)
return FALSE;
if (gBattleMons[battler].volatiles.magnetRise)
return FALSE;
if (holdEffect == HOLD_EFFECT_AIR_BALLOON)
return FALSE;
if (ability == ABILITY_LEVITATE)
return FALSE;
if (IS_BATTLER_OF_TYPE(battler, TYPE_FLYING) && (checkInverse != INVERSE_BATTLE || !FlagGet(B_FLAG_INVERSE_BATTLE)))
return FALSE;
return TRUE;
}
bool32 IsBattlerGrounded(u32 battler, enum Ability ability, enum HoldEffect holdEffect)
{
return IsBattlerGroundedInverseCheck(battler, ability, holdEffect, NOT_INVERSE_BATTLE, FALSE);
}
u32 GetMoveSlot(u16 *moves, u32 move)
{
u32 i;
for (i = 0; i < MAX_MON_MOVES; i++)
{
if (moves[i] == move)
break;
}
return i;
}
u32 GetBattlerWeight(u32 battler)
{
u32 i;
u32 weight = GetSpeciesWeight(gBattleMons[battler].species);
enum Ability ability = GetBattlerAbility(battler);
enum HoldEffect holdEffect = GetBattlerHoldEffect(battler);
if (ability == ABILITY_HEAVY_METAL)
weight *= 2;
else if (ability == ABILITY_LIGHT_METAL)
weight /= 2;
if (holdEffect == HOLD_EFFECT_FLOAT_STONE)
weight /= 2;
for (i = 0; i < gDisableStructs[battler].autotomizeCount; i++)
{
if (weight > 1000)
{
weight -= 1000;
}
else if (weight <= 1000)
{
weight = 1;
break;
}
}
if (weight == 0)
weight = 1;
return weight;
}
u32 CountBattlerStatIncreases(u32 battler, bool32 countEvasionAcc)
{
enum Stat i;
u32 count = 0;
for (i = 0; i < NUM_BATTLE_STATS; i++)
{
if ((i == STAT_ACC || i == STAT_EVASION) && !countEvasionAcc)
continue;
if (gBattleMons[battler].statStages[i] > DEFAULT_STAT_STAGE) // Stat is increased.
count += gBattleMons[battler].statStages[i] - DEFAULT_STAT_STAGE;
}
return count;
}
u32 GetMoveTargetCount(struct DamageContext *ctx)
{
u32 battlerAtk = ctx->battlerAtk;
u32 battlerDef = ctx->battlerDef;
u32 move = ctx->move;
switch (GetBattlerMoveTargetType(battlerAtk, move))
{
case MOVE_TARGET_BOTH:
return !(gAbsentBattlerFlags & (1u << battlerDef))
+ !(gAbsentBattlerFlags & (1u << BATTLE_PARTNER(battlerDef)));
case MOVE_TARGET_FOES_AND_ALLY:
return !(gAbsentBattlerFlags & (1u << battlerDef))
+ !(gAbsentBattlerFlags & (1u << BATTLE_PARTNER(battlerDef)))
+ !(gAbsentBattlerFlags & (1u << BATTLE_PARTNER(battlerAtk)));
case MOVE_TARGET_OPPONENTS_FIELD:
return 1;
case MOVE_TARGET_DEPENDS:
case MOVE_TARGET_SELECTED:
case MOVE_TARGET_RANDOM:
case MOVE_TARGET_OPPONENT:
return IsBattlerAlive(battlerDef);
case MOVE_TARGET_USER:
return IsBattlerAlive(battlerAtk);
default:
return 0;
}
}
static const u8 sFlailHpScaleToPowerTable[] =
{
1, 200,
4, 150,
9, 100,
16, 80,
32, 40,
48, 20
};
// format: min. weight (hectograms), base power
static const u16 sWeightToDamageTable[] =
{
100, 20,
250, 40,
500, 60,
1000, 80,
2000, 100,
0xFFFF, 0xFFFF
};
static const u8 sSpeedDiffPowerTable[] = {40, 60, 80, 120, 150};
static const u8 sHeatCrashPowerTable[] = {40, 40, 60, 80, 100, 120};
static const u8 sTrumpCardPowerTable[] = {200, 80, 60, 50, 40};
const struct TypePower gNaturalGiftTable[] =
{
[ITEM_TO_BERRY(ITEM_CHERI_BERRY)] = {TYPE_FIRE, 80},
[ITEM_TO_BERRY(ITEM_CHESTO_BERRY)] = {TYPE_WATER, 80},
[ITEM_TO_BERRY(ITEM_PECHA_BERRY)] = {TYPE_ELECTRIC, 80},
[ITEM_TO_BERRY(ITEM_RAWST_BERRY)] = {TYPE_GRASS, 80},
[ITEM_TO_BERRY(ITEM_ASPEAR_BERRY)] = {TYPE_ICE, 80},
[ITEM_TO_BERRY(ITEM_LEPPA_BERRY)] = {TYPE_FIGHTING, 80},
[ITEM_TO_BERRY(ITEM_ORAN_BERRY)] = {TYPE_POISON, 80},
[ITEM_TO_BERRY(ITEM_PERSIM_BERRY)] = {TYPE_GROUND, 80},
[ITEM_TO_BERRY(ITEM_LUM_BERRY)] = {TYPE_FLYING, 80},
[ITEM_TO_BERRY(ITEM_SITRUS_BERRY)] = {TYPE_PSYCHIC, 80},
[ITEM_TO_BERRY(ITEM_FIGY_BERRY)] = {TYPE_BUG, 80},
[ITEM_TO_BERRY(ITEM_WIKI_BERRY)] = {TYPE_ROCK, 80},
[ITEM_TO_BERRY(ITEM_MAGO_BERRY)] = {TYPE_GHOST, 80},
[ITEM_TO_BERRY(ITEM_AGUAV_BERRY)] = {TYPE_DRAGON, 80},
[ITEM_TO_BERRY(ITEM_IAPAPA_BERRY)] = {TYPE_DARK, 80},
[ITEM_TO_BERRY(ITEM_RAZZ_BERRY)] = {TYPE_STEEL, 80},
[ITEM_TO_BERRY(ITEM_OCCA_BERRY)] = {TYPE_FIRE, 80},
[ITEM_TO_BERRY(ITEM_PASSHO_BERRY)] = {TYPE_WATER, 80},
[ITEM_TO_BERRY(ITEM_WACAN_BERRY)] = {TYPE_ELECTRIC, 80},
[ITEM_TO_BERRY(ITEM_RINDO_BERRY)] = {TYPE_GRASS, 80},
[ITEM_TO_BERRY(ITEM_YACHE_BERRY)] = {TYPE_ICE, 80},
[ITEM_TO_BERRY(ITEM_CHOPLE_BERRY)] = {TYPE_FIGHTING, 80},
[ITEM_TO_BERRY(ITEM_KEBIA_BERRY)] = {TYPE_POISON, 80},
[ITEM_TO_BERRY(ITEM_SHUCA_BERRY)] = {TYPE_GROUND, 80},
[ITEM_TO_BERRY(ITEM_COBA_BERRY)] = {TYPE_FLYING, 80},
[ITEM_TO_BERRY(ITEM_PAYAPA_BERRY)] = {TYPE_PSYCHIC, 80},
[ITEM_TO_BERRY(ITEM_TANGA_BERRY)] = {TYPE_BUG, 80},
[ITEM_TO_BERRY(ITEM_CHARTI_BERRY)] = {TYPE_ROCK, 80},
[ITEM_TO_BERRY(ITEM_KASIB_BERRY)] = {TYPE_GHOST, 80},
[ITEM_TO_BERRY(ITEM_HABAN_BERRY)] = {TYPE_DRAGON, 80},
[ITEM_TO_BERRY(ITEM_COLBUR_BERRY)] = {TYPE_DARK, 80},
[ITEM_TO_BERRY(ITEM_BABIRI_BERRY)] = {TYPE_STEEL, 80},
[ITEM_TO_BERRY(ITEM_CHILAN_BERRY)] = {TYPE_NORMAL, 80},
[ITEM_TO_BERRY(ITEM_ROSELI_BERRY)] = {TYPE_FAIRY, 80},
[ITEM_TO_BERRY(ITEM_BLUK_BERRY)] = {TYPE_FIRE, 90},
[ITEM_TO_BERRY(ITEM_NANAB_BERRY)] = {TYPE_WATER, 90},
[ITEM_TO_BERRY(ITEM_WEPEAR_BERRY)] = {TYPE_ELECTRIC, 90},
[ITEM_TO_BERRY(ITEM_PINAP_BERRY)] = {TYPE_GRASS, 90},
[ITEM_TO_BERRY(ITEM_POMEG_BERRY)] = {TYPE_ICE, 90},
[ITEM_TO_BERRY(ITEM_KELPSY_BERRY)] = {TYPE_FIGHTING, 90},
[ITEM_TO_BERRY(ITEM_QUALOT_BERRY)] = {TYPE_POISON, 90},
[ITEM_TO_BERRY(ITEM_HONDEW_BERRY)] = {TYPE_GROUND, 90},
[ITEM_TO_BERRY(ITEM_GREPA_BERRY)] = {TYPE_FLYING, 90},
[ITEM_TO_BERRY(ITEM_TAMATO_BERRY)] = {TYPE_PSYCHIC, 90},
[ITEM_TO_BERRY(ITEM_CORNN_BERRY)] = {TYPE_BUG, 90},
[ITEM_TO_BERRY(ITEM_MAGOST_BERRY)] = {TYPE_ROCK, 90},
[ITEM_TO_BERRY(ITEM_RABUTA_BERRY)] = {TYPE_GHOST, 90},
[ITEM_TO_BERRY(ITEM_NOMEL_BERRY)] = {TYPE_DRAGON, 90},
[ITEM_TO_BERRY(ITEM_SPELON_BERRY)] = {TYPE_DARK, 90},
[ITEM_TO_BERRY(ITEM_PAMTRE_BERRY)] = {TYPE_STEEL, 90},
[ITEM_TO_BERRY(ITEM_WATMEL_BERRY)] = {TYPE_FIRE, 100},
[ITEM_TO_BERRY(ITEM_DURIN_BERRY)] = {TYPE_WATER, 100},
[ITEM_TO_BERRY(ITEM_BELUE_BERRY)] = {TYPE_ELECTRIC, 100},
[ITEM_TO_BERRY(ITEM_LIECHI_BERRY)] = {TYPE_GRASS, 100},
[ITEM_TO_BERRY(ITEM_GANLON_BERRY)] = {TYPE_ICE, 100},
[ITEM_TO_BERRY(ITEM_SALAC_BERRY)] = {TYPE_FIGHTING, 100},
[ITEM_TO_BERRY(ITEM_PETAYA_BERRY)] = {TYPE_POISON, 100},
[ITEM_TO_BERRY(ITEM_APICOT_BERRY)] = {TYPE_GROUND, 100},
[ITEM_TO_BERRY(ITEM_LANSAT_BERRY)] = {TYPE_FLYING, 100},
[ITEM_TO_BERRY(ITEM_STARF_BERRY)] = {TYPE_PSYCHIC, 100},
[ITEM_TO_BERRY(ITEM_ENIGMA_BERRY)] = {TYPE_BUG, 100},
[ITEM_TO_BERRY(ITEM_MICLE_BERRY)] = {TYPE_ROCK, 100},
[ITEM_TO_BERRY(ITEM_CUSTAP_BERRY)] = {TYPE_GHOST, 100},
[ITEM_TO_BERRY(ITEM_JABOCA_BERRY)] = {TYPE_DRAGON, 100},
[ITEM_TO_BERRY(ITEM_ROWAP_BERRY)] = {TYPE_DARK, 100},
[ITEM_TO_BERRY(ITEM_KEE_BERRY)] = {TYPE_FAIRY, 100},
[ITEM_TO_BERRY(ITEM_MARANGA_BERRY)] = {TYPE_DARK, 100},
};
u32 CalcRolloutBasePower(u32 battlerAtk, u32 basePower, u32 rolloutTimer)
{
u32 i;
for (i = 1; i < (5 - rolloutTimer); i++)
basePower *= 2;
if (gBattleMons[battlerAtk].volatiles.defenseCurl)
basePower *= 2;
return basePower;
}
u32 CalcFuryCutterBasePower(u32 basePower, u32 furyCutterCounter)
{
u32 i;
for (i = 1; i < furyCutterCounter; i++)
basePower *= 2;
return basePower;
}
static inline u32 IsFieldMudSportAffected(enum Type moveType)
{
if (moveType == TYPE_ELECTRIC && (gFieldStatuses & STATUS_FIELD_MUDSPORT))
return TRUE;
if (B_SPORT_TURNS < GEN_6)
{
for (u32 battler = 0; battler < gBattlersCount; battler++)
{
if (gBattleMons[battler].volatiles.mudSport)
return TRUE;
}
}
return FALSE;
}
static inline u32 IsFieldWaterSportAffected(enum Type moveType)
{
if (moveType == TYPE_FIRE && (gFieldStatuses & STATUS_FIELD_WATERSPORT))
return TRUE;
if (B_SPORT_TURNS < GEN_6)
{
for (u32 battler = 0; battler < gBattlersCount; battler++)
{
if (gBattleMons[battler].volatiles.waterSport)
return TRUE;
}
}
return FALSE;
}
static inline u32 CalcMoveBasePower(struct DamageContext *ctx)
{
u32 battlerAtk = ctx->battlerAtk;
u32 battlerDef = ctx->battlerDef;
u32 move = ctx->move;
u32 i;
u32 basePower = GetMovePower(move);
u32 moveEffect = GetMoveEffect(move);
u32 weight, hpFraction, speed;
if (GetActiveGimmick(battlerAtk) == GIMMICK_Z_MOVE)
return GetZMovePower(gCurrentMove);
if (GetActiveGimmick(battlerAtk) == GIMMICK_DYNAMAX)
return GetMaxMovePower(move);
switch (moveEffect)
{
case EFFECT_PLEDGE:
if (gBattleStruct->pledgeMove)
basePower = 150;
break;
case EFFECT_FLING:
basePower = GetFlingPowerFromItemId(gBattleMons[battlerAtk].item);
break;
case EFFECT_POWER_BASED_ON_USER_HP:
basePower = gBattleMons[battlerAtk].hp * basePower / gBattleMons[battlerAtk].maxHP;
break;
case EFFECT_FLAIL:
hpFraction = GetScaledHPFraction(gBattleMons[battlerAtk].hp, gBattleMons[battlerAtk].maxHP, 48);
for (i = 0; i < sizeof(sFlailHpScaleToPowerTable); i += 2)
{
if (hpFraction <= sFlailHpScaleToPowerTable[i])
break;
}
basePower = sFlailHpScaleToPowerTable[i + 1];
break;
case EFFECT_RETURN:
basePower = 10 * (gBattleMons[battlerAtk].friendship) / 25;
break;
case EFFECT_FRUSTRATION:
basePower = 10 * (MAX_FRIENDSHIP - gBattleMons[battlerAtk].friendship) / 25;
break;
case EFFECT_FURY_CUTTER:
basePower = CalcFuryCutterBasePower(basePower, gDisableStructs[battlerAtk].furyCutterCounter);
break;
case EFFECT_ROLLOUT:
basePower = CalcRolloutBasePower(battlerAtk, basePower, gDisableStructs[battlerAtk].rolloutTimer);
break;
case EFFECT_MAGNITUDE:
basePower = gBattleStruct->magnitudeBasePower;
break;
case EFFECT_PRESENT:
basePower = gBattleStruct->presentBasePower;
break;
case EFFECT_TRIPLE_KICK:
basePower *= 1 + GetMoveStrikeCount(move) - gMultiHitCounter;
break;
case EFFECT_SPIT_UP:
basePower = 100 * gDisableStructs[battlerAtk].stockpileCounter;
break;
case EFFECT_REVENGE:
if ((gProtectStructs[battlerAtk].physicalDmg
&& gProtectStructs[battlerAtk].physicalBattlerId == battlerDef)
|| (gProtectStructs[battlerAtk].specialDmg
&& gProtectStructs[battlerAtk].specialBattlerId == battlerDef))
basePower *= 2;
break;
case EFFECT_WEATHER_BALL:
if (ctx->weather & B_WEATHER_ANY)
basePower *= 2;
break;
case EFFECT_PURSUIT:
if (gBattleStruct->battlerState[battlerDef].pursuitTarget)
basePower *= 2;
break;
case EFFECT_NATURAL_GIFT:
basePower = gNaturalGiftTable[ITEM_TO_BERRY(gBattleMons[battlerAtk].item)].power;
break;
case EFFECT_DOUBLE_POWER_ON_ARG_STATUS:
// Comatose targets treated as if asleep
if ((gBattleMons[battlerDef].status1 | (STATUS1_SLEEP * (ctx->abilityDef == ABILITY_COMATOSE))) & GetMoveEffectArg_Status(move)
&& !((GetMoveAdditionalEffectById(move, 0)->moveEffect == MOVE_EFFECT_REMOVE_STATUS) && DoesSubstituteBlockMove(battlerAtk, battlerDef, move)))
basePower *= 2;
break;
case EFFECT_POWER_BASED_ON_TARGET_HP:
basePower = gBattleMons[battlerDef].hp * basePower / gBattleMons[battlerDef].maxHP;
break;
case EFFECT_ASSURANCE:
if (gProtectStructs[battlerDef].assuranceDoubled)
basePower *= 2;
break;
case EFFECT_TRUMP_CARD:
i = GetMoveSlot(gBattleMons[battlerAtk].moves, move);
if (i != MAX_MON_MOVES)
{
if (gBattleMons[battlerAtk].pp[i] >= ARRAY_COUNT(sTrumpCardPowerTable))
basePower = sTrumpCardPowerTable[ARRAY_COUNT(sTrumpCardPowerTable) - 1];
else
basePower = sTrumpCardPowerTable[gBattleMons[battlerAtk].pp[i]];
}
break;
case EFFECT_ACROBATICS:
if (gBattleMons[battlerAtk].item == ITEM_NONE
// Edge case, because removal of items happens after damage calculation.
|| (gSpecialStatuses[battlerAtk].gemBoost && GetBattlerHoldEffect(battlerAtk) == HOLD_EFFECT_GEMS))
basePower *= 2;
break;
case EFFECT_LOW_KICK:
weight = GetBattlerWeight(battlerDef);
for (i = 0; sWeightToDamageTable[i] != 0xFFFF; i += 2)
{
if (sWeightToDamageTable[i] > weight)
break;
}
if (sWeightToDamageTable[i] != 0xFFFF)
basePower = sWeightToDamageTable[i + 1];
else
basePower = 120;
break;
case EFFECT_HEAT_CRASH:
weight = GetBattlerWeight(battlerAtk) / GetBattlerWeight(battlerDef);
if (weight >= ARRAY_COUNT(sHeatCrashPowerTable))
basePower = sHeatCrashPowerTable[ARRAY_COUNT(sHeatCrashPowerTable) - 1];
else
basePower = sHeatCrashPowerTable[weight];
break;
case EFFECT_PUNISHMENT:
basePower = 60 + (CountBattlerStatIncreases(battlerDef, FALSE) * 20);
if (basePower > 200)
basePower = 200;
break;
case EFFECT_STORED_POWER:
basePower += (CountBattlerStatIncreases(battlerAtk, TRUE) * 20);
break;
case EFFECT_ELECTRO_BALL:
speed = GetBattlerTotalSpeedStat(battlerAtk, ctx->abilityAtk, ctx->holdEffectAtk) / GetBattlerTotalSpeedStat(battlerDef, ctx->abilityDef, ctx->holdEffectDef);
if (speed >= ARRAY_COUNT(sSpeedDiffPowerTable))
speed = ARRAY_COUNT(sSpeedDiffPowerTable) - 1;
basePower = sSpeedDiffPowerTable[speed];
break;
case EFFECT_GYRO_BALL:
{
u32 attackerSpeed = GetBattlerTotalSpeedStat(battlerAtk, ctx->abilityAtk, ctx->holdEffectAtk);
if (attackerSpeed == 0)
{
basePower = 1;
}
else
{
basePower = ((25 * GetBattlerTotalSpeedStat(battlerDef, ctx->abilityDef, ctx->holdEffectDef)) / attackerSpeed) + 1;
if (basePower > 150)
basePower = 150;
}
break;
}
case EFFECT_ECHOED_VOICE:
// gBattleStruct->echoedVoiceCounter incremented in EndTurnVarious called by DoEndTurnEffects
if (gBattleStruct->echoedVoiceCounter != 0)
{
basePower += (basePower * gBattleStruct->echoedVoiceCounter);
if (basePower > 200)
basePower = 200;
}
break;
case EFFECT_PAYBACK:
if (HasBattlerActedThisTurn(battlerDef)
&& (B_PAYBACK_SWITCH_BOOST < GEN_5 || gDisableStructs[battlerDef].isFirstTurn != 2))
basePower *= 2;
break;
case EFFECT_BOLT_BEAK:
if (!HasBattlerActedThisTurn(battlerDef)
|| gDisableStructs[battlerDef].isFirstTurn == 2)
basePower *= 2;
break;
case EFFECT_FUSION_COMBO:
if (move == gLastUsedMove)
break;
// fallthrough
case EFFECT_ROUND:
// don't double power due to previous turn's Round/Fusion move
if (gCurrentTurnActionNumber != 0
&& gActionsByTurnOrder[gCurrentTurnActionNumber - 1] == B_ACTION_USE_MOVE
&& GetMoveEffect(gLastUsedMove) == moveEffect)
basePower *= 2;
break;
case EFFECT_LASH_OUT:
if (gProtectStructs[battlerAtk].lashOutAffected)
basePower *= 2;
break;
case EFFECT_MISTY_EXPLOSION:
if (IsBattlerTerrainAffected(battlerAtk, ctx->abilityAtk, ctx->holdEffectAtk, STATUS_FIELD_MISTY_TERRAIN))
basePower = uq4_12_multiply(basePower, UQ_4_12(1.5));
break;
case EFFECT_DYNAMAX_DOUBLE_DMG:
if (GetActiveGimmick(battlerDef) == GIMMICK_DYNAMAX)
basePower *= 2;
break;
case EFFECT_HIDDEN_POWER:
{
if (B_HIDDEN_POWER_DMG < GEN_6)
{
u8 powerBits = ((gBattleMons[battlerAtk].hpIV & 2) >> 1)
| ((gBattleMons[battlerAtk].attackIV & 2) << 0)
| ((gBattleMons[battlerAtk].defenseIV & 2) << 1)
| ((gBattleMons[battlerAtk].speedIV & 2) << 2)
| ((gBattleMons[battlerAtk].spAttackIV & 2) << 3)
| ((gBattleMons[battlerAtk].spDefenseIV & 2) << 4);
basePower = (40 * powerBits) / 63 + 30;
}
break;
}
case EFFECT_GRAV_APPLE:
if (gFieldStatuses & STATUS_FIELD_GRAVITY)
basePower = uq4_12_multiply(basePower, UQ_4_12(1.5));
break;
case EFFECT_TERRAIN_PULSE:
if (IsBattlerTerrainAffected(battlerAtk, ctx->abilityAtk, ctx->holdEffectAtk, STATUS_FIELD_TERRAIN_ANY))
basePower *= 2;
break;
case EFFECT_EXPANDING_FORCE:
if (IsBattlerTerrainAffected(battlerAtk, ctx->abilityAtk, ctx->holdEffectAtk, STATUS_FIELD_PSYCHIC_TERRAIN))
basePower = uq4_12_multiply(basePower, UQ_4_12(1.5));
break;
case EFFECT_RISING_VOLTAGE:
if (IsBattlerTerrainAffected(battlerDef, ctx->abilityDef, ctx->holdEffectDef, STATUS_FIELD_ELECTRIC_TERRAIN))
basePower *= 2;
break;
case EFFECT_BEAT_UP:
if (B_BEAT_UP >= GEN_5)
basePower = CalcBeatUpPower();
break;
case EFFECT_PSYBLADE:
if (gFieldStatuses & STATUS_FIELD_ELECTRIC_TERRAIN)
basePower = uq4_12_multiply(basePower, UQ_4_12(1.5));
break;
case EFFECT_MAX_MOVE:
basePower = GetMaxMovePower(GetChosenMoveFromPosition(battlerAtk));
break;
case EFFECT_RAGE_FIST:
basePower += 50 * GetBattlerPartyState(battlerAtk)->timesGotHit;
basePower = (basePower > 350) ? 350 : basePower;
break;
case EFFECT_FICKLE_BEAM:
if (gBattleStruct->fickleBeamBoosted)
basePower *= 2;
break;
case EFFECT_TERA_BLAST:
if (GetActiveGimmick(battlerAtk) == GIMMICK_TERA && GetBattlerTeraType(battlerAtk) == TYPE_STELLAR)
basePower = 100;
break;
case EFFECT_LAST_RESPECTS:
basePower += (basePower * min(100, GetBattlerSideFaintCounter(battlerAtk)));
break;
default:
break;
}
// Move-specific base power changes
switch (move)
{
case MOVE_WATER_SHURIKEN:
if (gBattleMons[battlerAtk].species == SPECIES_GRENINJA_ASH)
basePower = 20;
break;
}
if (basePower == 0)
basePower = 1;
return basePower;
}
static inline u32 CalcMoveBasePowerAfterModifiers(struct DamageContext *ctx)
{
u32 holdEffectParamAtk;
u32 basePower = CalcMoveBasePower(ctx);
u32 battlerAtk = ctx->battlerAtk;
u32 battlerDef = ctx->battlerDef;
u32 move = ctx->move;
enum Type moveType = ctx->moveType;
enum BattleMoveEffects moveEffect = GetMoveEffect(move);
uq4_12_t holdEffectModifier;
uq4_12_t modifier = UQ_4_12(1.0);
u32 atkSide = GetBattlerSide(battlerAtk);
// move effect
switch (moveEffect)
{
case EFFECT_FACADE:
if (gBattleMons[battlerAtk].status1 & (STATUS1_BURN | STATUS1_PSN_ANY | STATUS1_PARALYSIS | STATUS1_FROSTBITE))
modifier = uq4_12_multiply(modifier, UQ_4_12(2.0));
break;
case EFFECT_BRINE:
if (gBattleMons[battlerDef].hp <= (gBattleMons[battlerDef].maxHP / 2))
modifier = uq4_12_multiply(modifier, UQ_4_12(2.0));
break;
case EFFECT_RETALIATE:
if (gSideTimers[atkSide].retaliateTimer == 1)
modifier = uq4_12_multiply(modifier, UQ_4_12(2.0));
break;
case EFFECT_SOLAR_BEAM:
if (IsBattlerWeatherAffected(battlerAtk, (B_WEATHER_HAIL | B_WEATHER_SANDSTORM | B_WEATHER_RAIN | B_WEATHER_SNOW | B_WEATHER_FOG)))
modifier = uq4_12_multiply(modifier, UQ_4_12(0.5));
break;
case EFFECT_STOMPING_TANTRUM:
if (gBattleStruct->battlerState[battlerAtk].stompingTantrumTimer == 1)
modifier = uq4_12_multiply(modifier, UQ_4_12(2.0));
break;
case EFFECT_MAGNITUDE:
case EFFECT_EARTHQUAKE:
if (gFieldStatuses & STATUS_FIELD_GRASSY_TERRAIN && !IsSemiInvulnerable(battlerDef, CHECK_ALL))
modifier = uq4_12_multiply(modifier, UQ_4_12(0.5));
break;
case EFFECT_KNOCK_OFF:
if (B_KNOCK_OFF_DMG >= GEN_6
&& gBattleMons[battlerDef].item != ITEM_NONE
&& CanBattlerGetOrLoseItem(battlerDef, gBattleMons[battlerDef].item))
modifier = uq4_12_multiply(modifier, UQ_4_12(1.5));
break;
default:
break;
}
// various effects
for (u32 i = 0; i < gProtectStructs[battlerAtk].helpingHand; i++)
modifier = uq4_12_multiply(modifier, UQ_4_12(1.5));
if (gSpecialStatuses[battlerAtk].gemBoost)
modifier = uq4_12_multiply(modifier, uq4_12_add(UQ_4_12(1.0), PercentToUQ4_12(gSpecialStatuses[battlerAtk].gemParam)));
if (gBattleMons[battlerAtk].volatiles.charge && moveType == TYPE_ELECTRIC)
modifier = uq4_12_multiply(modifier, UQ_4_12(2.0));
if (GetMoveEffect(ctx->chosenMove) == EFFECT_ME_FIRST)
modifier = uq4_12_multiply(modifier, UQ_4_12(1.5));
if (IsBattlerTerrainAffected(battlerAtk, ctx->abilityAtk, ctx->holdEffectAtk, STATUS_FIELD_GRASSY_TERRAIN) && moveType == TYPE_GRASS)
modifier = uq4_12_multiply(modifier, (B_TERRAIN_TYPE_BOOST >= GEN_8 ? UQ_4_12(1.3) : UQ_4_12(1.5)));
if (IsBattlerTerrainAffected(battlerDef, ctx->abilityDef, ctx->holdEffectDef, STATUS_FIELD_MISTY_TERRAIN) && moveType == TYPE_DRAGON)
modifier = uq4_12_multiply(modifier, UQ_4_12(0.5));
if (IsBattlerTerrainAffected(battlerAtk, ctx->abilityAtk, ctx->holdEffectAtk, STATUS_FIELD_ELECTRIC_TERRAIN) && moveType == TYPE_ELECTRIC)
modifier = uq4_12_multiply(modifier, (B_TERRAIN_TYPE_BOOST >= GEN_8 ? UQ_4_12(1.3) : UQ_4_12(1.5)));
if (IsBattlerTerrainAffected(battlerAtk, ctx->abilityAtk, ctx->holdEffectAtk, STATUS_FIELD_PSYCHIC_TERRAIN) && moveType == TYPE_PSYCHIC)
modifier = uq4_12_multiply(modifier, (B_TERRAIN_TYPE_BOOST >= GEN_8 ? UQ_4_12(1.3) : UQ_4_12(1.5)));
if (IsFieldMudSportAffected(ctx->moveType))
modifier = uq4_12_multiply(modifier, UQ_4_12(B_SPORT_DMG_REDUCTION >= GEN_5 ? 0.33 : 0.5));
if (IsFieldWaterSportAffected(ctx->moveType))
modifier = uq4_12_multiply(modifier, UQ_4_12(B_SPORT_DMG_REDUCTION >= GEN_5 ? 0.33 : 0.5));
// attacker's abilities
switch (ctx->abilityAtk)
{
case ABILITY_TECHNICIAN:
if (basePower <= 60)
modifier = uq4_12_multiply(modifier, UQ_4_12(1.5));
break;
case ABILITY_FLARE_BOOST:
if (gBattleMons[battlerAtk].status1 & STATUS1_BURN && IsBattleMoveSpecial(move))
modifier = uq4_12_multiply(modifier, UQ_4_12(1.5));
break;
case ABILITY_TOXIC_BOOST:
if (gBattleMons[battlerAtk].status1 & STATUS1_PSN_ANY && IsBattleMovePhysical(move))
modifier = uq4_12_multiply(modifier, UQ_4_12(1.5));
break;
case ABILITY_RECKLESS:
if (moveEffect == EFFECT_RECOIL || moveEffect == EFFECT_RECOIL_IF_MISS)
modifier = uq4_12_multiply(modifier, UQ_4_12(1.2));
break;
case ABILITY_IRON_FIST:
if (IsPunchingMove(move))
modifier = uq4_12_multiply(modifier, UQ_4_12(1.2));
break;
case ABILITY_SHEER_FORCE:
if (MoveIsAffectedBySheerForce(move))
modifier = uq4_12_multiply(modifier, UQ_4_12(1.3));
break;
case ABILITY_SAND_FORCE:
if ((moveType == TYPE_STEEL || moveType == TYPE_ROCK || moveType == TYPE_GROUND)
&& ctx->weather & B_WEATHER_SANDSTORM)
modifier = uq4_12_multiply(modifier, UQ_4_12(1.3));
break;
case ABILITY_RIVALRY:
if (AreBattlersOfSameGender(battlerAtk, battlerDef))
modifier = uq4_12_multiply(modifier, UQ_4_12(1.25));
else if (AreBattlersOfOppositeGender(battlerAtk, battlerDef))
modifier = uq4_12_multiply(modifier, UQ_4_12(0.75));
break;
case ABILITY_ANALYTIC:
if (GetBattlerTurnOrderNum(battlerAtk) == gBattlersCount - 1 && move != MOVE_FUTURE_SIGHT && move != MOVE_DOOM_DESIRE)
modifier = uq4_12_multiply(modifier, UQ_4_12(1.3));
break;
case ABILITY_TOUGH_CLAWS:
if (IsMoveMakingContact(battlerAtk, battlerDef, ctx->abilityAtk, ctx->holdEffectAtk, ctx->move))
modifier = uq4_12_multiply(modifier, UQ_4_12(1.3));
break;
case ABILITY_STRONG_JAW:
if (IsBitingMove(move))
modifier = uq4_12_multiply(modifier, UQ_4_12(1.5));
break;
case ABILITY_MEGA_LAUNCHER:
if (IsPulseMove(move))
modifier = uq4_12_multiply(modifier, UQ_4_12(1.5));
break;
case ABILITY_WATER_BUBBLE:
if (moveType == TYPE_WATER)
modifier = uq4_12_multiply(modifier, UQ_4_12(2.0));
break;
case ABILITY_STEELWORKER:
if (moveType == TYPE_STEEL)
modifier = uq4_12_multiply(modifier, UQ_4_12(1.5));
break;
case ABILITY_PIXILATE:
if (moveType == TYPE_FAIRY && gBattleStruct->battlerState[battlerAtk].ateBoost)
modifier = uq4_12_multiply(modifier, UQ_4_12(GetGenConfig(GEN_CONFIG_ATE_MULTIPLIER) >= GEN_7 ? 1.2 : 1.3));
break;
case ABILITY_GALVANIZE:
if (moveType == TYPE_ELECTRIC && gBattleStruct->battlerState[battlerAtk].ateBoost)
modifier = uq4_12_multiply(modifier, UQ_4_12(GetGenConfig(GEN_CONFIG_ATE_MULTIPLIER) >= GEN_7 ? 1.2 : 1.3));
break;
case ABILITY_REFRIGERATE:
if (moveType == TYPE_ICE && gBattleStruct->battlerState[battlerAtk].ateBoost)
modifier = uq4_12_multiply(modifier, UQ_4_12(GetGenConfig(GEN_CONFIG_ATE_MULTIPLIER) >= GEN_7 ? 1.2 : 1.3));
break;
case ABILITY_AERILATE:
if (moveType == TYPE_FLYING && gBattleStruct->battlerState[battlerAtk].ateBoost)
modifier = uq4_12_multiply(modifier, UQ_4_12(GetGenConfig(GEN_CONFIG_ATE_MULTIPLIER) >= GEN_7 ? 1.2 : 1.3));
break;
case ABILITY_NORMALIZE:
if (moveType == TYPE_NORMAL && gBattleStruct->battlerState[battlerAtk].ateBoost && GetGenConfig(GEN_CONFIG_ATE_MULTIPLIER) >= GEN_7)
modifier = uq4_12_multiply(modifier, UQ_4_12(1.2));
break;
case ABILITY_PUNK_ROCK:
if (IsSoundMove(move))
modifier = uq4_12_multiply(modifier, UQ_4_12(1.3));
break;
case ABILITY_STEELY_SPIRIT:
if (moveType == TYPE_STEEL)
modifier = uq4_12_multiply(modifier, UQ_4_12(1.5));
break;
case ABILITY_SHARPNESS:
if (IsSlicingMove(move))
modifier = uq4_12_multiply(modifier, UQ_4_12(1.5));
break;
case ABILITY_SUPREME_OVERLORD:
modifier = uq4_12_multiply(modifier, GetSupremeOverlordModifier(battlerAtk));
break;
default:
break;
}
// field abilities
if ((IsAbilityOnField(ABILITY_DARK_AURA) && moveType == TYPE_DARK)
|| (IsAbilityOnField(ABILITY_FAIRY_AURA) && moveType == TYPE_FAIRY))
{
if (IsAbilityOnField(ABILITY_AURA_BREAK))
modifier = uq4_12_multiply(modifier, UQ_4_12(0.75));
else
modifier = uq4_12_multiply(modifier, UQ_4_12(1.33));
}
// attacker partner's abilities
if (IsBattlerAlive(BATTLE_PARTNER(battlerAtk)))
{
switch (GetBattlerAbility(BATTLE_PARTNER(battlerAtk)))
{
case ABILITY_BATTERY:
if (IsBattleMoveSpecial(move))
modifier = uq4_12_multiply(modifier, UQ_4_12(1.3));
break;
case ABILITY_POWER_SPOT:
modifier = uq4_12_multiply(modifier, UQ_4_12(1.3));
break;
case ABILITY_STEELY_SPIRIT:
if (moveType == TYPE_STEEL)
modifier = uq4_12_multiply(modifier, UQ_4_12(1.5));
break;
default:
break;
}
}
// target's abilities
switch (ctx->abilityDef)
{
case ABILITY_HEATPROOF:
case ABILITY_WATER_BUBBLE:
if (moveType == TYPE_FIRE)
{
modifier = uq4_12_multiply(modifier, UQ_4_12(0.5));
if (ctx->updateFlags)
RecordAbilityBattle(battlerDef, ctx->abilityDef);
}
break;
case ABILITY_DRY_SKIN:
if (moveType == TYPE_FIRE)
modifier = uq4_12_multiply(modifier, UQ_4_12(1.25));
break;
case ABILITY_PROTOSYNTHESIS:
{
enum Stat defHighestStat = GetHighestStatId(battlerDef);
if (((ctx->weather & B_WEATHER_SUN && HasWeatherEffect()) || gDisableStructs[battlerDef].boosterEnergyActivated)
&& ((IsBattleMovePhysical(move) && defHighestStat == STAT_DEF) || (IsBattleMoveSpecial(move) && defHighestStat == STAT_SPDEF))
&& !(gBattleMons[battlerDef].volatiles.transformed))
modifier = uq4_12_multiply(modifier, UQ_4_12(0.7));
}
break;
case ABILITY_QUARK_DRIVE:
{
u8 defHighestStat = GetHighestStatId(battlerDef);
if ((gFieldStatuses & STATUS_FIELD_ELECTRIC_TERRAIN || gDisableStructs[battlerDef].boosterEnergyActivated)
&& ((IsBattleMovePhysical(move) && defHighestStat == STAT_DEF) || (IsBattleMoveSpecial(move) && defHighestStat == STAT_SPDEF))
&& !(gBattleMons[battlerDef].volatiles.transformed))
modifier = uq4_12_multiply(modifier, UQ_4_12(0.7));
}
break;
default:
break;
}
holdEffectParamAtk = GetBattlerHoldEffectParam(battlerAtk);
if (holdEffectParamAtk > 100)
holdEffectParamAtk = 100;
holdEffectModifier = uq4_12_add(UQ_4_12(1.0), PercentToUQ4_12(holdEffectParamAtk));
// attacker's hold effect
switch (ctx->holdEffectAtk)
{
case HOLD_EFFECT_MUSCLE_BAND:
if (IsBattleMovePhysical(move))
modifier = uq4_12_multiply(modifier, uq4_12_add(UQ_4_12(1.0), PercentToUQ4_12_Floored(holdEffectParamAtk)));
break;
case HOLD_EFFECT_WISE_GLASSES:
if (IsBattleMoveSpecial(move))
modifier = uq4_12_multiply(modifier, uq4_12_add(UQ_4_12(1.0), PercentToUQ4_12_Floored(holdEffectParamAtk)));
break;
case HOLD_EFFECT_LUSTROUS_ORB:
if (GET_BASE_SPECIES_ID(gBattleMons[battlerAtk].species) == SPECIES_PALKIA && (moveType == TYPE_WATER || moveType == TYPE_DRAGON))
modifier = uq4_12_multiply(modifier, holdEffectModifier);
break;
case HOLD_EFFECT_ADAMANT_ORB:
if (GET_BASE_SPECIES_ID(gBattleMons[battlerAtk].species) == SPECIES_DIALGA && (moveType == TYPE_STEEL || moveType == TYPE_DRAGON))
modifier = uq4_12_multiply(modifier, holdEffectModifier);
break;
case HOLD_EFFECT_GRISEOUS_ORB:
if (GET_BASE_SPECIES_ID(gBattleMons[battlerAtk].species) == SPECIES_GIRATINA && (moveType == TYPE_GHOST || moveType == TYPE_DRAGON))
modifier = uq4_12_multiply(modifier, holdEffectModifier);
break;
case HOLD_EFFECT_SOUL_DEW:
if ((gBattleMons[battlerAtk].species == SPECIES_LATIAS || gBattleMons[battlerAtk].species == SPECIES_LATIOS)
&& ((B_SOUL_DEW_BOOST >= GEN_7 && (moveType == TYPE_PSYCHIC || moveType == TYPE_DRAGON))
|| (B_SOUL_DEW_BOOST < GEN_7 && !(gBattleTypeFlags & BATTLE_TYPE_FRONTIER) && IsBattleMoveSpecial(move))))
modifier = uq4_12_multiply(modifier, holdEffectModifier);
break;
case HOLD_EFFECT_TYPE_POWER:
case HOLD_EFFECT_PLATE:
if (moveType == GetItemSecondaryId(gBattleMons[battlerAtk].item))
modifier = uq4_12_multiply(modifier, holdEffectModifier);
break;
case HOLD_EFFECT_PUNCHING_GLOVE:
if (IsPunchingMove(move))
modifier = uq4_12_multiply(modifier, UQ_4_12(1.1));
break;
case HOLD_EFFECT_OGERPON_MASK:
if (GET_BASE_SPECIES_ID(gBattleMons[battlerAtk].species) == SPECIES_OGERPON)
modifier = uq4_12_multiply(modifier, UQ_4_12(1.2));
break;
default:
break;
}
// Terastallization boosts weak, non-priority, non-multi hit moves after modifiers to 60 BP.
if (GetActiveGimmick(battlerAtk) == GIMMICK_TERA
&& (moveType == GetBattlerTeraType(battlerAtk)
|| (GetBattlerTeraType(battlerAtk) == TYPE_STELLAR && IsTypeStellarBoosted(battlerAtk, moveType)))
&& uq4_12_multiply_by_int_half_down(modifier, basePower) < 60
&& GetMovePower(move) > 1
&& GetMoveStrikeCount(move) < 2
&& moveEffect != EFFECT_POWER_BASED_ON_USER_HP
&& moveEffect != EFFECT_POWER_BASED_ON_TARGET_HP
&& moveEffect != EFFECT_MULTI_HIT
&& GetMovePriority(move) == 0)
{
return 60;
}
return uq4_12_multiply_by_int_half_down(modifier, basePower);
}
static bool32 IsRuinStatusActive(u32 fieldEffect)
{
bool32 isNeutralizingGasOnField = IsNeutralizingGasOnField();
for (u32 battler = 0; battler < gBattlersCount; battler++)
{
// Mold Breaker doesn't ignore Ruin field status but Gastro Acid and Neutralizing Gas do
if (gBattleMons[battler].volatiles.gastroAcid)
continue;
if (GetBattlerHoldEffectIgnoreAbility(battler) != HOLD_EFFECT_ABILITY_SHIELD
&& isNeutralizingGasOnField
&& gBattleMons[battler].ability != ABILITY_NEUTRALIZING_GAS)
continue;
if (GetBattlerVolatile(battler, fieldEffect))
return TRUE;
}
return FALSE;
}
static inline uq4_12_t ApplyOffensiveBadgeBoost(uq4_12_t modifier, u32 battler, u32 move)
{
if (ShouldGetStatBadgeBoost(B_FLAG_BADGE_BOOST_ATTACK, battler) && IsBattleMovePhysical(move))
modifier = uq4_12_multiply_half_down(modifier, GetBadgeBoostModifier());
if (ShouldGetStatBadgeBoost(B_FLAG_BADGE_BOOST_SPATK, battler) && IsBattleMoveSpecial(move))
modifier = uq4_12_multiply_half_down(modifier, GetBadgeBoostModifier());
return modifier;
}
static inline uq4_12_t ApplyDefensiveBadgeBoost(uq4_12_t modifier, u32 battler, u32 move)
{
if (ShouldGetStatBadgeBoost(B_FLAG_BADGE_BOOST_DEFENSE, battler) && IsBattleMovePhysical(move))
modifier = uq4_12_multiply_half_down(modifier, GetBadgeBoostModifier());
if (ShouldGetStatBadgeBoost(B_FLAG_BADGE_BOOST_SPDEF, battler) && IsBattleMoveSpecial(move))
modifier = uq4_12_multiply_half_down(modifier, GetBadgeBoostModifier());
return modifier;
}
static inline u32 CalcAttackStat(struct DamageContext *ctx)
{
u8 atkStage;
u32 atkStat;
uq4_12_t modifier;
u16 atkBaseSpeciesId;
u32 battlerAtk = ctx->battlerAtk;
u32 battlerDef = ctx->battlerDef;
u32 move = ctx->move;
enum Type moveType = ctx->moveType;
enum BattleMoveEffects moveEffect = GetMoveEffect(move);
atkBaseSpeciesId = GET_BASE_SPECIES_ID(gBattleMons[battlerAtk].species);
if (moveEffect == EFFECT_FOUL_PLAY)
{
if (IsBattleMovePhysical(move))
{
atkStat = gBattleMons[battlerDef].attack;
atkStage = gBattleMons[battlerDef].statStages[STAT_ATK];
}
else
{
atkStat = gBattleMons[battlerDef].spAttack;
atkStage = gBattleMons[battlerDef].statStages[STAT_SPATK];
}
}
else if (moveEffect == EFFECT_BODY_PRESS)
{
if (IsBattleMovePhysical(move))
{
atkStat = gBattleMons[battlerAtk].defense;
// Edge case: Body Press used during Wonder Room. For some reason, it still uses Defense over Sp.Def, but uses Sp.Def stat changes
if (gFieldStatuses & STATUS_FIELD_WONDER_ROOM)
atkStage = gBattleMons[battlerAtk].statStages[STAT_SPDEF];
else
atkStage = gBattleMons[battlerAtk].statStages[STAT_DEF];
}
else
{
atkStat = gBattleMons[battlerAtk].spDefense;
atkStage = gBattleMons[battlerAtk].statStages[STAT_SPDEF];
}
}
else
{
if (IsBattleMovePhysical(move))
{
atkStat = gBattleMons[battlerAtk].attack;
atkStage = gBattleMons[battlerAtk].statStages[STAT_ATK];
}
else
{
atkStat = gBattleMons[battlerAtk].spAttack;
atkStage = gBattleMons[battlerAtk].statStages[STAT_SPATK];
}
}
// critical hits ignore attack stat's stage drops
if (ctx->isCrit && atkStage < DEFAULT_STAT_STAGE)
atkStage = DEFAULT_STAT_STAGE;
// pokemon with unaware ignore attack stat changes while taking damage
if (ctx->abilityDef == ABILITY_UNAWARE)
atkStage = DEFAULT_STAT_STAGE;
atkStat *= gStatStageRatios[atkStage][0];
atkStat /= gStatStageRatios[atkStage][1];
// apply attack stat modifiers
modifier = UQ_4_12(1.0);
if (ctx->isSelfInflicted)
return uq4_12_multiply_by_int_half_down(ApplyOffensiveBadgeBoost(modifier, battlerAtk, move), atkStat);
// attacker's abilities
switch (ctx->abilityAtk)
{
case ABILITY_HUGE_POWER:
case ABILITY_PURE_POWER:
if (IsBattleMovePhysical(move))
modifier = uq4_12_multiply_half_down(modifier, UQ_4_12(2.0));
break;
case ABILITY_SLOW_START:
if (gDisableStructs[battlerAtk].slowStartTimer > 0)
modifier = uq4_12_multiply_half_down(modifier, UQ_4_12(0.5));
break;
case ABILITY_SOLAR_POWER:
if (IsBattleMoveSpecial(move) && IsBattlerWeatherAffected(battlerAtk, B_WEATHER_SUN))
modifier = uq4_12_multiply_half_down(modifier, UQ_4_12(1.5));
break;
case ABILITY_DEFEATIST:
if (gBattleMons[battlerAtk].hp <= (gBattleMons[battlerAtk].maxHP / 2))
modifier = uq4_12_multiply_half_down(modifier, UQ_4_12(0.5));
break;
case ABILITY_FLASH_FIRE:
if (moveType == TYPE_FIRE && gDisableStructs[battlerAtk].flashFireBoosted)
modifier = uq4_12_multiply_half_down(modifier, UQ_4_12(1.5));
break;
case ABILITY_SWARM:
if (moveType == TYPE_BUG && gBattleMons[battlerAtk].hp <= (gBattleMons[battlerAtk].maxHP / 3))
modifier = uq4_12_multiply_half_down(modifier, UQ_4_12(1.5));
break;
case ABILITY_TORRENT:
if (moveType == TYPE_WATER && gBattleMons[battlerAtk].hp <= (gBattleMons[battlerAtk].maxHP / 3))
modifier = uq4_12_multiply_half_down(modifier, UQ_4_12(1.5));
break;
case ABILITY_BLAZE:
if (moveType == TYPE_FIRE && gBattleMons[battlerAtk].hp <= (gBattleMons[battlerAtk].maxHP / 3))
modifier = uq4_12_multiply_half_down(modifier, UQ_4_12(1.5));
break;
case ABILITY_OVERGROW:
if (moveType == TYPE_GRASS && gBattleMons[battlerAtk].hp <= (gBattleMons[battlerAtk].maxHP / 3))
modifier = uq4_12_multiply_half_down(modifier, UQ_4_12(1.5));
break;
case ABILITY_PLUS:
if (IsBattleMoveSpecial(move) && IsBattlerAlive(BATTLE_PARTNER(battlerAtk)))
{
enum Ability partnerAbility = GetBattlerAbility(BATTLE_PARTNER(battlerAtk));
if (partnerAbility == ABILITY_MINUS
|| (B_PLUS_MINUS_INTERACTION >= GEN_5 && partnerAbility == ABILITY_PLUS))
modifier = uq4_12_multiply_half_down(modifier, UQ_4_12(1.5));
}
break;
case ABILITY_MINUS:
if (IsBattleMoveSpecial(move) && IsBattlerAlive(BATTLE_PARTNER(battlerAtk)))
{
enum Ability partnerAbility = GetBattlerAbility(BATTLE_PARTNER(battlerAtk));
if (partnerAbility == ABILITY_PLUS
|| (B_PLUS_MINUS_INTERACTION >= GEN_5 && partnerAbility == ABILITY_MINUS))
modifier = uq4_12_multiply_half_down(modifier, UQ_4_12(1.5));
}
break;
case ABILITY_FLOWER_GIFT:
if (gBattleMons[battlerAtk].species == SPECIES_CHERRIM_SUNSHINE && IsBattlerWeatherAffected(battlerAtk, B_WEATHER_SUN) && IsBattleMovePhysical(move))
modifier = uq4_12_multiply_half_down(modifier, UQ_4_12(1.5));
break;
case ABILITY_HUSTLE:
if (IsBattleMovePhysical(move))
modifier = uq4_12_multiply_half_down(modifier, UQ_4_12(1.5));
break;
case ABILITY_STAKEOUT:
if (gDisableStructs[battlerDef].isFirstTurn == 2) // just switched in
modifier = uq4_12_multiply_half_down(modifier, UQ_4_12(2.0));
break;
case ABILITY_GUTS:
if (gBattleMons[battlerAtk].status1 & STATUS1_ANY && IsBattleMovePhysical(move))
modifier = uq4_12_multiply_half_down(modifier, UQ_4_12(1.5));
break;
case ABILITY_TRANSISTOR:
if (moveType == TYPE_ELECTRIC)
{
if (GetGenConfig(GEN_CONFIG_TRANSISTOR_BOOST) >= GEN_9)
modifier = uq4_12_multiply(modifier, UQ_4_12(1.3));
else
modifier = uq4_12_multiply(modifier, UQ_4_12(1.5));
}
break;
case ABILITY_DRAGONS_MAW:
if (moveType == TYPE_DRAGON)
modifier = uq4_12_multiply(modifier, UQ_4_12(1.5));
break;
case ABILITY_GORILLA_TACTICS:
if (IsBattleMovePhysical(move))
modifier = uq4_12_multiply(modifier, UQ_4_12(1.5));
break;
case ABILITY_ROCKY_PAYLOAD:
if (moveType == TYPE_ROCK)
modifier = uq4_12_multiply(modifier, UQ_4_12(1.5));
break;
case ABILITY_PROTOSYNTHESIS:
if (!(gBattleMons[battlerAtk].volatiles.transformed))
{
enum Stat atkHighestStat = GetHighestStatId(battlerAtk);
if (((ctx->weather & B_WEATHER_SUN) && HasWeatherEffect()) || gDisableStructs[battlerAtk].boosterEnergyActivated)
{
if ((IsBattleMovePhysical(move) && atkHighestStat == STAT_ATK) || (IsBattleMoveSpecial(move) && atkHighestStat == STAT_SPATK))
modifier = uq4_12_multiply(modifier, UQ_4_12(1.3));
}
}
break;
case ABILITY_QUARK_DRIVE:
if (!(gBattleMons[battlerAtk].volatiles.transformed))
{
enum Stat atkHighestStat = GetHighestStatId(battlerAtk);
if (gFieldStatuses & STATUS_FIELD_ELECTRIC_TERRAIN || gDisableStructs[battlerAtk].boosterEnergyActivated)
{
if ((IsBattleMovePhysical(move) && atkHighestStat == STAT_ATK) || (IsBattleMoveSpecial(move) && atkHighestStat == STAT_SPATK))
modifier = uq4_12_multiply(modifier, UQ_4_12(1.3));
}
}
break;
case ABILITY_ORICHALCUM_PULSE:
if ((ctx->weather & B_WEATHER_SUN) && HasWeatherEffect() && IsBattleMovePhysical(move))
modifier = uq4_12_multiply(modifier, UQ_4_12(1.3333));
break;
case ABILITY_HADRON_ENGINE:
if (gFieldStatuses & STATUS_FIELD_ELECTRIC_TERRAIN && IsBattleMoveSpecial(move))
modifier = uq4_12_multiply(modifier, UQ_4_12(1.3333));
break;
default:
break;
}
// target's abilities
switch (ctx->abilityDef)
{
case ABILITY_THICK_FAT:
if (moveType == TYPE_FIRE || moveType == TYPE_ICE)
{
modifier = uq4_12_multiply_half_down(modifier, UQ_4_12(0.5));
if (ctx->updateFlags)
RecordAbilityBattle(battlerDef, ABILITY_THICK_FAT);
}
break;
case ABILITY_PURIFYING_SALT:
if (moveType == TYPE_GHOST)
{
modifier = uq4_12_multiply_half_down(modifier, UQ_4_12(0.5));
if (ctx->updateFlags)
RecordAbilityBattle(battlerDef, ABILITY_PURIFYING_SALT);
}
break;
default:
break;
}
// ally's abilities
if (IsBattlerAlive(BATTLE_PARTNER(battlerAtk)))
{
switch (GetBattlerAbility(BATTLE_PARTNER(battlerAtk)))
{
case ABILITY_FLOWER_GIFT:
if (gBattleMons[BATTLE_PARTNER(battlerAtk)].species == SPECIES_CHERRIM_SUNSHINE && IsBattlerWeatherAffected(BATTLE_PARTNER(battlerAtk), B_WEATHER_SUN) && IsBattleMovePhysical(move))
modifier = uq4_12_multiply_half_down(modifier, UQ_4_12(1.5));
break;
default:
break;
}
}
// Ruin field effects
if (IsBattleMoveSpecial(move) && !gBattleMons[ctx->battlerAtk].volatiles.vesselOfRuin && IsRuinStatusActive(VOLATILE_VESSEL_OF_RUIN))
modifier = uq4_12_multiply_half_down(modifier, UQ_4_12(0.75));
if (IsBattleMovePhysical(move) && !gBattleMons[ctx->battlerAtk].volatiles.tabletsOfRuin && IsRuinStatusActive(VOLATILE_TABLETS_OF_RUIN))
modifier = uq4_12_multiply_half_down(modifier, UQ_4_12(0.75));
// attacker's hold effect
switch (ctx->holdEffectAtk)
{
case HOLD_EFFECT_THICK_CLUB:
if ((atkBaseSpeciesId == SPECIES_CUBONE || atkBaseSpeciesId == SPECIES_MAROWAK) && IsBattleMovePhysical(move))
modifier = uq4_12_multiply_half_down(modifier, UQ_4_12(2.0));
break;
case HOLD_EFFECT_DEEP_SEA_TOOTH:
if (gBattleMons[battlerAtk].species == SPECIES_CLAMPERL && IsBattleMoveSpecial(move))
modifier = uq4_12_multiply_half_down(modifier, UQ_4_12(2.0));
break;
case HOLD_EFFECT_LIGHT_BALL:
if (atkBaseSpeciesId == SPECIES_PIKACHU && (B_LIGHT_BALL_ATTACK_BOOST >= GEN_4 || IsBattleMoveSpecial(move)))
modifier = uq4_12_multiply_half_down(modifier, UQ_4_12(2.0));
break;
case HOLD_EFFECT_CHOICE_BAND:
if (IsBattleMovePhysical(move) && GetActiveGimmick(battlerAtk) != GIMMICK_DYNAMAX)
modifier = uq4_12_multiply_half_down(modifier, UQ_4_12(1.5));
break;
case HOLD_EFFECT_CHOICE_SPECS:
if (IsBattleMoveSpecial(move) && GetActiveGimmick(battlerAtk) != GIMMICK_DYNAMAX)
modifier = uq4_12_multiply_half_down(modifier, UQ_4_12(1.5));
break;
default:
break;
}
modifier = ApplyOffensiveBadgeBoost(modifier, battlerAtk, move);
return uq4_12_multiply_by_int_half_down(modifier, atkStat);
}
static bool32 CanEvolve(u32 species)
{
u32 i;
const struct Evolution *evolutions = GetSpeciesEvolutions(species);
if (evolutions != NULL)
{
for (i = 0; evolutions[i].method != EVOLUTIONS_END; i++)
{
if (evolutions[i].method
&& SanitizeSpeciesId(evolutions[i].targetSpecies) != SPECIES_NONE)
return TRUE;
}
}
return FALSE;
}
static inline u32 CalcDefenseStat(struct DamageContext *ctx)
{
bool32 usesDefStat;
u8 defStage;
u32 defStat, def, spDef;
uq4_12_t modifier;
u32 battlerDef = ctx->battlerDef;
u32 move = ctx->move;
enum BattleMoveEffects moveEffect = GetMoveEffect(move);
def = gBattleMons[battlerDef].defense;
spDef = gBattleMons[battlerDef].spDefense;
if (moveEffect == EFFECT_PSYSHOCK || IsBattleMovePhysical(move)) // uses defense stat instead of sp.def
{
if (gFieldStatuses & STATUS_FIELD_WONDER_ROOM) // the defense stats are swapped
{
defStat = spDef;
usesDefStat = FALSE;
}
else
{
defStat = def;
usesDefStat = TRUE;
}
defStage = gBattleMons[battlerDef].statStages[STAT_DEF];
}
else // is special
{
if (gFieldStatuses & STATUS_FIELD_WONDER_ROOM) // the defense stats are swapped
{
defStat = def;
usesDefStat = TRUE;
}
else
{
defStat = spDef;
usesDefStat = FALSE;
}
defStage = gBattleMons[battlerDef].statStages[STAT_SPDEF];
}
// Self-destruct / Explosion cut defense in half
if (B_EXPLOSION_DEFENSE < GEN_5 && (moveEffect == EFFECT_EXPLOSION
|| moveEffect == EFFECT_MISTY_EXPLOSION))
defStat /= 2;
// critical hits ignore positive stat changes
if (ctx->isCrit && defStage > DEFAULT_STAT_STAGE)
defStage = DEFAULT_STAT_STAGE;
// pokemon with unaware ignore defense stat changes while dealing damage
if (ctx->abilityAtk == ABILITY_UNAWARE)
defStage = DEFAULT_STAT_STAGE;
// certain moves also ignore stat changes
if (MoveIgnoresDefenseEvasionStages(move))
defStage = DEFAULT_STAT_STAGE;
defStat *= gStatStageRatios[defStage][0];
defStat /= gStatStageRatios[defStage][1];
// apply defense stat modifiers
modifier = UQ_4_12(1.0);
if (ctx->isSelfInflicted)
return uq4_12_multiply_by_int_half_down(ApplyDefensiveBadgeBoost(modifier, battlerDef, move), defStat);
// target's abilities
switch (ctx->abilityDef)
{
case ABILITY_MARVEL_SCALE:
if (gBattleMons[battlerDef].status1 & STATUS1_ANY && usesDefStat)
{
modifier = uq4_12_multiply_half_down(modifier, UQ_4_12(1.5));
if (ctx->updateFlags)
RecordAbilityBattle(battlerDef, ABILITY_MARVEL_SCALE);
}
break;
case ABILITY_FUR_COAT:
if (usesDefStat)
{
modifier = uq4_12_multiply_half_down(modifier, UQ_4_12(2.0));
if (ctx->updateFlags)
RecordAbilityBattle(battlerDef, ABILITY_FUR_COAT);
}
break;
case ABILITY_GRASS_PELT:
if (gFieldStatuses & STATUS_FIELD_GRASSY_TERRAIN && usesDefStat)
{
modifier = uq4_12_multiply_half_down(modifier, UQ_4_12(1.5));
if (ctx->updateFlags)
RecordAbilityBattle(battlerDef, ABILITY_GRASS_PELT);
}
break;
case ABILITY_FLOWER_GIFT:
if (gBattleMons[battlerDef].species == SPECIES_CHERRIM_SUNSHINE && IsBattlerWeatherAffected(battlerDef, B_WEATHER_SUN) && !usesDefStat)
modifier = uq4_12_multiply_half_down(modifier, UQ_4_12(1.5));
break;
default:
break;
}
// ally's abilities
if (IsBattlerAlive(BATTLE_PARTNER(battlerDef)))
{
switch (GetBattlerAbility(BATTLE_PARTNER(battlerDef)))
{
case ABILITY_FLOWER_GIFT:
if (gBattleMons[BATTLE_PARTNER(battlerDef)].species == SPECIES_CHERRIM_SUNSHINE && IsBattlerWeatherAffected(BATTLE_PARTNER(battlerDef), B_WEATHER_SUN) && !usesDefStat)
modifier = uq4_12_multiply_half_down(modifier, UQ_4_12(1.5));
break;
default:
break;
}
}
// Ruin field effects
if (usesDefStat && !gBattleMons[ctx->battlerDef].volatiles.swordOfRuin && IsRuinStatusActive(VOLATILE_SWORD_OF_RUIN))
modifier = uq4_12_multiply_half_down(modifier, UQ_4_12(0.75));
if (!usesDefStat && !gBattleMons[ctx->battlerDef].volatiles.beadsOfRuin && IsRuinStatusActive(VOLATILE_BEADS_OF_RUIN))
modifier = uq4_12_multiply_half_down(modifier, UQ_4_12(0.75));
// target's hold effects
switch (ctx->holdEffectDef)
{
case HOLD_EFFECT_DEEP_SEA_SCALE:
if (gBattleMons[battlerDef].species == SPECIES_CLAMPERL && !usesDefStat)
modifier = uq4_12_multiply_half_down(modifier, UQ_4_12(2.0));
break;
case HOLD_EFFECT_METAL_POWDER:
if (gBattleMons[battlerDef].species == SPECIES_DITTO && usesDefStat && !(gBattleMons[battlerDef].volatiles.transformed))
modifier = uq4_12_multiply_half_down(modifier, UQ_4_12(2.0));
break;
case HOLD_EFFECT_EVIOLITE:
if (CanEvolve(gBattleMons[battlerDef].species))
modifier = uq4_12_multiply_half_down(modifier, UQ_4_12(1.5));
break;
case HOLD_EFFECT_ASSAULT_VEST:
if (!usesDefStat)
modifier = uq4_12_multiply_half_down(modifier, UQ_4_12(1.5));
break;
case HOLD_EFFECT_SOUL_DEW:
if (B_SOUL_DEW_BOOST < GEN_7
&& (gBattleMons[battlerDef].species == SPECIES_LATIAS || gBattleMons[battlerDef].species == SPECIES_LATIOS)
&& !(gBattleTypeFlags & BATTLE_TYPE_FRONTIER)
&& !usesDefStat)
modifier = uq4_12_multiply_half_down(modifier, UQ_4_12(1.5));
break;
default:
break;
}
// sandstorm sp.def boost for rock types
if (B_SANDSTORM_SPDEF_BOOST >= GEN_4 && IS_BATTLER_OF_TYPE(battlerDef, TYPE_ROCK) && IsBattlerWeatherAffected(battlerDef, B_WEATHER_SANDSTORM) && !usesDefStat)
modifier = uq4_12_multiply_half_down(modifier, UQ_4_12(1.5));
// snow def boost for ice types
if (IS_BATTLER_OF_TYPE(battlerDef, TYPE_ICE) && IsBattlerWeatherAffected(battlerDef, B_WEATHER_SNOW) && usesDefStat)
modifier = uq4_12_multiply_half_down(modifier, UQ_4_12(1.5));
modifier = ApplyDefensiveBadgeBoost(modifier, battlerDef, move);
return uq4_12_multiply_by_int_half_down(modifier, defStat);
}
// base damage formula before adding any modifiers
static inline s32 CalculateBaseDamage(u32 power, u32 userFinalAttack, u32 level, u32 targetFinalDefense)
{
return power * userFinalAttack * (2 * level / 5 + 2) / targetFinalDefense / 50 + 2;
}
static inline uq4_12_t GetTargetDamageModifier(struct DamageContext *ctx)
{
if (IsDoubleBattle() && GetMoveTargetCount(ctx) >= 2)
return B_MULTIPLE_TARGETS_DMG >= GEN_4 ? UQ_4_12(0.75) : UQ_4_12(0.5);
return UQ_4_12(1.0);
}
static inline uq4_12_t GetParentalBondModifier(u32 battlerAtk)
{
if (gSpecialStatuses[battlerAtk].parentalBondState != PARENTAL_BOND_2ND_HIT)
return UQ_4_12(1.0);
return B_PARENTAL_BOND_DMG >= GEN_7 ? UQ_4_12(0.25) : UQ_4_12(0.5);
}
static inline uq4_12_t GetSameTypeAttackBonusModifier(struct DamageContext *ctx)
{
if (ctx->moveType == TYPE_MYSTERY)
return UQ_4_12(1.0);
else if (gBattleStruct->pledgeMove && IS_BATTLER_OF_TYPE(BATTLE_PARTNER(ctx->battlerAtk), ctx->moveType))
return (ctx->abilityAtk == ABILITY_ADAPTABILITY) ? UQ_4_12(2.0) : UQ_4_12(1.5);
else if (!IS_BATTLER_OF_TYPE(ctx->battlerAtk, ctx->moveType) || ctx->move == MOVE_STRUGGLE || ctx->move == MOVE_NONE)
return UQ_4_12(1.0);
return (ctx->abilityAtk == ABILITY_ADAPTABILITY) ? UQ_4_12(2.0) : UQ_4_12(1.5);
}
// Utility Umbrella holders take normal damage from what would be rain- and sun-weakened attacks.
static uq4_12_t GetWeatherDamageModifier(struct DamageContext *ctx)
{
if (ctx->weather == B_WEATHER_NONE)
return UQ_4_12(1.0);
if (GetMoveEffect(ctx->move) == EFFECT_HYDRO_STEAM && (ctx->weather & B_WEATHER_SUN) && ctx->holdEffectAtk != HOLD_EFFECT_UTILITY_UMBRELLA)
return UQ_4_12(1.5);
if (ctx->holdEffectDef == HOLD_EFFECT_UTILITY_UMBRELLA)
return UQ_4_12(1.0);
if (ctx->weather & B_WEATHER_RAIN)
{
if (ctx->moveType != TYPE_FIRE && ctx->moveType != TYPE_WATER)
return UQ_4_12(1.0);
return (ctx->moveType == TYPE_FIRE) ? UQ_4_12(0.5) : UQ_4_12(1.5);
}
if (ctx->weather & B_WEATHER_SUN)
{
if (ctx->moveType != TYPE_FIRE && ctx->moveType != TYPE_WATER)
return UQ_4_12(1.0);
return (ctx->moveType == TYPE_WATER) ? UQ_4_12(0.5) : UQ_4_12(1.5);
}
return UQ_4_12(1.0);
}
static inline uq4_12_t GetBurnOrFrostBiteModifier(struct DamageContext *ctx)
{
enum BattleMoveEffects moveEffect = GetMoveEffect(ctx->move);
if (gBattleMons[ctx->battlerAtk].status1 & STATUS1_BURN
&& IsBattleMovePhysical(ctx->move)
&& (B_BURN_FACADE_DMG < GEN_6 || moveEffect != EFFECT_FACADE)
&& ctx->abilityAtk != ABILITY_GUTS)
return UQ_4_12(0.5);
if (gBattleMons[ctx->battlerAtk].status1 & STATUS1_FROSTBITE
&& IsBattleMoveSpecial(ctx->move)
&& (B_BURN_FACADE_DMG < GEN_6 || moveEffect != EFFECT_FACADE))
return UQ_4_12(0.5);
return UQ_4_12(1.0);
}
static inline uq4_12_t GetCriticalModifier(bool32 isCrit)
{
if (isCrit)
return GetGenConfig(GEN_CONFIG_CRIT_MULTIPLIER) >= GEN_6 ? UQ_4_12(1.5) : UQ_4_12(2.0);
return UQ_4_12(1.0);
}
static inline uq4_12_t GetGlaiveRushModifier(u32 battlerDef)
{
if (gBattleMons[battlerDef].volatiles.glaiveRush)
return UQ_4_12(2.0);
return UQ_4_12(1.0);
}
static inline uq4_12_t GetZMaxMoveAgainstProtectionModifier(struct DamageContext *ctx)
{
if (!IsZMove(ctx->move) && !IsMaxMove(ctx->move))
return UQ_4_12(1.0);
u32 protected = gProtectStructs[ctx->battlerDef].protected;
if (GetProtectType(protected) == PROTECT_TYPE_SINGLE && protected != PROTECT_MAX_GUARD)
return UQ_4_12(0.25);
return UQ_4_12(1.0);
}
static inline uq4_12_t GetMinimizeModifier(u32 move, u32 battlerDef)
{
if (MoveIncreasesPowerToMinimizedTargets(move) && gBattleMons[battlerDef].volatiles.minimize)
return UQ_4_12(2.0);
return UQ_4_12(1.0);
}
static inline uq4_12_t GetUndergroundModifier(u32 move, u32 battlerDef)
{
if (MoveDamagesUnderground(move) && gBattleMons[battlerDef].volatiles.semiInvulnerable == STATE_UNDERGROUND)
return UQ_4_12(2.0);
return UQ_4_12(1.0);
}
static inline uq4_12_t GetDiveModifier(u32 move, u32 battlerDef)
{
if (MoveDamagesUnderWater(move) && gBattleMons[battlerDef].volatiles.semiInvulnerable == STATE_UNDERWATER)
return UQ_4_12(2.0);
return UQ_4_12(1.0);
}
static inline uq4_12_t GetAirborneModifier(u32 move, u32 battlerDef)
{
if (MoveDamagesAirborneDoubleDamage(move) && gBattleMons[battlerDef].volatiles.semiInvulnerable == STATE_ON_AIR)
return UQ_4_12(2.0);
return UQ_4_12(1.0);
}
static inline uq4_12_t GetScreensModifier(struct DamageContext *ctx)
{
u32 sideStatus = gSideStatuses[GetBattlerSide(ctx->battlerDef)];
bool32 lightScreen = (sideStatus & SIDE_STATUS_LIGHTSCREEN) && IsBattleMoveSpecial(ctx->move);
bool32 reflect = (sideStatus & SIDE_STATUS_REFLECT) && IsBattleMovePhysical(ctx->move);
bool32 auroraVeil = sideStatus & SIDE_STATUS_AURORA_VEIL;
if (ctx->isCrit || gProtectStructs[ctx->battlerAtk].confusionSelfDmg)
{
return UQ_4_12(1.0);
}
if (ctx->abilityAtk == ABILITY_INFILTRATOR)
{
if (ctx->updateFlags)
RecordAbilityBattle(ctx->battlerAtk, ctx->abilityDef);
return UQ_4_12(1.0);
}
if (reflect || lightScreen || auroraVeil)
{
return (IsDoubleBattle()) ? UQ_4_12(0.667) : UQ_4_12(0.5);
}
return UQ_4_12(1.0);
}
static inline uq4_12_t GetCollisionCourseElectroDriftModifier(u32 move, uq4_12_t typeEffectivenessModifier)
{
if (GetMoveEffect(move) == EFFECT_COLLISION_COURSE && typeEffectivenessModifier >= UQ_4_12(2.0))
return UQ_4_12(1.3333);
return UQ_4_12(1.0);
}
static inline uq4_12_t GetAttackerAbilitiesModifier(u32 battlerAtk, uq4_12_t typeEffectivenessModifier, bool32 isCrit, enum Ability abilityAtk)
{
switch (abilityAtk)
{
case ABILITY_NEUROFORCE:
if (typeEffectivenessModifier >= UQ_4_12(2.0))
return UQ_4_12(1.25);
break;
case ABILITY_SNIPER:
if (isCrit)
return UQ_4_12(1.5);
break;
case ABILITY_TINTED_LENS:
if (typeEffectivenessModifier <= UQ_4_12(0.5))
return UQ_4_12(2.0);
break;
default:
break;
}
return UQ_4_12(1.0);
}
static inline uq4_12_t GetDefenderAbilitiesModifier(struct DamageContext *ctx)
{
bool32 recordAbility = FALSE;
uq4_12_t modifier = UQ_4_12(1.0);
switch (ctx->abilityDef)
{
case ABILITY_MULTISCALE:
case ABILITY_SHADOW_SHIELD:
if (IsBattlerAtMaxHp(ctx->battlerDef))
{
modifier = UQ_4_12(0.5);
recordAbility = TRUE;
}
break;
case ABILITY_FILTER:
case ABILITY_SOLID_ROCK:
case ABILITY_PRISM_ARMOR:
if (ctx->typeEffectivenessModifier >= UQ_4_12(2.0))
{
modifier = UQ_4_12(0.75);
recordAbility = TRUE;
}
break;
case ABILITY_FLUFFY:
if (ctx->moveType == TYPE_FIRE && !IsMoveMakingContact(ctx->battlerAtk, ctx->battlerDef, ABILITY_NONE, ctx->holdEffectAtk, ctx->move))
{
modifier = UQ_4_12(2.0);
recordAbility = TRUE;
}
if (ctx->moveType != TYPE_FIRE && IsMoveMakingContact(ctx->battlerAtk, ctx->battlerDef, ABILITY_NONE, ctx->holdEffectAtk, ctx->move))
{
modifier = UQ_4_12(0.5);
recordAbility = TRUE;
}
break;
case ABILITY_PUNK_ROCK:
if (IsSoundMove(ctx->move))
{
modifier = UQ_4_12(0.5);
recordAbility = TRUE;
}
break;
case ABILITY_ICE_SCALES:
if (IsBattleMoveSpecial(ctx->move))
{
modifier = UQ_4_12(0.5);
recordAbility = TRUE;
}
break;
default:
break;
}
if (recordAbility && ctx->updateFlags)
RecordAbilityBattle(ctx->battlerAtk, ctx->abilityDef);
return modifier;
}
static inline uq4_12_t GetDefenderPartnerAbilitiesModifier(u32 battlerPartnerDef)
{
if (!IsBattlerAlive(battlerPartnerDef))
return UQ_4_12(1.0);
switch (GetBattlerAbility(battlerPartnerDef))
{
case ABILITY_FRIEND_GUARD:
return UQ_4_12(0.75);
break;
default:
break;
}
return UQ_4_12(1.0);
}
static inline uq4_12_t GetAttackerItemsModifier(u32 battlerAtk, uq4_12_t typeEffectivenessModifier, enum HoldEffect holdEffectAtk)
{
u32 metronomeTurns;
uq4_12_t metronomeBoostBase;
switch (holdEffectAtk)
{
case HOLD_EFFECT_METRONOME:
metronomeBoostBase = PercentToUQ4_12(GetBattlerHoldEffectParam(battlerAtk));
metronomeTurns = min(gBattleStruct->metronomeItemCounter[battlerAtk], 5);
// according to bulbapedia this is the "correct" way to calculate the metronome boost
// due to the limited domain of damage numbers it will never really matter whether this is off by one
return uq4_12_add(UQ_4_12(1.0), metronomeBoostBase * metronomeTurns);
break;
case HOLD_EFFECT_EXPERT_BELT:
if (typeEffectivenessModifier >= UQ_4_12(2.0))
return UQ_4_12(1.2);
break;
case HOLD_EFFECT_LIFE_ORB:
return UQ_4_12_FLOORED(1.3);
break;
default:
break;
}
return UQ_4_12(1.0);
}
static inline uq4_12_t GetDefenderItemsModifier(struct DamageContext *ctx)
{
switch (ctx->holdEffectDef)
{
case HOLD_EFFECT_RESIST_BERRY:
if (IsUnnerveBlocked(ctx->battlerDef, gBattleMons[ctx->battlerDef].item))
return UQ_4_12(1.0);
if (ctx->moveType == GetBattlerHoldEffectParam(ctx->battlerDef) && (ctx->moveType == TYPE_NORMAL || ctx->typeEffectivenessModifier >= UQ_4_12(2.0)))
{
if (ctx->updateFlags)
gSpecialStatuses[ctx->battlerDef].berryReduced = TRUE;
return (ctx->abilityDef == ABILITY_RIPEN) ? UQ_4_12(0.25) : UQ_4_12(0.5);
}
break;
default:
break;
}
return UQ_4_12(1.0);
}
#define DAMAGE_MULTIPLY_MODIFIER(modifier) do { \
finalModifier = uq4_12_multiply_half_down(modifier, finalModifier); \
} while (0)
// Calculates the "other" modifier which accounts for held items, abilities,
// or very specific interactions of moves that are not handled in the basic
// damage calculation. It is implemented as described by bulbapedia:
// https://bulbapedia.bulbagarden.net/wiki/Damage#Generation_V_onward
// Please Note: Fixed Point Multiplication is not associative.
// The order of operations is relevant.
static inline uq4_12_t GetOtherModifiers(struct DamageContext *ctx)
{
uq4_12_t finalModifier = UQ_4_12(1.0);
u32 battlerDefPartner = BATTLE_PARTNER(ctx->battlerDef);
u32 unmodifiedAttackerSpeed = gBattleMons[ctx->battlerAtk].speed;
u32 unmodifiedDefenderSpeed = gBattleMons[ctx->battlerDef].speed;
//TODO: Behemoth Blade, Behemoth Bash, Dynamax Cannon (Dynamax)
DAMAGE_MULTIPLY_MODIFIER(GetMinimizeModifier(ctx->move, ctx->battlerDef));
DAMAGE_MULTIPLY_MODIFIER(GetUndergroundModifier(ctx->move, ctx->battlerDef));
DAMAGE_MULTIPLY_MODIFIER(GetDiveModifier(ctx->move, ctx->battlerDef));
DAMAGE_MULTIPLY_MODIFIER(GetAirborneModifier(ctx->move, ctx->battlerDef));
DAMAGE_MULTIPLY_MODIFIER(GetScreensModifier(ctx));
DAMAGE_MULTIPLY_MODIFIER(GetCollisionCourseElectroDriftModifier(ctx->move, ctx->typeEffectivenessModifier));
if (unmodifiedAttackerSpeed >= unmodifiedDefenderSpeed)
{
DAMAGE_MULTIPLY_MODIFIER(GetAttackerAbilitiesModifier(ctx->battlerAtk, ctx->typeEffectivenessModifier, ctx->isCrit, ctx->abilityAtk));
DAMAGE_MULTIPLY_MODIFIER(GetDefenderAbilitiesModifier(ctx));
DAMAGE_MULTIPLY_MODIFIER(GetDefenderPartnerAbilitiesModifier(battlerDefPartner));
DAMAGE_MULTIPLY_MODIFIER(GetAttackerItemsModifier(ctx->battlerAtk, ctx->typeEffectivenessModifier, ctx->holdEffectAtk));
DAMAGE_MULTIPLY_MODIFIER(GetDefenderItemsModifier(ctx));
}
else
{
DAMAGE_MULTIPLY_MODIFIER(GetDefenderAbilitiesModifier(ctx));
DAMAGE_MULTIPLY_MODIFIER(GetDefenderPartnerAbilitiesModifier(battlerDefPartner));
DAMAGE_MULTIPLY_MODIFIER(GetAttackerAbilitiesModifier(ctx->battlerAtk, ctx->typeEffectivenessModifier, ctx->isCrit, ctx->abilityAtk));
DAMAGE_MULTIPLY_MODIFIER(GetDefenderItemsModifier(ctx));
DAMAGE_MULTIPLY_MODIFIER(GetAttackerItemsModifier(ctx->battlerAtk, ctx->typeEffectivenessModifier, ctx->holdEffectAtk));
}
return finalModifier;
}
#undef DAMAGE_ACCUMULATE_MULTIPLIER
#define DAMAGE_APPLY_MODIFIER(modifier) do { \
dmg = uq4_12_multiply_by_int_half_down(modifier, dmg); \
} while (0)
static inline s32 DoMoveDamageCalcVars(struct DamageContext *ctx)
{
s32 dmg;
u32 userFinalAttack;
u32 targetFinalDefense;
if (ctx->fixedBasePower)
gBattleMovePower = ctx->fixedBasePower;
else
gBattleMovePower = CalcMoveBasePowerAfterModifiers(ctx);
userFinalAttack = CalcAttackStat(ctx);
targetFinalDefense = CalcDefenseStat(ctx);
dmg = CalculateBaseDamage(gBattleMovePower, userFinalAttack, gBattleMons[ctx->battlerAtk].level, targetFinalDefense);
DAMAGE_APPLY_MODIFIER(GetTargetDamageModifier(ctx));
DAMAGE_APPLY_MODIFIER(GetParentalBondModifier(ctx->battlerAtk));
DAMAGE_APPLY_MODIFIER(GetWeatherDamageModifier(ctx));
DAMAGE_APPLY_MODIFIER(GetCriticalModifier(ctx->isCrit));
DAMAGE_APPLY_MODIFIER(GetGlaiveRushModifier(ctx->battlerDef));
if (ctx->randomFactor)
{
dmg *= DMG_ROLL_PERCENT_HI - RandomUniform(RNG_DAMAGE_MODIFIER, 0, DMG_ROLL_PERCENT_HI - DMG_ROLL_PERCENT_LO);
dmg /= 100;
}
else // Apply rest of modifiers in the ai function
{
if (dmg == 0)
dmg = 1;
return dmg;
}
dmg = ApplyModifiersAfterDmgRoll(ctx, dmg);
if (dmg == 0)
dmg = 1;
return dmg;
}
s32 ApplyModifiersAfterDmgRoll(struct DamageContext *ctx, s32 dmg)
{
if (GetActiveGimmick(ctx->battlerAtk) == GIMMICK_TERA)
DAMAGE_APPLY_MODIFIER(GetTeraMultiplier(ctx));
else
DAMAGE_APPLY_MODIFIER(GetSameTypeAttackBonusModifier(ctx));
DAMAGE_APPLY_MODIFIER(ctx->typeEffectivenessModifier);
DAMAGE_APPLY_MODIFIER(GetBurnOrFrostBiteModifier(ctx));
DAMAGE_APPLY_MODIFIER(GetZMaxMoveAgainstProtectionModifier(ctx));
DAMAGE_APPLY_MODIFIER(GetOtherModifiers(ctx));
return dmg;
}
s32 DoFixedDamageMoveCalc(struct DamageContext *ctx)
{
s32 dmg = 0;
s32 randDamage;
switch (GetMoveEffect(ctx->move))
{
case EFFECT_LEVEL_DAMAGE:
dmg = gBattleMons[ctx->battlerAtk].level;
break;
case EFFECT_PSYWAVE:
randDamage = B_PSYWAVE_DMG >= GEN_5 ? (Random() % 101) : ((Random() % 11) * 10);
dmg = gBattleMons[ctx->battlerAtk].level * (randDamage + 50) / 100;
break;
case EFFECT_FIXED_HP_DAMAGE:
dmg = GetMoveFixedHPDamage(ctx->move);
break;
case EFFECT_FIXED_PERCENT_DAMAGE:
dmg = GetNonDynamaxHP(ctx->battlerDef) * GetMoveDamagePercentage(ctx->move) / 100;
break;
case EFFECT_FINAL_GAMBIT:
dmg = GetNonDynamaxHP(ctx->battlerAtk);
break;
default:
return INT32_MAX;
}
gBattleStruct->moveResultFlags[ctx->battlerDef] &= ~(MOVE_RESULT_NOT_VERY_EFFECTIVE | MOVE_RESULT_SUPER_EFFECTIVE);
if (dmg == 0)
dmg = 1;
return dmg;
}
static inline s32 DoMoveDamageCalc(struct DamageContext *ctx)
{
if (ctx->typeEffectivenessModifier == UQ_4_12(0.0))
return 0;
s32 dmg = DoFixedDamageMoveCalc(ctx);
if (dmg != INT32_MAX)
return dmg;
ctx->abilityAtk = GetBattlerAbility(ctx->battlerAtk);
ctx->abilityDef = GetBattlerAbility(ctx->battlerDef);
ctx->holdEffectDef = GetBattlerHoldEffect(ctx->battlerDef);
ctx->holdEffectAtk = GetBattlerHoldEffect(ctx->battlerAtk);
return DoMoveDamageCalcVars(ctx);
}
static inline s32 DoFutureSightAttackDamageCalcVars(struct DamageContext *ctx)
{
s32 dmg;
u32 userFinalAttack;
u32 targetFinalDefense;
u32 battlerAtk = ctx->battlerAtk;
u32 battlerDef = ctx->battlerDef;
u32 move = ctx->move;
enum Type moveType = ctx->moveType;
struct Pokemon *party = GetBattlerParty(battlerAtk);
struct Pokemon *partyMon = &party[gWishFutureKnock.futureSightPartyIndex[battlerDef]];
u32 partyMonLevel = GetMonData(partyMon, MON_DATA_LEVEL, NULL);
u32 partyMonSpecies = GetMonData(partyMon, MON_DATA_SPECIES, NULL);
gBattleMovePower = GetMovePower(move);
if (IsBattleMovePhysical(move))
userFinalAttack = GetMonData(partyMon, MON_DATA_ATK, NULL);
else
userFinalAttack = GetMonData(partyMon, MON_DATA_SPATK, NULL);
targetFinalDefense = CalcDefenseStat(ctx);
dmg = CalculateBaseDamage(gBattleMovePower, userFinalAttack, partyMonLevel, targetFinalDefense);
DAMAGE_APPLY_MODIFIER(GetCriticalModifier(ctx->isCrit));
if (ctx->randomFactor)
{
dmg *= DMG_ROLL_PERCENT_HI - RandomUniform(RNG_DAMAGE_MODIFIER, 0, DMG_ROLL_PERCENT_HI - DMG_ROLL_PERCENT_LO);
dmg /= 100;
}
// Same type attack bonus
if (GetSpeciesType(partyMonSpecies, 0) == moveType || GetSpeciesType(partyMonSpecies, 1) == moveType)
DAMAGE_APPLY_MODIFIER(UQ_4_12(1.5));
else
DAMAGE_APPLY_MODIFIER(UQ_4_12(1.0));
DAMAGE_APPLY_MODIFIER(ctx->typeEffectivenessModifier);
if (dmg == 0)
dmg = 1;
return dmg;
}
static inline s32 DoFutureSightAttackDamageCalc(struct DamageContext *ctx)
{
if (ctx->typeEffectivenessModifier == UQ_4_12(0.0))
return 0;
return DoFutureSightAttackDamageCalcVars(ctx);
}
#undef DAMAGE_APPLY_MODIFIER
static u32 GetWeather(void)
{
if (gBattleWeather == B_WEATHER_NONE || !HasWeatherEffect())
return B_WEATHER_NONE;
else
return gBattleWeather;
}
bool32 IsFutureSightAttackerInParty(u32 battlerAtk, u32 battlerDef, u32 move)
{
if (GetMoveEffect(move) != EFFECT_FUTURE_SIGHT)
return FALSE;
struct Pokemon *party = GetBattlerParty(battlerAtk);
if (IsDoubleBattle())
{
return &party[gWishFutureKnock.futureSightPartyIndex[battlerDef]] != &party[gBattlerPartyIndexes[battlerAtk]]
&& &party[gWishFutureKnock.futureSightPartyIndex[battlerDef]] != &party[gBattlerPartyIndexes[BATTLE_PARTNER(battlerAtk)]];
}
return &party[gWishFutureKnock.futureSightPartyIndex[battlerDef]] != &party[gBattlerPartyIndexes[battlerAtk]];
}
s32 CalculateMoveDamage(struct DamageContext *ctx)
{
ctx->weather = GetWeather();
ctx->abilityAtk = GetBattlerAbility(ctx->battlerAtk);
ctx->abilityDef = GetBattlerAbility(ctx->battlerDef);
ctx->holdEffectAtk = GetBattlerHoldEffect(ctx->battlerAtk);
ctx->holdEffectDef = GetBattlerHoldEffect(ctx->battlerDef);
ctx->typeEffectivenessModifier = CalcTypeEffectivenessMultiplier(ctx);
if (IsFutureSightAttackerInParty(ctx->battlerAtk, ctx->battlerDef, ctx->move))
return DoFutureSightAttackDamageCalc(ctx);
return DoMoveDamageCalc(ctx);
}
// for AI so that typeEffectivenessModifier, weather, abilities and holdEffects are calculated only once
s32 CalculateMoveDamageVars(struct DamageContext *ctx)
{
s32 dmg = DoFixedDamageMoveCalc(ctx);
if (dmg != INT32_MAX)
return dmg;
return DoMoveDamageCalcVars(ctx);
}
static inline void MulByTypeEffectiveness(struct DamageContext *ctx, uq4_12_t *modifier, enum Type defType)
{
uq4_12_t mod = GetTypeModifier(ctx->moveType, defType);
if (mod == UQ_4_12(0.0) && ctx->holdEffectDef == HOLD_EFFECT_RING_TARGET)
{
mod = UQ_4_12(1.0);
if (ctx->updateFlags)
RecordItemEffectBattle(ctx->battlerDef, HOLD_EFFECT_RING_TARGET);
}
else if ((ctx->moveType == TYPE_FIGHTING || ctx->moveType == TYPE_NORMAL) && defType == TYPE_GHOST && gBattleMons[ctx->battlerDef].volatiles.foresight && mod == UQ_4_12(0.0))
{
mod = UQ_4_12(1.0);
}
else if ((ctx->moveType == TYPE_FIGHTING || ctx->moveType == TYPE_NORMAL) && defType == TYPE_GHOST
&& (ctx->abilityAtk == ABILITY_SCRAPPY || ctx->abilityAtk == ABILITY_MINDS_EYE)
&& mod == UQ_4_12(0.0))
{
mod = UQ_4_12(1.0);
if (ctx->updateFlags)
RecordAbilityBattle(ctx->battlerAtk, ctx->abilityAtk);
}
if (ctx->moveType == TYPE_PSYCHIC && defType == TYPE_DARK && gBattleMons[ctx->battlerDef].volatiles.miracleEye && mod == UQ_4_12(0.0))
mod = UQ_4_12(1.0);
if (GetMoveEffect(ctx->move) == EFFECT_SUPER_EFFECTIVE_ON_ARG && defType == GetMoveArgType(ctx->move) && !ctx->isAnticipation)
mod = UQ_4_12(2.0);
if (ctx->moveType == TYPE_GROUND && defType == TYPE_FLYING && IsBattlerGrounded(ctx->battlerDef, ctx->abilityDef, ctx->holdEffectDef) && mod == UQ_4_12(0.0))
mod = UQ_4_12(1.0);
if (ctx->moveType == TYPE_STELLAR && GetActiveGimmick(ctx->battlerDef) == GIMMICK_TERA)
mod = UQ_4_12(2.0);
// B_WEATHER_STRONG_WINDS weakens Super Effective moves against Flying-type Pokémon
if (gBattleWeather & B_WEATHER_STRONG_WINDS && HasWeatherEffect() && !ctx->isAnticipation)
{
if (defType == TYPE_FLYING && mod >= UQ_4_12(2.0))
mod = UQ_4_12(1.0);
}
if (gSpecialStatuses[ctx->battlerDef].distortedTypeMatchups || (mod > UQ_4_12(0.0) && ShouldTeraShellDistortTypeMatchups(ctx->move, ctx->battlerDef, ctx->abilityDef)))
{
mod = UQ_4_12(0.5);
if (ctx->updateFlags)
{
RecordAbilityBattle(ctx->battlerDef, ctx->abilityDef);
gSpecialStatuses[ctx->battlerDef].distortedTypeMatchups = TRUE;
gSpecialStatuses[ctx->battlerDef].teraShellAbilityDone = TRUE;
}
}
*modifier = uq4_12_multiply(*modifier, mod);
}
static inline void TryNoticeIllusionInTypeEffectiveness(u32 move, enum Type moveType, u32 battlerAtk, u32 battlerDef, uq4_12_t resultingModifier, u32 illusionSpecies)
{
// Check if the type effectiveness would've been different if the pokemon really had the types as the disguise.
uq4_12_t presumedModifier = UQ_4_12(1.0);
struct DamageContext ctx = {0};
ctx.battlerAtk = battlerAtk;
ctx.battlerDef = battlerDef;
ctx.move = ctx.chosenMove = move;
ctx.moveType = moveType;
ctx.updateFlags = FALSE;
ctx.abilityAtk = GetBattlerAbility(battlerAtk);
ctx.abilityDef = ABILITY_ILLUSION;
ctx.holdEffectAtk = GetBattlerHoldEffect(battlerAtk);
ctx.holdEffectDef = GetBattlerHoldEffect(battlerDef);
MulByTypeEffectiveness(&ctx, &presumedModifier, GetSpeciesType(illusionSpecies, 0));
if (GetSpeciesType(illusionSpecies, 1) != GetSpeciesType(illusionSpecies, 0))
MulByTypeEffectiveness(&ctx, &presumedModifier, GetSpeciesType(illusionSpecies, 1));
if (presumedModifier != resultingModifier)
RecordAbilityBattle(ctx.battlerDef, ABILITY_ILLUSION);
}
void UpdateMoveResultFlags(uq4_12_t modifier, u16 *resultFlags)
{
if (modifier == UQ_4_12(0.0))
{
*resultFlags |= MOVE_RESULT_DOESNT_AFFECT_FOE;
*resultFlags &= ~(MOVE_RESULT_NOT_VERY_EFFECTIVE | MOVE_RESULT_SUPER_EFFECTIVE);
gBattleStruct->blunderPolicy = FALSE; // Don't activate if missed
}
else if (modifier == UQ_4_12(1.0))
{
*resultFlags &= ~(MOVE_RESULT_NOT_VERY_EFFECTIVE | MOVE_RESULT_SUPER_EFFECTIVE | MOVE_RESULT_DOESNT_AFFECT_FOE);
}
else if (modifier > UQ_4_12(1.0))
{
*resultFlags |= MOVE_RESULT_SUPER_EFFECTIVE;
*resultFlags &= ~(MOVE_RESULT_NOT_VERY_EFFECTIVE | MOVE_RESULT_DOESNT_AFFECT_FOE);
}
else //if (modifier < UQ_4_12(1.0))
{
*resultFlags |= MOVE_RESULT_NOT_VERY_EFFECTIVE;
*resultFlags &= ~(MOVE_RESULT_SUPER_EFFECTIVE | MOVE_RESULT_DOESNT_AFFECT_FOE);
}
}
static inline uq4_12_t CalcTypeEffectivenessMultiplierInternal(struct DamageContext *ctx, uq4_12_t modifier)
{
u32 illusionSpecies;
enum Type types[3];
GetBattlerTypes(ctx->battlerDef, FALSE, types);
MulByTypeEffectiveness(ctx, &modifier, types[0]);
if (types[1] != types[0])
MulByTypeEffectiveness(ctx, &modifier, types[1]);
if (types[2] != TYPE_MYSTERY && types[2] != types[1] && types[2] != types[0])
MulByTypeEffectiveness(ctx, &modifier, types[2]);
if (ctx->moveType == TYPE_FIRE && gDisableStructs[ctx->battlerDef].tarShot)
modifier = uq4_12_multiply(modifier, UQ_4_12(2.0));
if (ctx->updateFlags && (illusionSpecies = GetIllusionMonSpecies(ctx->battlerDef)))
TryNoticeIllusionInTypeEffectiveness(ctx->move, ctx->moveType, ctx->battlerAtk, ctx->battlerDef, modifier, illusionSpecies);
if (GetMoveCategory(ctx->move) == DAMAGE_CATEGORY_STATUS && ctx->move != MOVE_THUNDER_WAVE)
{
modifier = UQ_4_12(1.0);
if (B_GLARE_GHOST < GEN_4 && ctx->move == MOVE_GLARE && IS_BATTLER_OF_TYPE(ctx->battlerDef, TYPE_GHOST))
modifier = UQ_4_12(0.0);
}
else if (ctx->moveType == TYPE_GROUND && !IsBattlerGroundedInverseCheck(ctx->battlerDef, ctx->abilityDef, ctx->holdEffectDef, INVERSE_BATTLE, ctx->isAnticipation) && !(MoveIgnoresTypeIfFlyingAndUngrounded(ctx->move)))
{
modifier = UQ_4_12(0.0);
if (ctx->updateFlags && ctx->abilityDef == ABILITY_LEVITATE)
{
gBattleStruct->moveResultFlags[ctx->battlerDef] |= (MOVE_RESULT_MISSED | MOVE_RESULT_DOESNT_AFFECT_FOE);
gLastUsedAbility = ABILITY_LEVITATE;
gLastLandedMoves[ctx->battlerDef] = 0;
gBattleStruct->missStringId[ctx->battlerDef] = B_MSG_GROUND_MISS;
RecordAbilityBattle(ctx->battlerDef, ABILITY_LEVITATE);
}
}
else if (GetGenConfig(GEN_CONFIG_SHEER_COLD_IMMUNITY) >= GEN_7 && GetMoveEffect(ctx->move) == EFFECT_SHEER_COLD && IS_BATTLER_OF_TYPE(ctx->battlerDef, TYPE_ICE))
{
modifier = UQ_4_12(0.0);
}
// Thousand Arrows ignores type modifiers for flying mons
if (MoveIgnoresTypeIfFlyingAndUngrounded(ctx->move)
&& !IsBattlerGrounded(ctx->battlerDef, ctx->abilityDef, ctx->holdEffectDef)
&& IS_BATTLER_OF_TYPE(ctx->battlerDef, TYPE_FLYING))
{
modifier = UQ_4_12(1.0);
}
// Iron Ball ignores type modifiers for flying-type mons if it is the only source of grounding
if (B_IRON_BALL >= GEN_5
&& ctx->moveType == TYPE_GROUND
&& ctx->holdEffectDef == HOLD_EFFECT_IRON_BALL
&& IS_BATTLER_OF_TYPE(ctx->battlerDef, TYPE_FLYING)
&& !IsBattlerGrounded(ctx->battlerDef, ctx->abilityDef, HOLD_EFFECT_NONE) // We want to ignore Iron Ball so skip item check
&& !FlagGet(B_FLAG_INVERSE_BATTLE))
{
modifier = UQ_4_12(1.0);
}
if (((ctx->abilityDef == ABILITY_WONDER_GUARD && modifier <= UQ_4_12(1.0))
|| (ctx->abilityDef == ABILITY_TELEPATHY && ctx->battlerDef == BATTLE_PARTNER(ctx->battlerAtk)))
&& GetMovePower(ctx->move) != 0)
{
modifier = UQ_4_12(0.0);
if (ctx->updateFlags)
{
gLastUsedAbility = gBattleMons[ctx->battlerDef].ability;
gBattleStruct->moveResultFlags[ctx->battlerDef] |= MOVE_RESULT_MISSED;
gLastLandedMoves[ctx->battlerDef] = 0;
gBattleStruct->missStringId[ctx->battlerDef] = B_MSG_AVOIDED_DMG;
RecordAbilityBattle(ctx->battlerDef, gBattleMons[ctx->battlerDef].ability);
}
}
if (ctx->updateFlags)
TryInitializeFirstSTABMoveTrainerSlide(ctx->battlerDef, ctx->battlerAtk, ctx->moveType);
return modifier;
}
uq4_12_t CalcTypeEffectivenessMultiplier(struct DamageContext *ctx)
{
uq4_12_t modifier = UQ_4_12(1.0);
if (ctx->move != MOVE_STRUGGLE && ctx->moveType != TYPE_MYSTERY)
{
modifier = CalcTypeEffectivenessMultiplierInternal(ctx, modifier);
if (GetMoveEffect(ctx->move) == EFFECT_TWO_TYPED_MOVE && !ctx->isAnticipation)
{
ctx->moveType = GetMoveArgType(ctx->move);
modifier = CalcTypeEffectivenessMultiplierInternal(ctx, modifier);
}
}
if (ctx->updateFlags)
UpdateMoveResultFlags(modifier, &gBattleStruct->moveResultFlags[ctx->battlerDef]);
return modifier;
}
uq4_12_t CalcPartyMonTypeEffectivenessMultiplier(u16 move, u16 speciesDef, enum Ability abilityDef)
{
uq4_12_t modifier = UQ_4_12(1.0);
enum Type moveType = GetBattleMoveType(move);
if (move != MOVE_STRUGGLE && moveType != TYPE_MYSTERY)
{
struct DamageContext ctx = {0};
ctx.move = ctx.chosenMove = move;
ctx.moveType = moveType;
ctx.updateFlags = FALSE;
ctx.abilityDef = abilityDef;
MulByTypeEffectiveness(&ctx, &modifier, GetSpeciesType(speciesDef, 0));
if (GetSpeciesType(speciesDef, 1) != GetSpeciesType(speciesDef, 0))
MulByTypeEffectiveness(&ctx, &modifier, GetSpeciesType(speciesDef, 1));
if (ctx.moveType == TYPE_GROUND && abilityDef == ABILITY_LEVITATE && !(gFieldStatuses & STATUS_FIELD_GRAVITY))
modifier = UQ_4_12(0.0);
if (abilityDef == ABILITY_WONDER_GUARD && modifier <= UQ_4_12(1.0) && GetMovePower(move) != 0)
modifier = UQ_4_12(0.0);
}
return modifier;
}
static uq4_12_t GetInverseTypeMultiplier(uq4_12_t multiplier)
{
switch (multiplier)
{
case UQ_4_12(0.0):
case UQ_4_12(0.5):
return UQ_4_12(2.0);
case UQ_4_12(2.0):
return UQ_4_12(0.5);
case UQ_4_12(1.0):
default:
return UQ_4_12(1.0);
}
}
uq4_12_t GetOverworldTypeEffectiveness(struct Pokemon *mon, enum Type moveType)
{
uq4_12_t modifier = UQ_4_12(1.0);
enum Ability abilityDef = GetMonAbility(mon);
u16 speciesDef = GetMonData(mon, MON_DATA_SPECIES);
enum Type type1 = GetSpeciesType(speciesDef, 0);
enum Type type2 = GetSpeciesType(speciesDef, 1);
if (moveType == TYPE_MYSTERY)
return modifier;
struct DamageContext ctx = {0};
ctx.move = ctx.chosenMove = MOVE_POUND;
ctx.moveType = moveType;
ctx.updateFlags = FALSE;
MulByTypeEffectiveness(&ctx, &modifier, type1);
if (type2 != type1)
MulByTypeEffectiveness(&ctx, &modifier, type2);
if ((modifier <= UQ_4_12(1.0) && abilityDef == ABILITY_WONDER_GUARD)
|| CanAbilityAbsorbMove(0, 0, abilityDef, MOVE_NONE, moveType, CHECK_TRIGGER))
modifier = UQ_4_12(0.0);
return modifier;
}
uq4_12_t GetTypeModifier(enum Type atkType, enum Type defType)
{
if (B_FLAG_INVERSE_BATTLE != 0 && FlagGet(B_FLAG_INVERSE_BATTLE))
return GetInverseTypeMultiplier(gTypeEffectivenessTable[atkType][defType]);
return gTypeEffectivenessTable[atkType][defType];
}
s32 GetStealthHazardDamageByTypesAndHP(enum TypeSideHazard hazardType, enum Type type1, enum Type type2, u32 maxHp)
{
s32 dmg = 0;
uq4_12_t modifier = UQ_4_12(1.0);
modifier = uq4_12_multiply(modifier, GetTypeModifier((u8)hazardType, type1));
if (type2 != type1)
modifier = uq4_12_multiply(modifier, GetTypeModifier((u8)hazardType, type2));
switch (modifier)
{
case UQ_4_12(0.0):
dmg = 0;
break;
case UQ_4_12(0.25):
dmg = maxHp / 32;
if (dmg == 0)
dmg = 1;
break;
case UQ_4_12(0.5):
dmg = maxHp / 16;
if (dmg == 0)
dmg = 1;
break;
case UQ_4_12(1.0):
dmg = maxHp / 8;
if (dmg == 0)
dmg = 1;
break;
case UQ_4_12(2.0):
dmg = maxHp / 4;
if (dmg == 0)
dmg = 1;
break;
case UQ_4_12(4.0):
dmg = maxHp / 2;
if (dmg == 0)
dmg = 1;
break;
}
return dmg;
}
s32 GetStealthHazardDamage(enum TypeSideHazard hazardType, u32 battler)
{
enum Type types[3];
GetBattlerTypes(battler, FALSE, types);
u32 maxHp = gBattleMons[battler].maxHP;
return GetStealthHazardDamageByTypesAndHP(hazardType, types[0], types[1], maxHp);
}
bool32 IsPartnerMonFromSameTrainer(u32 battler)
{
if (!IsOnPlayerSide(battler) && gBattleTypeFlags & BATTLE_TYPE_TWO_OPPONENTS)
return FALSE;
else if (IsOnPlayerSide(battler) && gBattleTypeFlags & BATTLE_TYPE_INGAME_PARTNER)
return FALSE;
else if (gBattleTypeFlags & BATTLE_TYPE_MULTI)
return FALSE;
else
return TRUE;
}
bool32 DoesSpeciesUseHoldItemToChangeForm(u16 species, u16 heldItemId)
{
u32 i;
const struct FormChange *formChanges = GetSpeciesFormChanges(species);
for (i = 0; formChanges != NULL && formChanges[i].method != FORM_CHANGE_TERMINATOR; i++)
{
enum FormChanges method = formChanges[i].method;
switch (method)
{
case FORM_CHANGE_BATTLE_MEGA_EVOLUTION_ITEM:
case FORM_CHANGE_BATTLE_PRIMAL_REVERSION:
case FORM_CHANGE_BATTLE_ULTRA_BURST:
case FORM_CHANGE_ITEM_HOLD:
case FORM_CHANGE_BEGIN_BATTLE:
if (formChanges[i].param1 == heldItemId)
return TRUE;
break;
default:
break;
}
}
return FALSE;
}
bool32 CanMegaEvolve(u32 battler)
{
enum HoldEffect holdEffect = GetBattlerHoldEffectIgnoreNegation(battler);
// Check if Player has a Mega Ring.
if (!TESTING
&& (GetBattlerPosition(battler) == B_POSITION_PLAYER_LEFT || (!(gBattleTypeFlags & BATTLE_TYPE_MULTI) && GetBattlerPosition(battler) == B_POSITION_PLAYER_RIGHT))
&& !CheckBagHasItem(ITEM_MEGA_RING, 1))
return FALSE;
// Check if Trainer has already Mega Evolved.
if (HasTrainerUsedGimmick(battler, GIMMICK_MEGA))
return FALSE;
// Check if battler has another gimmick active.
if (GetActiveGimmick(battler) != GIMMICK_NONE)
return FALSE;
// Check if battler is currently held by Sky Drop.
if (gBattleMons[battler].volatiles.semiInvulnerable == STATE_SKY_DROP)
return FALSE;
// Check if battler is holding a Z-Crystal.
if (holdEffect == HOLD_EFFECT_Z_CRYSTAL)
return FALSE;
// Check if there is an entry in the form change table for regular Mega Evolution and battler is holding Mega Stone.
if (GetBattleFormChangeTargetSpecies(battler, FORM_CHANGE_BATTLE_MEGA_EVOLUTION_ITEM) != gBattleMons[battler].species && holdEffect == HOLD_EFFECT_MEGA_STONE)
return TRUE;
// Check if there is an entry in the form change table for Wish Mega Evolution.
if (GetBattleFormChangeTargetSpecies(battler, FORM_CHANGE_BATTLE_MEGA_EVOLUTION_MOVE) != gBattleMons[battler].species)
return TRUE;
// No checks passed, the mon CAN'T mega evolve.
return FALSE;
}
bool32 CanUltraBurst(u32 battler)
{
enum HoldEffect holdEffect = GetBattlerHoldEffectIgnoreNegation(battler);
// Check if Player has a Z-Ring
if (!TESTING && (GetBattlerPosition(battler) == B_POSITION_PLAYER_LEFT
|| (!(gBattleTypeFlags & BATTLE_TYPE_MULTI) && GetBattlerPosition(battler) == B_POSITION_PLAYER_RIGHT))
&& !CheckBagHasItem(ITEM_Z_POWER_RING, 1))
return FALSE;
// Check if Trainer has already Ultra Bursted.
if (HasTrainerUsedGimmick(battler, GIMMICK_ULTRA_BURST))
return FALSE;
// Check if battler has another gimmick active.
if (GetActiveGimmick(battler) != GIMMICK_NONE)
return FALSE;
// Check if mon is currently held by Sky Drop
if (gBattleMons[battler].volatiles.semiInvulnerable == STATE_SKY_DROP)
return FALSE;
// Check if there is an entry in the form change table for Ultra Burst and battler is holding a Z-Crystal.
if (GetBattleFormChangeTargetSpecies(battler, FORM_CHANGE_BATTLE_ULTRA_BURST) != gBattleMons[battler].species && holdEffect == HOLD_EFFECT_Z_CRYSTAL)
return TRUE;
// No checks passed, the mon CAN'T ultra burst.
return FALSE;
}
void ActivateMegaEvolution(u32 battler)
{
gLastUsedItem = gBattleMons[battler].item;
SetActiveGimmick(battler, GIMMICK_MEGA);
if (GetBattleFormChangeTargetSpecies(battler, FORM_CHANGE_BATTLE_MEGA_EVOLUTION_MOVE) != gBattleMons[battler].species)
BattleScriptExecute(BattleScript_WishMegaEvolution);
else
BattleScriptExecute(BattleScript_MegaEvolution);
}
void ActivateUltraBurst(u32 battler)
{
gLastUsedItem = gBattleMons[battler].item;
SetActiveGimmick(battler, GIMMICK_ULTRA_BURST);
BattleScriptExecute(BattleScript_UltraBurst);
}
bool32 IsBattlerMegaEvolved(u32 battler)
{
// While Transform does copy stats and visuals, it shouldn't be counted as true Mega Evolution.
if (gBattleMons[battler].volatiles.transformed)
return FALSE;
return (gSpeciesInfo[gBattleMons[battler].species].isMegaEvolution);
}
bool32 IsBattlerPrimalReverted(u32 battler)
{
// While Transform does copy stats and visuals, it shouldn't be counted as true Primal Revesion.
if (gBattleMons[battler].volatiles.transformed)
return FALSE;
return (gSpeciesInfo[gBattleMons[battler].species].isPrimalReversion);
}
bool32 IsBattlerUltraBursted(u32 battler)
{
// While Transform does copy stats and visuals, it shouldn't be counted as true Ultra Burst.
if (gBattleMons[battler].volatiles.transformed)
return FALSE;
return (gSpeciesInfo[gBattleMons[battler].species].isUltraBurst);
}
bool32 IsBattlerInTeraForm(u32 battler)
{
// While Transform does copy stats and visuals, it shouldn't be counted as a true Tera Form.
if (gBattleMons[battler].volatiles.transformed)
return FALSE;
return (gSpeciesInfo[gBattleMons[battler].species].isTeraForm);
}
// Returns SPECIES_NONE if no form change is possible
u16 GetBattleFormChangeTargetSpecies(u32 battler, enum FormChanges method)
{
u32 i;
u32 species = gBattleMons[battler].species;
u32 targetSpecies = species;
const struct FormChange *formChanges = GetSpeciesFormChanges(species);
struct Pokemon *mon = GetBattlerMon(battler);
u16 heldItem = gBattleMons[battler].item;
for (i = 0; formChanges != NULL && formChanges[i].method != FORM_CHANGE_TERMINATOR; i++)
{
if (method == formChanges[i].method && species != formChanges[i].targetSpecies)
{
switch (method)
{
case FORM_CHANGE_BATTLE_MEGA_EVOLUTION_ITEM:
case FORM_CHANGE_BATTLE_PRIMAL_REVERSION:
case FORM_CHANGE_BATTLE_ULTRA_BURST:
if (heldItem == formChanges[i].param1)
targetSpecies = formChanges[i].targetSpecies;
break;
case FORM_CHANGE_BATTLE_MEGA_EVOLUTION_MOVE:
if (gBattleMons[battler].moves[0] == formChanges[i].param1
|| gBattleMons[battler].moves[1] == formChanges[i].param1
|| gBattleMons[battler].moves[2] == formChanges[i].param1
|| gBattleMons[battler].moves[3] == formChanges[i].param1)
targetSpecies = formChanges[i].targetSpecies;
break;
case FORM_CHANGE_BATTLE_SWITCH:
if (formChanges[i].param1 == GetBattlerAbility(battler) || formChanges[i].param1 == ABILITY_NONE)
targetSpecies = formChanges[i].targetSpecies;
break;
case FORM_CHANGE_BATTLE_HP_PERCENT:
if (formChanges[i].param1 == GetBattlerAbility(battler))
{
// We multiply by 100 to make sure that integer division doesn't mess with the health check.
u32 hpCheck = gBattleMons[battler].hp * 100 * 100 / gBattleMons[battler].maxHP;
switch(formChanges[i].param2)
{
case HP_HIGHER_THAN:
if (hpCheck > formChanges[i].param3 * 100)
targetSpecies = formChanges[i].targetSpecies;
break;
case HP_LOWER_EQ_THAN:
if (hpCheck <= formChanges[i].param3 * 100)
targetSpecies = formChanges[i].targetSpecies;
break;
}
}
break;
case FORM_CHANGE_BATTLE_GIGANTAMAX:
if (GetMonData(mon, MON_DATA_GIGANTAMAX_FACTOR))
targetSpecies = formChanges[i].targetSpecies;
break;
case FORM_CHANGE_BATTLE_WEATHER:
// Check if there is a required ability and if the battler's ability does not match it
// or is suppressed. If so, revert to the no weather form.
if (formChanges[i].param2
&& GetBattlerAbility(battler) != formChanges[i].param2
&& formChanges[i].param1 == B_WEATHER_NONE)
{
targetSpecies = formChanges[i].targetSpecies;
}
// We need to revert the weather form if the field is under Air Lock, too.
else if (!HasWeatherEffect() && formChanges[i].param1 == B_WEATHER_NONE)
{
targetSpecies = formChanges[i].targetSpecies;
}
// Otherwise, just check for a match between the weather and the form change table.
// Added a check for whether the weather is in effect to prevent end-of-turn soft locks with Cloud Nine / Air Lock
else if (((gBattleWeather & formChanges[i].param1) && HasWeatherEffect())
|| (gBattleWeather == B_WEATHER_NONE && formChanges[i].param1 == B_WEATHER_NONE))
{
targetSpecies = formChanges[i].targetSpecies;
}
break;
case FORM_CHANGE_BATTLE_TURN_END:
case FORM_CHANGE_HIT_BY_MOVE:
if (formChanges[i].param1 == GetBattlerAbility(battler))
targetSpecies = formChanges[i].targetSpecies;
break;
case FORM_CHANGE_STATUS:
if (gBattleMons[battler].status1 & formChanges[i].param1)
targetSpecies = formChanges[i].targetSpecies;
break;
case FORM_CHANGE_BATTLE_TERASTALLIZATION:
if (GetBattlerTeraType(battler) == formChanges[i].param1)
targetSpecies = formChanges[i].targetSpecies;
break;
case FORM_CHANGE_BATTLE_BEFORE_MOVE:
case FORM_CHANGE_BATTLE_AFTER_MOVE:
if (formChanges[i].param1 == gCurrentMove
&& (formChanges[i].param2 == ABILITY_NONE || formChanges[i].param2 == GetBattlerAbility(battler)))
targetSpecies = formChanges[i].targetSpecies;
break;
case FORM_CHANGE_BATTLE_BEFORE_MOVE_CATEGORY:
if (formChanges[i].param1 == GetBattleMoveCategory(gCurrentMove)
&& (formChanges[i].param2 == ABILITY_NONE || formChanges[i].param2 == GetBattlerAbility(battler)))
targetSpecies = formChanges[i].targetSpecies;
break;
default:
break;
}
}
}
return targetSpecies;
}
static bool32 CanBattlerFormChange(u32 battler, enum FormChanges method)
{
// Can't change form if transformed.
if (gBattleMons[battler].volatiles.transformed
&& B_TRANSFORM_FORM_CHANGES >= GEN_5)
return FALSE;
switch (method)
{
case FORM_CHANGE_END_BATTLE:
if (IsBattlerPrimalReverted(battler))
return TRUE;
// Fallthrough
case FORM_CHANGE_FAINT:
if (IsBattlerMegaEvolved(battler) || IsBattlerUltraBursted(battler) || IsBattlerInTeraForm(battler) || IsGigantamaxed(battler))
return TRUE;
break;
case FORM_CHANGE_BATTLE_SWITCH:
if (IsGigantamaxed(battler))
return TRUE;
else if (GetActiveGimmick(battler) == GIMMICK_TERA && GetBattlerAbility(battler) == ABILITY_HUNGER_SWITCH)
return FALSE;
break;
default:
break;
}
return DoesSpeciesHaveFormChangeMethod(gBattleMons[battler].species, method);
}
bool32 TryRevertPartyMonFormChange(u32 partyIndex)
{
bool32 changedForm = FALSE;
// Appeared in battle and didn't faint
if (gBattleStruct->partyState[B_SIDE_PLAYER][partyIndex].sentOut && GetMonData(&gPlayerParty[partyIndex], MON_DATA_HP, NULL) != 0)
changedForm = TryFormChange(partyIndex, B_SIDE_PLAYER, FORM_CHANGE_END_BATTLE_ENVIRONMENT);
if (!changedForm)
changedForm = TryFormChange(partyIndex, B_SIDE_PLAYER, FORM_CHANGE_END_BATTLE);
// Clear original species field
gBattleStruct->partyState[B_SIDE_PLAYER][partyIndex].changedSpecies = SPECIES_NONE;
return changedForm;
}
bool32 TryBattleFormChange(u32 battler, enum FormChanges method)
{
u32 monId = gBattlerPartyIndexes[battler];
struct Pokemon *party = GetBattlerParty(battler);
u32 currentSpecies = GetMonData(&party[monId], MON_DATA_SPECIES);
u32 targetSpecies;
if (!CanBattlerFormChange(battler, method))
return FALSE;
targetSpecies = GetBattleFormChangeTargetSpecies(battler, method);
if (targetSpecies == currentSpecies)
targetSpecies = GetFormChangeTargetSpecies(&party[monId], method, 0);
if (targetSpecies != currentSpecies && targetSpecies != SPECIES_NONE)
{
// Saves the original species on the first form change.
if (GetBattlerPartyState(battler)->changedSpecies == SPECIES_NONE)
GetBattlerPartyState(battler)->changedSpecies = gBattleMons[battler].species;
TryToSetBattleFormChangeMoves(&party[monId], method);
SetMonData(&party[monId], MON_DATA_SPECIES, &targetSpecies);
gBattleMons[battler].species = targetSpecies;
RecalcBattlerStats(battler, &party[monId], method == FORM_CHANGE_BATTLE_GIGANTAMAX);
return TRUE;
}
else if (GetBattlerPartyState(battler)->changedSpecies != SPECIES_NONE)
{
bool32 restoreSpecies = FALSE;
switch (method)
{
case FORM_CHANGE_END_BATTLE:
restoreSpecies = TRUE;
break;
case FORM_CHANGE_FAINT:
if (IsBattlerMegaEvolved(battler) || IsBattlerUltraBursted(battler) || IsBattlerInTeraForm(battler) || IsGigantamaxed(battler))
restoreSpecies = TRUE;
break;
case FORM_CHANGE_BATTLE_SWITCH:
if (IsGigantamaxed(battler))
restoreSpecies = TRUE;
break;
default:
break;
}
if (restoreSpecies)
{
enum Ability abilityForm = gBattleMons[battler].ability;
// Reverts the original species
TryToSetBattleFormChangeMoves(&party[monId], method);
u32 changedSpecies = GetBattlerPartyState(battler)->changedSpecies;
SetMonData(&party[monId], MON_DATA_SPECIES, &changedSpecies);
RecalcBattlerStats(battler, &party[monId], method == FORM_CHANGE_BATTLE_GIGANTAMAX);
// Battler data is not updated with regular form's ability, not doing so could cause wrong ability activation.
if (method == FORM_CHANGE_FAINT)
gBattleMons[battler].ability = abilityForm;
return TRUE;
}
}
return FALSE;
}
bool32 DoBattlersShareType(u32 battler1, u32 battler2)
{
s32 i;
enum Type types1[3], types2[3];
GetBattlerTypes(battler1, FALSE, types1);
GetBattlerTypes(battler2, FALSE, types2);
if (types1[2] == TYPE_MYSTERY)
types1[2] = types1[0];
if (types2[2] == TYPE_MYSTERY)
types2[2] = types2[0];
for (i = 0; i < 3; i++)
{
if (types1[i] == types2[0] || types1[i] == types2[1] || types1[i] == types2[2])
return TRUE;
}
return FALSE;
}
bool32 CanBattlerGetOrLoseItem(u32 battler, u16 itemId)
{
u16 species = gBattleMons[battler].species;
enum HoldEffect holdEffect = GetItemHoldEffect(itemId);
if (ItemIsMail(itemId))
return FALSE;
else if (itemId == ITEM_ENIGMA_BERRY_E_READER)
return FALSE;
else if (DoesSpeciesUseHoldItemToChangeForm(species, itemId))
return FALSE;
else if (holdEffect == HOLD_EFFECT_Z_CRYSTAL)
return FALSE;
else if (holdEffect == HOLD_EFFECT_BOOSTER_ENERGY
&& (gSpeciesInfo[gBattleMons[battler].species].isParadox || gSpeciesInfo[gBattleMons[gBattlerTarget].species].isParadox))
return FALSE;
else
return TRUE;
}
u32 GetBattlerVisualSpecies(u32 battler)
{
u32 illusionSpecies = GetIllusionMonSpecies(battler);
if (illusionSpecies != SPECIES_NONE)
return illusionSpecies;
return gBattleMons[battler].species;
}
bool32 TryClearIllusion(u32 battler, enum AbilityEffect caseID)
{
if (gBattleStruct->illusion[battler].state != ILLUSION_ON)
return FALSE;
if (GetBattlerAbility(battler) == ABILITY_ILLUSION && IsBattlerAlive(battler))
return FALSE;
gBattleScripting.battler = battler;
if (caseID == ABILITYEFFECT_ON_SWITCHIN)
BattleScriptPushCursorAndCallback(BattleScript_IllusionOffEnd3);
else
BattleScriptCall(BattleScript_IllusionOff);
return TRUE;
}
struct Pokemon *GetIllusionMonPtr(u32 battler)
{
if (gBattleStruct->illusion[battler].state == ILLUSION_NOT_SET)
SetIllusionMon(GetBattlerMon(battler), battler);
if (gBattleStruct->illusion[battler].state != ILLUSION_ON)
return NULL;
return gBattleStruct->illusion[battler].mon;
}
void ClearIllusionMon(u32 battler)
{
memset(&gBattleStruct->illusion[battler], 0, sizeof(gBattleStruct->illusion[battler]));
}
u32 GetIllusionMonSpecies(u32 battler)
{
struct Pokemon *illusionMon = GetIllusionMonPtr(battler);
if (illusionMon != NULL)
return GetMonData(illusionMon, MON_DATA_SPECIES);
return SPECIES_NONE;
}
u32 GetIllusionMonPartyId(struct Pokemon *party, struct Pokemon *mon, struct Pokemon *partnerMon, u32 battler)
{
s32 partyEnd=6;
s32 partyStart=0;
// Adjust party search range for Multibattles and Player vs two-trainers
if ((GetBattlerSide(battler) == B_SIDE_PLAYER && (gBattleTypeFlags & BATTLE_TYPE_MULTI))
|| (GetBattlerSide(battler) == B_SIDE_OPPONENT && (gBattleTypeFlags & BATTLE_TYPE_TWO_OPPONENTS)))
{
if ((GetBattlerPosition(battler) == B_POSITION_PLAYER_LEFT) || (GetBattlerPosition(battler) == B_POSITION_OPPONENT_LEFT))
{
partyEnd = 3;
partyStart = 0;
}
else
{
partyEnd = 6;
partyStart = 3;
}
}
// Find last alive non-egg pokemon.
for (s32 id = partyEnd - 1; id >= partyStart; id--)
{
if (GetMonData(&party[id], MON_DATA_SANITY_HAS_SPECIES)
&& GetMonData(&party[id], MON_DATA_HP)
&& !GetMonData(&party[id], MON_DATA_IS_EGG))
{
u32 species = GetMonData(&party[id], MON_DATA_SPECIES);
if (species == SPECIES_TERAPAGOS_STELLAR || (species >= SPECIES_OGERPON_TEAL_TERA && species <= SPECIES_OGERPON_CORNERSTONE_TERA))
continue;
if (&party[id] != mon && &party[id] != partnerMon)
return id;
else // If this pokemon or its partner is last in the party, ignore Illusion.
return PARTY_SIZE;
}
}
return PARTY_SIZE;
}
bool32 SetIllusionMon(struct Pokemon *mon, u32 battler)
{
struct Pokemon *party, *partnerMon;
u32 id;
gBattleStruct->illusion[battler].state = ILLUSION_OFF;
if (GetMonAbility(mon) != ABILITY_ILLUSION)
return FALSE;
party = GetBattlerParty(battler);
if (IsBattlerAlive(BATTLE_PARTNER(battler)))
partnerMon = &party[gBattlerPartyIndexes[BATTLE_PARTNER(battler)]];
else
partnerMon = mon;
id = GetIllusionMonPartyId(party, mon, partnerMon, battler);
if (id != PARTY_SIZE)
{
gBattleStruct->illusion[battler].state = ILLUSION_ON;
gBattleStruct->illusion[battler].mon = &party[id];
return TRUE;
}
return FALSE;
}
u32 TryImmunityAbilityHealStatus(u32 battler, enum AbilityEffect caseID)
{
u32 effect = 0;
switch (GetBattlerAbilityIgnoreMoldBreaker(battler))
{
case ABILITY_IMMUNITY:
case ABILITY_PASTEL_VEIL:
if (gBattleMons[battler].status1 & (STATUS1_POISON | STATUS1_TOXIC_POISON | STATUS1_TOXIC_COUNTER))
{
StringCopy(gBattleTextBuff1, gStatusConditionString_PoisonJpn);
effect = 1;
}
break;
case ABILITY_OWN_TEMPO:
if (gBattleMons[battler].volatiles.confusionTurns > 0)
{
StringCopy(gBattleTextBuff1, gStatusConditionString_ConfusionJpn);
effect = 2;
}
break;
case ABILITY_LIMBER:
if (gBattleMons[battler].status1 & STATUS1_PARALYSIS)
{
StringCopy(gBattleTextBuff1, gStatusConditionString_ParalysisJpn);
effect = 1;
}
break;
case ABILITY_INSOMNIA:
case ABILITY_VITAL_SPIRIT:
if (gBattleMons[battler].status1 & STATUS1_SLEEP)
{
TryDeactivateSleepClause(GetBattlerSide(battler), gBattlerPartyIndexes[battler]);
gBattleMons[battler].volatiles.nightmare = FALSE;
StringCopy(gBattleTextBuff1, gStatusConditionString_SleepJpn);
effect = 1;
}
break;
case ABILITY_WATER_VEIL:
case ABILITY_WATER_BUBBLE:
case ABILITY_THERMAL_EXCHANGE:
if (gBattleMons[battler].status1 & STATUS1_BURN)
{
StringCopy(gBattleTextBuff1, gStatusConditionString_BurnJpn);
effect = 1;
}
break;
case ABILITY_MAGMA_ARMOR:
if (gBattleMons[battler].status1 & (STATUS1_FREEZE | STATUS1_FROSTBITE))
{
StringCopy(gBattleTextBuff1, gStatusConditionString_IceJpn);
effect = 1;
}
break;
case ABILITY_OBLIVIOUS:
if (gBattleMons[battler].volatiles.infatuation)
effect = 3;
else if (GetGenConfig(GEN_CONFIG_OBLIVIOUS_TAUNT) >= GEN_6 && gDisableStructs[battler].tauntTimer != 0)
effect = 4;
break;
}
if (effect != 0)
{
switch (effect)
{
case 1: // status cleared
gBattleMons[battler].status1 = 0;
if (caseID == ABILITYEFFECT_ON_SWITCHIN_IMMUNITIES)
BattleScriptExecute(BattleScript_AbilityCuredStatusEnd3);
else
BattleScriptCall(BattleScript_AbilityCuredStatus);
break;
case 2: // get rid of confusion
RemoveConfusionStatus(battler);
if (caseID == ABILITYEFFECT_ON_SWITCHIN_IMMUNITIES)
BattleScriptExecute(BattleScript_AbilityCuredStatusEnd3);
else
BattleScriptCall(BattleScript_AbilityCuredStatus);
break;
case 3: // get rid of infatuation
gBattleMons[battler].volatiles.infatuation = 0;
if (caseID == ABILITYEFFECT_ON_SWITCHIN_IMMUNITIES)
BattleScriptExecute(BattleScript_AbilityCuredStatusEnd3);
else
BattleScriptCall(BattleScript_AbilityCuredStatus);
break;
case 4: // get rid of taunt
gDisableStructs[battler].tauntTimer = 0;
if (caseID == ABILITYEFFECT_ON_SWITCHIN_IMMUNITIES)
BattleScriptExecute(BattleScript_AbilityCuredStatusEnd3);
else
BattleScriptCall(BattleScript_AbilityCuredStatus);
break;
}
gBattleScripting.battler = gBattlerAbility = battler;
BtlController_EmitSetMonData(battler, B_COMM_TO_CONTROLLER, REQUEST_STATUS_BATTLE, 0, 4, &gBattleMons[battler].status1);
MarkBattlerForControllerExec(battler);
return effect;
}
return 0;
}
uq4_12_t GetBadgeBoostModifier(void)
{
if (GetGenConfig(GEN_CONFIG_BADGE_BOOST) < GEN_3)
return UQ_4_12(1.125);
else
return UQ_4_12(1.1);
}
bool32 ShouldGetStatBadgeBoost(u16 badgeFlag, u32 battler)
{
if (GetGenConfig(GEN_CONFIG_BADGE_BOOST) <= GEN_3 && badgeFlag != 0)
{
if (gBattleTypeFlags & (BATTLE_TYPE_LINK | BATTLE_TYPE_EREADER_TRAINER | BATTLE_TYPE_RECORDED_LINK | BATTLE_TYPE_FRONTIER))
return FALSE;
else if (!IsOnPlayerSide(battler))
return FALSE;
else if (gBattleTypeFlags & BATTLE_TYPE_TRAINER && TRAINER_BATTLE_PARAM.opponentA == TRAINER_SECRET_BASE)
return FALSE;
else if (FlagGet(badgeFlag))
return TRUE;
}
return FALSE;
}
static enum DamageCategory SwapMoveDamageCategory(u32 move)
{
if (GetMoveCategory(move) == DAMAGE_CATEGORY_PHYSICAL)
return DAMAGE_CATEGORY_SPECIAL;
return DAMAGE_CATEGORY_PHYSICAL;
}
/*
The Global States gBattleStruct->categoryOverride and gBattleStruct->swapDamageCategory
can be removed but a lot of function arguments (battlerAtk and battlerDef) have to be added for this, about 50+.
This is potentially a good change because it is less likely to cause bugs in the future.
*/
enum DamageCategory GetBattleMoveCategory(u32 move)
{
if (gMain.inBattle)
{
if (gBattleStruct->swapDamageCategory) // Photon Geyser, Shell Side Arm, Light That Burns the Sky, Tera Blast
return SwapMoveDamageCategory(move);
if (IsZMove(move) || IsMaxMove(move)) // TODO: Might be buggy depending on when this is called.
return gBattleStruct->categoryOverride;
if (IsBattleMoveStatus(move))
return DAMAGE_CATEGORY_STATUS;
}
if (B_PHYSICAL_SPECIAL_SPLIT <= GEN_4)
return gTypesInfo[GetBattleMoveType(move)].damageCategory;
return GetMoveCategory(move);
}
void SetDynamicMoveCategory(u32 battlerAtk, u32 battlerDef, u32 move)
{
switch (GetMoveEffect(move))
{
case EFFECT_PHOTON_GEYSER:
gBattleStruct->swapDamageCategory = (GetCategoryBasedOnStats(battlerAtk) == DAMAGE_CATEGORY_PHYSICAL);
break;
case EFFECT_SHELL_SIDE_ARM:
if (gBattleStruct->shellSideArmCategory[battlerAtk][battlerDef] == DAMAGE_CATEGORY_PHYSICAL)
gBattleStruct->swapDamageCategory = TRUE;
break;
case EFFECT_TERA_BLAST:
if (GetActiveGimmick(battlerAtk) == GIMMICK_TERA)
gBattleStruct->swapDamageCategory = GetCategoryBasedOnStats(battlerAtk) == DAMAGE_CATEGORY_PHYSICAL;
break;
case EFFECT_TERA_STARSTORM:
if (GetActiveGimmick(battlerAtk) == GIMMICK_TERA && GET_BASE_SPECIES_ID(GetMonData(GetBattlerMon(battlerAtk), MON_DATA_SPECIES)) == SPECIES_TERAPAGOS)
gBattleStruct->swapDamageCategory = GetCategoryBasedOnStats(battlerAtk) == DAMAGE_CATEGORY_PHYSICAL;
break;
default:
gBattleStruct->swapDamageCategory = FALSE;
break;
}
}
static bool32 TryRemoveScreens(u32 battler)
{
bool32 removed = FALSE;
u32 battlerSide = GetBattlerSide(battler);
u8 enemySide = GetBattlerSide(BATTLE_OPPOSITE(battler));
// try to remove from battler's side
if (gSideStatuses[battlerSide] & SIDE_STATUS_SCREEN_ANY)
{
gSideStatuses[battlerSide] &= ~SIDE_STATUS_SCREEN_ANY;
removed = TRUE;
}
// try to remove from battler opponent's side
if (gSideStatuses[enemySide] & SIDE_STATUS_SCREEN_ANY)
{
gSideStatuses[enemySide] &= ~SIDE_STATUS_SCREEN_ANY;
removed = TRUE;
}
return removed;
}
// Photon Geyser, Light That Burns the Sky, Tera Blast
enum DamageCategory GetCategoryBasedOnStats(u32 battler)
{
u32 attack = gBattleMons[battler].attack;
u32 spAttack = gBattleMons[battler].spAttack;
attack = attack * gStatStageRatios[gBattleMons[battler].statStages[STAT_ATK]][0];
attack = attack / gStatStageRatios[gBattleMons[battler].statStages[STAT_ATK]][1];
spAttack = spAttack * gStatStageRatios[gBattleMons[battler].statStages[STAT_SPATK]][0];
spAttack = spAttack / gStatStageRatios[gBattleMons[battler].statStages[STAT_SPATK]][1];
if (spAttack >= attack)
return DAMAGE_CATEGORY_SPECIAL;
else
return DAMAGE_CATEGORY_PHYSICAL;
}
static u32 GetFlingPowerFromItemId(u32 itemId)
{
if (gItemsInfo[itemId].pocket == POCKET_TM_HM)
{
u32 power = GetMovePower(ItemIdToBattleMoveId(itemId));
if (power > 1)
return power;
return 10; // Status moves and moves with variable power always return 10 power.
}
else
return GetItemFlingPower(itemId);
}
bool32 CanFling(u32 battler)
{
u16 item = gBattleMons[battler].item;
if (item == ITEM_NONE
|| (B_KLUTZ_FLING_INTERACTION >= GEN_5 && GetBattlerAbility(battler) == ABILITY_KLUTZ)
|| gFieldStatuses & STATUS_FIELD_MAGIC_ROOM
|| gBattleMons[battler].volatiles.embargo
|| GetFlingPowerFromItemId(item) == 0
|| !CanBattlerGetOrLoseItem(battler, item))
return FALSE;
return TRUE;
}
// Sort an array of battlers by speed
// Useful for effects like pickpocket, eject button, red card, dancer
void SortBattlersBySpeed(u8 *battlers, bool32 slowToFast)
{
int i, j, currSpeed, currBattler;
u16 speeds[MAX_BATTLERS_COUNT] = {0};
for (i = 0; i < gBattlersCount; i++)
{
u32 battler = battlers[i];
speeds[i] = GetBattlerTotalSpeedStat(battler, GetBattlerAbility(battler), GetBattlerHoldEffect(battler));
}
for (i = 1; i < gBattlersCount; i++)
{
currBattler = battlers[i];
currSpeed = speeds[i];
j = i - 1;
if (slowToFast)
{
while (j >= 0 && speeds[j] > currSpeed)
{
battlers[j + 1] = battlers[j];
speeds[j + 1] = speeds[j];
j = j - 1;
}
}
else
{
while (j >= 0 && speeds[j] < currSpeed)
{
battlers[j + 1] = battlers[j];
speeds[j + 1] = speeds[j];
j = j - 1;
}
}
battlers[j + 1] = currBattler;
speeds[j + 1] = currSpeed;
}
}
void TryRestoreHeldItems(void)
{
u32 i;
bool32 returnNPCItems = B_RETURN_STOLEN_NPC_ITEMS >= GEN_5 && gBattleTypeFlags & BATTLE_TYPE_TRAINER;
for (i = 0; i < PARTY_SIZE; i++)
{
// Check if held items should be restored after battle based on generation
if (B_RESTORE_HELD_BATTLE_ITEMS >= GEN_9 || gBattleStruct->itemLost[B_SIDE_PLAYER][i].stolen || returnNPCItems)
{
u16 lostItem = gBattleStruct->itemLost[B_SIDE_PLAYER][i].originalItem;
// Check if the lost item is a berry and the mon is not holding it
if (GetItemPocket(lostItem) == POCKET_BERRIES && GetMonData(&gPlayerParty[i], MON_DATA_HELD_ITEM) != lostItem)
lostItem = ITEM_NONE;
// Check if the lost item should be restored
if ((lostItem != ITEM_NONE || returnNPCItems) && GetItemPocket(lostItem) != POCKET_BERRIES)
SetMonData(&gPlayerParty[i], MON_DATA_HELD_ITEM, &lostItem);
}
}
}
bool32 CanStealItem(u32 battlerStealing, u32 battlerItem, u16 item)
{
enum BattleSide stealerSide = GetBattlerSide(battlerStealing);
if (gBattleTypeFlags & BATTLE_TYPE_TRAINER_HILL)
return FALSE;
// Check if the battler trying to steal should be able to
if (stealerSide == B_SIDE_OPPONENT
&& !(gBattleTypeFlags &
(BATTLE_TYPE_EREADER_TRAINER
| BATTLE_TYPE_FRONTIER
| BATTLE_TYPE_LINK
| BATTLE_TYPE_RECORDED_LINK
| BATTLE_TYPE_SECRET_BASE
| (B_TRAINERS_KNOCK_OFF_ITEMS == TRUE ? BATTLE_TYPE_TRAINER : 0)
)))
{
return FALSE;
}
else if (!(gBattleTypeFlags &
(BATTLE_TYPE_EREADER_TRAINER
| BATTLE_TYPE_FRONTIER
| BATTLE_TYPE_LINK
| BATTLE_TYPE_RECORDED_LINK
| BATTLE_TYPE_SECRET_BASE))
&& (gWishFutureKnock.knockedOffMons[stealerSide] & (1u << gBattlerPartyIndexes[battlerStealing])))
{
return FALSE;
}
// It's supposed to pop before trying to steal but this also works
if (GetItemHoldEffect(item) == HOLD_EFFECT_AIR_BALLOON)
return FALSE;
if (!CanBattlerGetOrLoseItem(battlerItem, item) // Battler with item cannot have it stolen
|| !CanBattlerGetOrLoseItem(battlerStealing, item)) // Stealer cannot take the item
return FALSE;
return TRUE;
}
void TrySaveExchangedItem(u32 battler, u16 stolenItem)
{
// Because BtlController_EmitSetMonData does SetMonData, we need to save the stolen item only if it matches the battler's original
// So, if the player steals an item during battle and has it stolen from it, it will not end the battle with it (naturally)
if (B_TRAINERS_KNOCK_OFF_ITEMS == FALSE)
return;
// If regular trainer battle and mon's original item matches what is being stolen, save it to be restored at end of battle
if (gBattleTypeFlags & BATTLE_TYPE_TRAINER
&& !(gBattleTypeFlags & BATTLE_TYPE_FRONTIER)
&& IsOnPlayerSide(battler)
&& stolenItem == gBattleStruct->itemLost[B_SIDE_PLAYER][gBattlerPartyIndexes[battler]].originalItem)
gBattleStruct->itemLost[B_SIDE_PLAYER][gBattlerPartyIndexes[battler]].stolen = TRUE;
}
bool32 IsBattlerAffectedByHazards(u32 battler, bool32 toxicSpikes)
{
bool32 ret = TRUE;
enum HoldEffect holdEffect = GetBattlerHoldEffect(battler);
if (toxicSpikes && holdEffect == HOLD_EFFECT_HEAVY_DUTY_BOOTS && !IS_BATTLER_OF_TYPE(battler, TYPE_POISON))
{
ret = FALSE;
RecordItemEffectBattle(battler, holdEffect);
}
else if (holdEffect == HOLD_EFFECT_HEAVY_DUTY_BOOTS)
{
ret = FALSE;
RecordItemEffectBattle(battler, holdEffect);
}
return ret;
}
bool32 TestIfSheerForceAffected(u32 battler, u16 move)
{
return GetBattlerAbility(battler) == ABILITY_SHEER_FORCE && MoveIsAffectedBySheerForce(move);
}
// This function is the body of "jumpifstat", but can be used dynamically in a function
bool32 CompareStat(u32 battler, enum Stat statId, u8 cmpTo, u8 cmpKind, enum Ability ability)
{
bool32 ret = FALSE;
u8 statValue = gBattleMons[battler].statStages[statId];
// Because this command is used as a way of checking if a stat can be lowered/raised,
// we need to do some modification at run-time.
if (ability == ABILITY_CONTRARY)
{
if (cmpKind == CMP_GREATER_THAN)
cmpKind = CMP_LESS_THAN;
else if (cmpKind == CMP_LESS_THAN)
cmpKind = CMP_GREATER_THAN;
if (cmpTo == MIN_STAT_STAGE)
cmpTo = MAX_STAT_STAGE;
else if (cmpTo == MAX_STAT_STAGE)
cmpTo = MIN_STAT_STAGE;
}
switch (cmpKind)
{
case CMP_EQUAL:
if (statValue == cmpTo)
ret = TRUE;
break;
case CMP_NOT_EQUAL:
if (statValue != cmpTo)
ret = TRUE;
break;
case CMP_GREATER_THAN:
if (statValue > cmpTo)
ret = TRUE;
break;
case CMP_LESS_THAN:
if (statValue < cmpTo)
ret = TRUE;
break;
case CMP_COMMON_BITS:
if (statValue & cmpTo)
ret = TRUE;
break;
case CMP_NO_COMMON_BITS:
if (!(statValue & cmpTo))
ret = TRUE;
break;
}
return ret;
}
bool32 BlocksPrankster(u16 move, u32 battlerPrankster, u32 battlerDef, bool32 checkTarget)
{
if (GetGenConfig(GEN_CONFIG_PRANKSTER_DARK_TYPES) < GEN_7)
return FALSE;
if (!gProtectStructs[battlerPrankster].pranksterElevated)
return FALSE;
if (IsBattlerAlly(battlerPrankster, battlerDef))
return FALSE;
if (checkTarget && (GetBattlerMoveTargetType(battlerPrankster, move) & (MOVE_TARGET_OPPONENTS_FIELD | MOVE_TARGET_DEPENDS)))
return FALSE;
if (!IS_BATTLER_OF_TYPE(battlerDef, TYPE_DARK))
return FALSE;
if (IsSemiInvulnerable(battlerDef, CHECK_ALL))
return FALSE;
return TRUE;
}
bool32 CantPickupItem(u32 battler)
{
// Used by RandomUniformExcept() for RNG_PICKUP
if (battler == gBattlerAttacker && (GetGenConfig(GEN_PICKUP_WILD) < GEN_9 || gBattleTypeFlags & (BATTLE_TYPE_TRAINER | BATTLE_TYPE_LINK)))
return TRUE;
return !(IsBattlerAlive(battler) && GetBattlerPartyState(battler)->usedHeldItem && gBattleStruct->battlerState[battler].canPickupItem);
}
bool32 PickupHasValidTarget(u32 battler)
{
u32 i;
for (i = 0; i < gBattlersCount; i++)
{
if (!CantPickupItem(i))
return TRUE;
}
return FALSE;
}
bool32 IsBattlerWeatherAffected(u32 battler, u32 weatherFlags)
{
if (gBattleWeather & weatherFlags && HasWeatherEffect())
{
// given weather is active -> check if its sun, rain against utility umbrella (since only 1 weather can be active at once)
if (gBattleWeather & (B_WEATHER_SUN | B_WEATHER_RAIN) && GetBattlerHoldEffect(battler) == HOLD_EFFECT_UTILITY_UMBRELLA)
return FALSE; // utility umbrella blocks sun, rain effects
return TRUE;
}
return FALSE;
}
// Gets move target before redirection effects etc. are applied
// Possible return values are defined in battle.h following MOVE_TARGET_SELECTED
// TODO: Add args: ability and hold effect
u32 GetBattlerMoveTargetType(u32 battler, u32 move)
{
enum BattleMoveEffects effect = GetMoveEffect(move);
if (effect == EFFECT_CURSE && !IS_BATTLER_OF_TYPE(battler, TYPE_GHOST))
return MOVE_TARGET_USER;
if (effect == EFFECT_EXPANDING_FORCE && IsBattlerTerrainAffected(battler, GetBattlerAbility(battler), GetBattlerHoldEffect(battler), STATUS_FIELD_PSYCHIC_TERRAIN))
return MOVE_TARGET_BOTH;
if (effect == EFFECT_TERA_STARSTORM && gBattleMons[battler].species == SPECIES_TERAPAGOS_STELLAR)
return MOVE_TARGET_BOTH;
return GetMoveTarget(move);
}
bool32 CanTargetBattler(u32 battlerAtk, u32 battlerDef, u16 move)
{
if (GetMoveEffect(move) == EFFECT_HIT_ENEMY_HEAL_ALLY
&& IsBattlerAlly(battlerAtk, battlerDef)
&& gBattleMons[battlerAtk].volatiles.healBlock)
return FALSE; // Pokémon affected by Heal Block cannot target allies with Pollen Puff
if (IsBattlerAlly(battlerAtk, battlerDef) && (GetActiveGimmick(battlerAtk) == GIMMICK_DYNAMAX
|| IsGimmickSelected(battlerAtk, GIMMICK_DYNAMAX)))
return FALSE;
return TRUE;
}
static void SetRandomMultiHitCounter()
{
if (GetBattlerHoldEffect(gBattlerAttacker) == HOLD_EFFECT_LOADED_DICE)
gMultiHitCounter = RandomUniform(RNG_LOADED_DICE, 4, 5);
else if (GetGenConfig(GEN_CONFIG_MULTI_HIT_CHANCE) >= GEN_5)
gMultiHitCounter = RandomWeighted(RNG_HITS, 0, 0, 7, 7, 3, 3); // 35%: 2 hits, 35%: 3 hits, 15% 4 hits, 15% 5 hits.
else
gMultiHitCounter = RandomWeighted(RNG_HITS, 0, 0, 3, 3, 1, 1); // 37.5%: 2 hits, 37.5%: 3 hits, 12.5% 4 hits, 12.5% 5 hits.
}
void CopyMonLevelAndBaseStatsToBattleMon(u32 battler, struct Pokemon *mon)
{
gBattleMons[battler].level = GetMonData(mon, MON_DATA_LEVEL);
gBattleMons[battler].hp = GetMonData(mon, MON_DATA_HP);
gBattleMons[battler].maxHP = GetMonData(mon, MON_DATA_MAX_HP);
gBattleMons[battler].attack = GetMonData(mon, MON_DATA_ATK);
gBattleMons[battler].defense = GetMonData(mon, MON_DATA_DEF);
gBattleMons[battler].speed = GetMonData(mon, MON_DATA_SPEED);
gBattleMons[battler].spAttack = GetMonData(mon, MON_DATA_SPATK);
gBattleMons[battler].spDefense = GetMonData(mon, MON_DATA_SPDEF);
}
void CopyMonAbilityAndTypesToBattleMon(u32 battler, struct Pokemon *mon)
{
gBattleMons[battler].ability = GetMonAbility(mon);
gBattleMons[battler].types[0] = GetSpeciesType(gBattleMons[battler].species, 0);
gBattleMons[battler].types[1] = GetSpeciesType(gBattleMons[battler].species, 1);
gBattleMons[battler].types[2] = TYPE_MYSTERY;
}
void RecalcBattlerStats(u32 battler, struct Pokemon *mon, bool32 isDynamaxing)
{
u32 hp = GetMonData(mon, MON_DATA_HP);
u32 oldMaxHp = GetMonData(mon, MON_DATA_MAX_HP);
CalculateMonStats(mon);
if (GetActiveGimmick(battler) == GIMMICK_DYNAMAX && gChosenActionByBattler[battler] != B_ACTION_SWITCH)
{
ApplyDynamaxHPMultiplier(mon);
u32 newMaxHp = GetMonData(mon, MON_DATA_MAX_HP);
if (!isDynamaxing)
{
if (newMaxHp > oldMaxHp) // restore hp gained from changing form, without this, dynamaxed form changes are calculated incorrectly
{
hp += (newMaxHp - oldMaxHp);
SetMonData(mon, MON_DATA_HP, &hp);
}
else
{
SetMonData(mon, MON_DATA_HP, &hp);
}
}
}
CopyMonLevelAndBaseStatsToBattleMon(battler, mon);
CopyMonAbilityAndTypesToBattleMon(battler, mon);
}
void RemoveConfusionStatus(u32 battler)
{
gBattleMons[battler].volatiles.confusionTurns = 0;
gBattleMons[battler].volatiles.infiniteConfusion = FALSE;
}
u8 GetBattlerGender(u32 battler)
{
return GetGenderFromSpeciesAndPersonality(gBattleMons[battler].species,
gBattleMons[battler].personality);
}
bool32 AreBattlersOfOppositeGender(u32 battler1, u32 battler2)
{
u8 gender1 = GetBattlerGender(battler1);
u8 gender2 = GetBattlerGender(battler2);
return (gender1 != MON_GENDERLESS && gender2 != MON_GENDERLESS && gender1 != gender2);
}
bool32 AreBattlersOfSameGender(u32 battler1, u32 battler2)
{
u8 gender1 = GetBattlerGender(battler1);
u8 gender2 = GetBattlerGender(battler2);
return (gender1 != MON_GENDERLESS && gender2 != MON_GENDERLESS && gender1 == gender2);
}
u32 CalcSecondaryEffectChance(u32 battler, enum Ability battlerAbility, const struct AdditionalEffect *additionalEffect)
{
bool8 hasSereneGrace = (battlerAbility == ABILITY_SERENE_GRACE);
bool8 hasRainbow = (gSideStatuses[GetBattlerSide(battler)] & SIDE_STATUS_RAINBOW) != 0;
u16 secondaryEffectChance = additionalEffect->chance;
if (hasRainbow && hasSereneGrace && additionalEffect->moveEffect == MOVE_EFFECT_FLINCH)
return secondaryEffectChance * 2;
if (hasSereneGrace)
secondaryEffectChance *= 2;
if (hasRainbow && additionalEffect->moveEffect != MOVE_EFFECT_SECRET_POWER)
secondaryEffectChance *= 2;
return secondaryEffectChance;
}
bool32 MoveEffectIsGuaranteed(u32 battler, enum Ability battlerAbility, const struct AdditionalEffect *additionalEffect)
{
return additionalEffect->chance == 0 || CalcSecondaryEffectChance(battler, battlerAbility, additionalEffect) >= 100;
}
bool32 IsGen6ExpShareEnabled(void)
{
if (I_EXP_SHARE_FLAG <= TEMP_FLAGS_END)
return FALSE;
return FlagGet(I_EXP_SHARE_FLAG);
}
bool32 MoveHasAdditionalEffect(u32 move, u32 moveEffect)
{
u32 i;
u32 numAdditionalEffects = GetMoveAdditionalEffectCount(move);
for (i = 0; i < numAdditionalEffects; i++)
{
const struct AdditionalEffect *additionalEffect = GetMoveAdditionalEffectById(move, i);
if (additionalEffect->moveEffect == moveEffect && additionalEffect->self == FALSE)
return TRUE;
}
return FALSE;
}
bool32 MoveHasAdditionalEffectWithChance(u32 move, u32 moveEffect, u32 chance)
{
u32 i;
u32 numAdditionalEffects = GetMoveAdditionalEffectCount(move);
for (i = 0; i < numAdditionalEffects; i++)
{
const struct AdditionalEffect *additionalEffect = GetMoveAdditionalEffectById(move, i);
if (additionalEffect->moveEffect == moveEffect && additionalEffect->chance == chance)
return TRUE;
}
return FALSE;
}
bool32 MoveHasAdditionalEffectSelf(u32 move, u32 moveEffect)
{
u32 i;
u32 numAdditionalEffects = GetMoveAdditionalEffectCount(move);
for (i = 0; i < numAdditionalEffects; i++)
{
const struct AdditionalEffect *additionalEffect = GetMoveAdditionalEffectById(move, i);
if (additionalEffect->moveEffect == moveEffect && additionalEffect->self == TRUE)
return TRUE;
}
return FALSE;
}
bool32 IsMoveEffectRemoveSpeciesType(u32 move, u32 moveEffect, u32 argument)
{
return (GetMoveArgType(move) == argument) && MoveHasAdditionalEffectSelf(move, moveEffect);
}
bool32 MoveHasChargeTurnAdditionalEffect(u32 move)
{
u32 i;
u32 numAdditionalEffects = GetMoveAdditionalEffectCount(move);
for (i = 0; i < numAdditionalEffects; i++)
{
if (GetMoveAdditionalEffectById(move, i)->onChargeTurnOnly)
return TRUE;
}
return FALSE;
}
bool32 MoveIsAffectedBySheerForce(u32 move)
{
u32 i;
u32 numAdditionalEffects = GetMoveAdditionalEffectCount(move);
for (i = 0; i < numAdditionalEffects; i++)
{
const struct AdditionalEffect *additionalEffect = GetMoveAdditionalEffectById(move, i);
if ((additionalEffect->chance > 0) != additionalEffect->sheerForceOverride)
return TRUE;
}
return FALSE;
}
bool8 CanMonParticipateInSkyBattle(struct Pokemon *mon)
{
u16 species = GetMonData(mon, MON_DATA_SPECIES);
u16 monAbilityNum = GetMonData(mon, MON_DATA_ABILITY_NUM, NULL);
bool8 hasLevitateAbility = GetSpeciesAbility(species, monAbilityNum) == ABILITY_LEVITATE;
bool8 isFlyingType = GetSpeciesType(species, 0) == TYPE_FLYING || GetSpeciesType(species, 1) == TYPE_FLYING;
bool8 monIsValidAndNotEgg = GetMonData(mon, MON_DATA_SANITY_HAS_SPECIES) && !GetMonData(mon, MON_DATA_IS_EGG);
if (monIsValidAndNotEgg)
{
if ((hasLevitateAbility || isFlyingType) && !IsMonBannedFromSkyBattles(species))
return TRUE;
}
return FALSE;
}
bool8 IsMonBannedFromSkyBattles(u16 species)
{
switch (species)
{
#if B_SKY_BATTLE_STRICT_ELIGIBILITY == TRUE
case SPECIES_SPEAROW:
case SPECIES_FARFETCHD:
case SPECIES_DODUO:
case SPECIES_DODRIO:
case SPECIES_HOOTHOOT:
case SPECIES_NATU:
case SPECIES_MURKROW:
case SPECIES_DELIBIRD:
case SPECIES_TAILLOW:
case SPECIES_STARLY:
case SPECIES_CHATOT:
case SPECIES_SHAYMIN:
case SPECIES_PIDOVE:
case SPECIES_ARCHEN:
case SPECIES_DUCKLETT:
case SPECIES_RUFFLET:
case SPECIES_VULLABY:
case SPECIES_FLETCHLING:
case SPECIES_HAWLUCHA:
case SPECIES_ROWLET:
case SPECIES_PIKIPEK:
#endif
case SPECIES_EGG:
return TRUE;
default:
return FALSE;
}
}
void GetBattlerTypes(u32 battler, bool32 ignoreTera, enum Type types[static 3])
{
// Terastallization.
bool32 isTera = GetActiveGimmick(battler) == GIMMICK_TERA;
if (!ignoreTera && isTera)
{
enum Type teraType = GetBattlerTeraType(battler);
if (teraType != TYPE_STELLAR)
{
types[0] = types[1] = types[2] = teraType;
return;
}
}
types[0] = gBattleMons[battler].types[0];
types[1] = gBattleMons[battler].types[1];
types[2] = gBattleMons[battler].types[2];
// Roost.
if (!isTera && gDisableStructs[battler].roostActive)
{
if (types[0] == TYPE_FLYING && types[1] == TYPE_FLYING)
types[0] = types[1] = B_ROOST_PURE_FLYING >= GEN_5 ? TYPE_NORMAL : TYPE_MYSTERY;
else if (types[0] == TYPE_FLYING)
types[0] = TYPE_MYSTERY;
else if (types[1] == TYPE_FLYING)
types[1] = TYPE_MYSTERY;
}
}
enum Type GetBattlerType(u32 battler, u32 typeIndex, bool32 ignoreTera)
{
enum Type types[3];
GetBattlerTypes(battler, ignoreTera, types);
return types[typeIndex];
}
void RemoveBattlerType(u32 battler, enum Type type)
{
u32 i;
if (GetActiveGimmick(battler) == GIMMICK_TERA) // don't remove type if Terastallized
return;
for (i = 0; i < 3; i++)
{
if (*(u8 *)(&gBattleMons[battler].types[0] + i) == type)
*(u8 *)(&gBattleMons[battler].types[0] + i) = TYPE_MYSTERY;
}
}
void SetShellSideArmCategory(void)
{
u32 battlerAtk, battlerDef;
u32 attackerAtkStat;
u32 targetDefStat;
u32 attackerSpAtkStat;
u32 targetSpDefStat;
u8 statStage;
u32 physical;
u32 special;
u32 power = GetMovePower(MOVE_SHELL_SIDE_ARM);
// Don't run this check for Safari Battles. Because player's stats are zeroed out, this performs division by zero which previously would crash on certain emulators in Safari Zone.
if (gBattleTypeFlags & BATTLE_TYPE_SAFARI)
return;
for (battlerAtk = 0; battlerAtk < gBattlersCount; battlerAtk++)
{
attackerAtkStat = gBattleMons[battlerAtk].attack;
statStage = gBattleMons[battlerAtk].statStages[STAT_ATK];
attackerAtkStat *= gStatStageRatios[statStage][0];
attackerAtkStat /= gStatStageRatios[statStage][1];
attackerSpAtkStat = gBattleMons[battlerAtk].spAttack;
statStage = gBattleMons[battlerAtk].statStages[STAT_SPATK];
attackerSpAtkStat *= gStatStageRatios[statStage][0];
attackerSpAtkStat /= gStatStageRatios[statStage][1];
for (battlerDef = 0; battlerDef < gBattlersCount; battlerDef++)
{
if (battlerAtk == battlerDef)
continue;
targetDefStat = gBattleMons[battlerDef].defense;
statStage = gBattleMons[battlerDef].statStages[STAT_DEF];
targetDefStat *= gStatStageRatios[statStage][0];
targetDefStat /= gStatStageRatios[statStage][1];
if (targetDefStat == 0)
targetDefStat = 1;
physical = ((((2 * gBattleMons[battlerAtk].level / 5 + 2) * power * attackerAtkStat) / targetDefStat) / 50);
targetSpDefStat = gBattleMons[battlerDef].spDefense;
statStage = gBattleMons[battlerDef].statStages[STAT_SPDEF];
targetSpDefStat *= gStatStageRatios[statStage][0];
targetSpDefStat /= gStatStageRatios[statStage][1];
if (targetSpDefStat == 0)
targetSpDefStat = 1;
special = ((((2 * gBattleMons[battlerAtk].level / 5 + 2) * power * attackerSpAtkStat) / targetSpDefStat) / 50);
if ((physical > special) || (physical == special && RandomPercentage(RNG_SHELL_SIDE_ARM, 50)))
gBattleStruct->shellSideArmCategory[battlerAtk][battlerDef] = DAMAGE_CATEGORY_PHYSICAL;
else
gBattleStruct->shellSideArmCategory[battlerAtk][battlerDef] = DAMAGE_CATEGORY_SPECIAL;
}
}
}
bool32 CanTargetPartner(u32 battlerAtk, u32 battlerDef)
{
return (IsDoubleBattle()
&& IsBattlerAlive(BATTLE_PARTNER(battlerDef))
&& battlerDef != BATTLE_PARTNER(battlerAtk));
}
static inline bool32 DoesBattlerHaveAbilityImmunity(u32 battlerAtk, u32 battlerDef, enum Type moveType)
{
enum Ability abilityDef = GetBattlerAbility(battlerDef);
return CanAbilityBlockMove(battlerAtk, battlerDef, GetBattlerAbility(battlerAtk), abilityDef, gCurrentMove, CHECK_TRIGGER)
|| CanAbilityAbsorbMove(battlerAtk, battlerDef, abilityDef, gCurrentMove, moveType, CHECK_TRIGGER);
}
bool32 TargetFullyImmuneToCurrMove(u32 battlerAtk, u32 battlerDef)
{
enum Type moveType = GetBattleMoveType(gCurrentMove);
return ((CalcTypeEffectivenessMultiplierHelper(gCurrentMove, moveType, battlerAtk, battlerDef, GetBattlerAbility(battlerAtk), GetBattlerAbility(battlerDef), FALSE) == UQ_4_12(0.0))
|| IsBattlerProtected(battlerAtk, battlerDef, gCurrentMove)
|| !BreaksThroughSemiInvulnerablity(battlerDef, gCurrentMove)
|| DoesBattlerHaveAbilityImmunity(battlerAtk, battlerDef, moveType));
}
enum Type GetBattleMoveType(u32 move)
{
if (gMain.inBattle && gBattleStruct->dynamicMoveType)
return gBattleStruct->dynamicMoveType & DYNAMIC_TYPE_MASK;
else if (B_UPDATED_MOVE_TYPES < GEN_5
&& (move == MOVE_BEAT_UP
|| move == MOVE_FUTURE_SIGHT
|| move == MOVE_DOOM_DESIRE))
return TYPE_MYSTERY;
return GetMoveType(move);
}
void TryActivateSleepClause(u32 battler, u32 indexInParty)
{
if (gBattleStruct->battlerState[battler].sleepClauseEffectExempt)
{
gBattleStruct->battlerState[battler].sleepClauseEffectExempt = FALSE;
return;
}
if (IsSleepClauseEnabled())
gBattleStruct->monCausingSleepClause[GetBattlerSide(battler)] = indexInParty;
}
void TryDeactivateSleepClause(u32 battlerSide, u32 indexInParty)
{
// If the pokemon on the given side at the given index in the party is the one causing Sleep Clause to be active,
// set monCausingSleepClause[battlerSide] = PARTY_SIZE, which means Sleep Clause is not active for the given side
if (IsSleepClauseEnabled() && gBattleStruct->monCausingSleepClause[battlerSide] == indexInParty)
gBattleStruct->monCausingSleepClause[battlerSide] = PARTY_SIZE;
}
bool32 IsSleepClauseActiveForSide(u32 battlerSide)
{
// If monCausingSleepClause[battlerSide] == PARTY_SIZE, Sleep Clause is not active for the given side.
// If monCausingSleepClause[battlerSide] < PARTY_SIZE, it means it is storing the index of the mon that is causing Sleep Clause to be active,
// from which it follows that Sleep Clause is active.
return (IsSleepClauseEnabled() && (gBattleStruct->monCausingSleepClause[battlerSide] < PARTY_SIZE));
}
bool32 IsSleepClauseEnabled()
{
if (B_SLEEP_CLAUSE)
return TRUE;
if (FlagGet(B_FLAG_SLEEP_CLAUSE))
return TRUE;
return FALSE;
}
void ClearDamageCalcResults(void)
{
for (u32 battler = 0; battler < MAX_BATTLERS_COUNT; battler++)
{
gBattleStruct->moveDamage[battler] = 0;
gBattleStruct->critChance[battler] = 0;
gBattleStruct->moveResultFlags[battler] = CAN_DAMAGE;
gBattleStruct->noResultString[battler] = 0;
gBattleStruct->missStringId[battler] = 0;
gSpecialStatuses[battler].criticalHit = FALSE;
}
gBattleStruct->doneDoublesSpreadHit = FALSE;
gBattleStruct->calculatedDamageDone = FALSE;
gBattleStruct->calculatedSpreadMoveAccuracy = FALSE;
gBattleStruct->printedStrongWindsWeakenedAttack = FALSE;
gBattleStruct->numSpreadTargets = 0;
}
bool32 DoesDestinyBondFail(u32 battler)
{
return GetGenConfig(GEN_CONFIG_DESTINY_BOND_FAIL) >= GEN_7 && gBattleMons[battler].volatiles.destinyBond;
}
// This check has always to be the last in a condtion statement because of the recording of AI data.
bool32 IsMoveEffectBlockedByTarget(enum Ability ability)
{
if (ability == ABILITY_SHIELD_DUST)
{
RecordAbilityBattle(gBattlerTarget, ability);
return TRUE;
}
else if (GetBattlerHoldEffect(gBattlerTarget) == HOLD_EFFECT_COVERT_CLOAK)
{
RecordItemEffectBattle(gBattlerTarget, HOLD_EFFECT_COVERT_CLOAK);
return TRUE;
}
return FALSE;
}
bool32 IsPursuitTargetSet(void)
{
for (u32 battler = 0; battler < gBattlersCount; battler++)
{
if (gBattleStruct->battlerState[battler].pursuitTarget)
return TRUE;
}
return FALSE;
}
void ClearPursuitValues(void)
{
for (u32 i = 0; i < gBattlersCount; i++)
gBattleStruct->battlerState[i].pursuitTarget = FALSE;
gBattleStruct->pursuitStoredSwitch = PARTY_SIZE;
}
void ClearPursuitValuesIfSet(u32 battler)
{
if (gBattleStruct->battlerState[battler].pursuitTarget)
ClearPursuitValues();
}
bool32 HasWeatherEffect(void)
{
for (u32 battler = 0; battler < gBattlersCount; battler++)
{
if (!IsBattlerAlive(battler))
continue;
enum Ability ability = GetBattlerAbility(battler);
switch (ability)
{
case ABILITY_CLOUD_NINE:
case ABILITY_AIR_LOCK:
return FALSE;
default:
break;
}
}
return TRUE;
}
void UpdateStallMons(void)
{
if (IsBattlerTurnDamaged(gBattlerTarget) || IsBattlerProtected(gBattlerAttacker, gBattlerTarget, gCurrentMove) || GetMoveCategory(gCurrentMove) == DAMAGE_CATEGORY_STATUS)
return;
if (!IsDoubleBattle() || GetMoveTarget(gCurrentMove) == MOVE_TARGET_SELECTED)
{
enum Type moveType = GetBattleMoveType(gCurrentMove); // Probably doesn't handle dynamic move types right now
enum Ability abilityAtk = GetBattlerAbility(gBattlerAttacker);
enum Ability abilityDef = GetBattlerAbility(gBattlerTarget);
if (CanAbilityAbsorbMove(gBattlerAttacker, gBattlerTarget, abilityDef, gCurrentMove, moveType, CHECK_TRIGGER))
{
gAiBattleData->playerStallMons[gBattlerPartyIndexes[gBattlerTarget]]++;
}
else if (CanAbilityBlockMove(gBattlerAttacker, gBattlerTarget, abilityAtk, abilityDef, gCurrentMove, CHECK_TRIGGER))
{
gAiBattleData->playerStallMons[gBattlerPartyIndexes[gBattlerTarget]]++;
}
else if (AI_GetMoveEffectiveness(gCurrentMove, gBattlerAttacker, gBattlerTarget) == 0)
{
gAiBattleData->playerStallMons[gBattlerPartyIndexes[gBattlerTarget]]++;
}
}
// Handling for moves that target multiple opponents in doubles not handled currently
}
bool32 TrySwitchInEjectPack(enum EjectPackTiming timing)
{
// Because sorting the battlers by speed takes lots of cycles, it's better to just check if any of the battlers has the Eject items.
u32 ejectPackBattlers = 0;
u32 numEjectPackBattlers = 0;
for (u32 i = 0; i < gBattlersCount; i++)
{
if (gDisableStructs[i].tryEjectPack
&& GetBattlerHoldEffect(i) == HOLD_EFFECT_EJECT_PACK
&& IsBattlerAlive(i)
&& CountUsablePartyMons(i) > 0)
{
ejectPackBattlers |= 1u << i;
numEjectPackBattlers++;
}
}
if (numEjectPackBattlers == 0)
return FALSE;
u8 battlers[4] = {0, 1, 2, 3};
if (numEjectPackBattlers > 1)
SortBattlersBySpeed(battlers, FALSE);
for (u32 i = 0; i < gBattlersCount; i++)
gDisableStructs[i].tryEjectPack = FALSE;
for (u32 i = 0; i < gBattlersCount; i++)
{
u32 battler = battlers[i];
if (!(ejectPackBattlers & 1u << battler))
continue;
gBattleScripting.battler = battler;
gLastUsedItem = gBattleMons[battler].item;
if (timing == FIRST_TURN)
BattleScriptPushCursorAndCallback(BattleScript_EjectPackActivate_End3);
else if (timing == END_TURN)
BattleScriptExecute(BattleScript_EjectPackActivate_End2);
else
BattleScriptCall(BattleScript_EjectPackActivate_Ret);
gAiLogicData->ejectPackSwitch = TRUE;
return TRUE;
}
return FALSE;
}
#define UNPACK_VOLATILE_GETTERS(_enum, _fieldName, _typeMaxValue, ...) case _enum: return gBattleMons[battler].volatiles._fieldName;
// Gets the value of a volatile status flag for a certain battler
// Primarily used for the debug menu and scripts. Outside of it explicit references are preferred
u32 GetBattlerVolatile(u32 battler, enum Volatile _volatile)
{
switch (_volatile)
{
VOLATILE_DEFINITIONS(UNPACK_VOLATILE_GETTERS)
/* Expands to:
case VOLATILE_CONFUSION:
return gBattleMons[battler].volatiles.confusionTurns;
*/
default: // Invalid volatile status
return 0;
}
}
#define UNPACK_VOLATILE_SETTERS(_enum, _fieldName, _typeMaxValue, ...) case _enum: gBattleMons[battler].volatiles._fieldName = min(GET_VOLATILE_MAXIMUM(_typeMaxValue), newValue); break;
// Sets the value of a volatile status flag for a certain battler
// Primarily used for the debug menu and scripts. Outside of it explicit references are preferred
void SetMonVolatile(u32 battler, enum Volatile _volatile, u32 newValue)
{
switch (_volatile)
{
VOLATILE_DEFINITIONS(UNPACK_VOLATILE_SETTERS)
/* Expands to:
case VOLATILE_CONFUSION:
gBattleMons[battler].volatiles.confusionTurns = min(MAX_BITS(3), newValue);
break;
*/
default: // Invalid volatile status
return;
}
}
bool32 ItemHealMonVolatile(u32 battler, u16 itemId)
{
bool32 statusChanged = FALSE;
const u8 *effect = GetItemEffect(itemId);
if (effect[3] & ITEM3_STATUS_ALL)
{
statusChanged = (gBattleMons[battler].volatiles.infatuation || gBattleMons[battler].volatiles.confusionTurns > 0);
gBattleMons[battler].volatiles.infatuation = 0;
gBattleMons[battler].volatiles.confusionTurns = 0;
}
else if (effect[0] & ITEM0_INFATUATION)
{
statusChanged = !!gBattleMons[battler].volatiles.infatuation;
gBattleMons[battler].volatiles.infatuation = 0;
}
else if (effect[3] & ITEM3_CONFUSION)
{
statusChanged = gBattleMons[battler].volatiles.confusionTurns > 0;
gBattleMons[battler].volatiles.confusionTurns = 0;
}
return statusChanged;
}
// Hazards are added to a queue and applied based in order (FIFO)
void PushHazardTypeToQueue(u32 side, enum Hazards hazardType)
{
if (!IsHazardOnSide(side, hazardType)) // Failsafe
gBattleStruct->hazardsQueue[side][gBattleStruct->numHazards[side]++] = hazardType;
}
bool32 IsHazardOnSide(u32 side, enum Hazards hazardType)
{
for (u32 i = 0; i < HAZARDS_MAX_COUNT; i++)
{
if (gBattleStruct->hazardsQueue[side][i] == hazardType)
return TRUE;
}
return FALSE;
}
bool32 AreAnyHazardsOnSide(u32 side)
{
return gBattleStruct->numHazards[side] > 0;
}
bool32 IsHazardOnSideAndClear(u32 side, enum Hazards hazardType)
{
for (u32 i = 0; i < HAZARDS_MAX_COUNT; i++)
{
if (gBattleStruct->hazardsQueue[side][i] == hazardType)
{
gBattleStruct->hazardsQueue[side][i] = HAZARDS_NONE;
if (hazardType == HAZARDS_SPIKES)
gSideTimers[side].spikesAmount = 0;
else if (hazardType == HAZARDS_TOXIC_SPIKES)
gSideTimers[side].toxicSpikesAmount = 0;
return TRUE;
}
}
return FALSE;
}
void RemoveAllHazardsFromField(u32 side)
{
gSideTimers[side].spikesAmount = 0;
gSideTimers[side].toxicSpikesAmount = 0;
gBattleStruct->numHazards[side] = 0;
for (u32 i = 0; i < HAZARDS_MAX_COUNT; i++)
gBattleStruct->hazardsQueue[side][i] = HAZARDS_NONE;
}
void RemoveHazardFromField(u32 side, enum Hazards hazardType)
{
u32 i;
for (i = 0; i < HAZARDS_MAX_COUNT; i++)
{
if (gBattleStruct->hazardsQueue[side][i] == hazardType)
{
gBattleStruct->hazardsQueue[side][i] = HAZARDS_NONE;
gBattleStruct->numHazards[side]--;
if (hazardType == HAZARDS_SPIKES)
gSideTimers[side].spikesAmount = 0;
else if (hazardType == HAZARDS_TOXIC_SPIKES)
gSideTimers[side].toxicSpikesAmount = 0;
break;
}
}
while (i < HAZARDS_MAX_COUNT)
{
if (i+1 == HAZARDS_MAX_COUNT)
{
gBattleStruct->hazardsQueue[side][i] = HAZARDS_NONE;
break;
}
gBattleStruct->hazardsQueue[side][i] = gBattleStruct->hazardsQueue[side][i+1];
i++;
}
}
bool32 CanMoveSkipAccuracyCalc(u32 battlerAtk, u32 battlerDef, enum Ability abilityAtk, enum Ability abilityDef, u32 move, enum FunctionCallOption option)
{
bool32 effect = FALSE;
enum Ability ability = ABILITY_NONE;
enum BattleMoveEffects moveEffect = GetMoveEffect(move);
u32 nonVolatileStatus = GetMoveNonVolatileStatus(move);
if ((gBattleMons[battlerDef].volatiles.lockOn && gDisableStructs[battlerDef].battlerWithSureHit == battlerAtk)
|| (GetGenConfig(GEN_CONFIG_TOXIC_NEVER_MISS) >= GEN_6 && nonVolatileStatus == MOVE_EFFECT_TOXIC && IS_BATTLER_OF_TYPE(battlerAtk, TYPE_POISON))
|| gBattleMons[battlerDef].volatiles.glaiveRush)
{
effect = TRUE;
}
// If the attacker has the ability No Guard and they aren't targeting a Pokemon involved in a Sky Drop with the move Sky Drop, move hits.
else if (abilityAtk == ABILITY_NO_GUARD
&& gBattleMons[battlerDef].volatiles.semiInvulnerable != STATE_COMMANDER
&& (moveEffect != EFFECT_SKY_DROP || gBattleStruct->skyDropTargets[battlerDef] == SKY_DROP_NO_TARGET))
{
effect = TRUE;
ability = ABILITY_NO_GUARD;
}
// If the target has the ability No Guard and they aren't involved in a Sky Drop or the current move isn't Sky Drop, move hits.
else if (abilityDef == ABILITY_NO_GUARD
&& (moveEffect != EFFECT_SKY_DROP || gBattleStruct->skyDropTargets[battlerDef] == SKY_DROP_NO_TARGET))
{
effect = TRUE;
ability = ABILITY_NO_GUARD;
}
// If the target is under the effects of Telekinesis, and the move isn't a OH-KO move, move hits.
else if (gBattleMons[battlerDef].volatiles.telekinesis
&& !IsSemiInvulnerable(battlerDef, CHECK_ALL)
&& moveEffect != EFFECT_OHKO
&& moveEffect != EFFECT_SHEER_COLD)
{
effect = TRUE;
}
else if (gBattleStruct->battlerState[battlerDef].pursuitTarget)
{
effect = TRUE;
}
else if (GetActiveGimmick(battlerAtk) == GIMMICK_Z_MOVE && !IsSemiInvulnerable(battlerDef, CHECK_ALL))
{
effect = TRUE;
}
else if (!BreaksThroughSemiInvulnerablity(battlerDef, move))
{
if (option == RUN_SCRIPT)
{
gBattleStruct->moveResultFlags[battlerDef] |= MOVE_RESULT_MISSED;
effect = TRUE;
}
else
{
effect = FALSE;
}
}
else if (B_MINIMIZE_DMG_ACC >= GEN_6
&& gBattleMons[battlerDef].volatiles.minimize
&& MoveIncreasesPowerToMinimizedTargets(move))
{
effect = TRUE;
}
else if (GetMoveAccuracy(move) == 0)
{
effect = TRUE;
}
if (!effect && HasWeatherEffect())
{
if (MoveAlwaysHitsInRain(move) && IsBattlerWeatherAffected(battlerDef, B_WEATHER_RAIN))
effect = TRUE;
else if ((gBattleWeather & (B_WEATHER_HAIL | B_WEATHER_SNOW)) && MoveAlwaysHitsInHailSnow(move))
effect = TRUE;
if (effect)
return effect;
}
if (ability != ABILITY_NONE && option == RUN_SCRIPT)
RecordAbilityBattle(battlerAtk, ABILITY_NO_GUARD);
return effect;
}
u32 GetTotalAccuracy(u32 battlerAtk, u32 battlerDef, u32 move, enum Ability atkAbility, enum Ability defAbility, enum HoldEffect atkHoldEffect, enum HoldEffect defHoldEffect)
{
u32 calc, moveAcc;
s8 buff, accStage, evasionStage;
u32 atkParam = GetBattlerHoldEffectParam(battlerAtk);
u32 defParam = GetBattlerHoldEffectParam(battlerDef);
gPotentialItemEffectBattler = battlerDef;
accStage = gBattleMons[battlerAtk].statStages[STAT_ACC];
evasionStage = gBattleMons[battlerDef].statStages[STAT_EVASION];
if (atkAbility == ABILITY_UNAWARE || atkAbility == ABILITY_KEEN_EYE || atkAbility == ABILITY_MINDS_EYE
|| (GetGenConfig(GEN_ILLUMINATE_EFFECT) >= GEN_9 && atkAbility == ABILITY_ILLUMINATE))
evasionStage = DEFAULT_STAT_STAGE;
if (MoveIgnoresDefenseEvasionStages(move))
evasionStage = DEFAULT_STAT_STAGE;
if (defAbility == ABILITY_UNAWARE)
accStage = DEFAULT_STAT_STAGE;
if (gBattleMons[battlerDef].volatiles.foresight || gBattleMons[battlerDef].volatiles.miracleEye)
buff = accStage;
else
buff = accStage + DEFAULT_STAT_STAGE - evasionStage;
if (buff < MIN_STAT_STAGE)
buff = MIN_STAT_STAGE;
if (buff > MAX_STAT_STAGE)
buff = MAX_STAT_STAGE;
moveAcc = GetMoveAccuracy(move);
// Check Thunder and Hurricane on sunny weather.
if (IsBattlerWeatherAffected(battlerDef, B_WEATHER_SUN) && MoveHas50AccuracyInSun(move))
moveAcc = 50;
// Check Wonder Skin.
if (defAbility == ABILITY_WONDER_SKIN && IsBattleMoveStatus(move) && moveAcc > 50)
moveAcc = 50;
calc = gAccuracyStageRatios[buff].dividend * moveAcc;
calc /= gAccuracyStageRatios[buff].divisor;
// Attacker's ability
switch (atkAbility)
{
case ABILITY_COMPOUND_EYES:
calc = (calc * 130) / 100; // 1.3 compound eyes boost
break;
case ABILITY_VICTORY_STAR:
calc = (calc * 110) / 100; // 1.1 victory star boost
break;
case ABILITY_HUSTLE:
if (IsBattleMovePhysical(move))
calc = (calc * 80) / 100; // 1.2 hustle loss
break;
default:
break;
}
// Target's ability
switch (defAbility)
{
case ABILITY_SAND_VEIL:
if (gBattleWeather & B_WEATHER_SANDSTORM && HasWeatherEffect())
calc = (calc * 80) / 100; // 1.2 sand veil loss
break;
case ABILITY_SNOW_CLOAK:
if ((gBattleWeather & (B_WEATHER_HAIL | B_WEATHER_SNOW)) && HasWeatherEffect())
calc = (calc * 80) / 100; // 1.2 snow cloak loss
break;
case ABILITY_TANGLED_FEET:
if (gBattleMons[battlerDef].volatiles.confusionTurns)
calc = (calc * 50) / 100; // 1.5 tangled feet loss
break;
default:
break;
}
// Attacker's ally's ability
u32 atkAlly = BATTLE_PARTNER(battlerAtk);
switch (GetBattlerAbility(atkAlly))
{
case ABILITY_VICTORY_STAR:
if (IsBattlerAlive(atkAlly))
calc = (calc * 110) / 100; // 1.1 ally's victory star boost
break;
default:
break;
}
// Attacker's hold effect
switch (atkHoldEffect)
{
case HOLD_EFFECT_WIDE_LENS:
calc = (calc * (100 + atkParam)) / 100;
break;
case HOLD_EFFECT_ZOOM_LENS:
if (HasBattlerActedThisTurn(battlerDef))
calc = (calc * (100 + atkParam)) / 100;
break;
default:
break;
}
// Target's hold effect
switch (defHoldEffect)
{
case HOLD_EFFECT_EVASION_UP:
calc = (calc * (100 - defParam)) / 100;
break;
default:
break;
}
if (gBattleStruct->battlerState[battlerAtk].usedMicleBerry)
{
// TODO: Is this true?
if (atkAbility == ABILITY_RIPEN)
calc = (calc * 140) / 100; // ripen gives 40% acc boost
else
calc = (calc * 120) / 100; // 20% acc boost
}
if (gFieldStatuses & STATUS_FIELD_GRAVITY)
calc = (calc * 5) / 3; // 1.66 Gravity acc boost
if (B_AFFECTION_MECHANICS == TRUE && GetBattlerAffectionHearts(battlerDef) == AFFECTION_FIVE_HEARTS)
calc = (calc * 90) / 100;
if (HasWeatherEffect() && gBattleWeather & B_WEATHER_FOG)
calc = (calc * 60) / 100; // modified by 3/5
return calc;
}
bool32 IsSemiInvulnerable(u32 battler, enum SemiInvulnerableExclusion excludeCommander)
{
if (gBattleMons[battler].volatiles.semiInvulnerable == STATE_COMMANDER)
return excludeCommander != EXCLUDE_COMMANDER;
return gBattleMons[battler].volatiles.semiInvulnerable != STATE_NONE;
}
bool32 BreaksThroughSemiInvulnerablity(u32 battler, u32 move)
{
switch (gBattleMons[battler].volatiles.semiInvulnerable)
{
case STATE_UNDERGROUND:
return MoveDamagesUnderground(move);
case STATE_UNDERWATER:
return MoveDamagesUnderWater(move);
case STATE_ON_AIR:
case STATE_SKY_DROP:
return MoveDamagesAirborne(move) || MoveDamagesAirborneDoubleDamage(move);
case STATE_PHANTOM_FORCE:
return FALSE;
case STATE_COMMANDER:
return FALSE;
case STATE_NONE:
return TRUE;
}
return FALSE;
}
bool32 HasPartnerTrainer(u32 battler)
{
if ((GetBattlerSide(battler) == B_SIDE_PLAYER && gBattleTypeFlags & BATTLE_TYPE_PLAYER_HAS_PARTNER)
|| (GetBattlerSide(battler) == B_SIDE_OPPONENT && gBattleTypeFlags & BATTLE_TYPE_TWO_OPPONENTS))
return TRUE;
else
return FALSE;
}
static bool32 IsOpposingSideEmpty(u32 battler)
{
u32 oppositeBattler = BATTLE_OPPOSITE(battler);
if (IsBattlerAlive(oppositeBattler))
return FALSE;
if (!IsDoubleBattle())
return TRUE;
if (IsBattlerAlive(BATTLE_PARTNER(oppositeBattler)))
return FALSE;
return TRUE;
}
bool32 IsAffectedByPowderMove(u32 battler, u32 ability, enum HoldEffect holdEffect)
{
if ((GetGenConfig(GEN_CONFIG_POWDER_OVERCOAT) >= GEN_6 && ability == ABILITY_OVERCOAT)
|| (GetGenConfig(GEN_CONFIG_POWDER_GRASS) >= GEN_6 && IS_BATTLER_OF_TYPE(battler, TYPE_GRASS))
|| holdEffect == HOLD_EFFECT_SAFETY_GOGGLES)
return FALSE;
return TRUE;
}
static u32 GetMirrorMoveMove(void)
{
s32 i, validMovesCount;
u16 move = MOVE_NONE;
u16 validMoves[MAX_BATTLERS_COUNT] = {0};
for (validMovesCount = 0, i = 0; i < gBattlersCount; i++)
{
if (i != gBattlerAttacker)
{
move = gBattleStruct->lastTakenMoveFrom[gBattlerAttacker][i];
if (move != MOVE_NONE && move != MOVE_UNAVAILABLE)
{
validMoves[validMovesCount] = move;
validMovesCount++;
}
}
}
move = gBattleStruct->lastTakenMove[gBattlerAttacker];
if ((move == MOVE_NONE || move == MOVE_UNAVAILABLE) && validMovesCount != 0)
move = validMoves[Random() % validMovesCount];
if (GetActiveGimmick(gBattlerAttacker) == GIMMICK_Z_MOVE && !IsBattleMoveStatus(move))
move = GetTypeBasedZMove(move);
return move;
}
static bool32 InvalidMetronomeMove(u32 move)
{
return GetMoveEffect(move) == EFFECT_PLACEHOLDER
|| IsMoveMetronomeBanned(move);
}
static u32 GetMetronomeMove(void)
{
u32 move = MOVE_NONE;
#if B_METRONOME_MOVES >= GEN_9
u32 moveCount = MOVES_COUNT_GEN9;
#elif B_METRONOME_MOVES >= GEN_8
u32 moveCount = MOVES_COUNT_GEN8;
#elif B_METRONOME_MOVES >= GEN_7
u32 moveCount = MOVES_COUNT_GEN7;
#elif B_METRONOME_MOVES >= GEN_6
u32 moveCount = MOVES_COUNT_GEN6;
#elif B_METRONOME_MOVES >= GEN_5
u32 moveCount = MOVES_COUNT_GEN5;
#elif B_METRONOME_MOVES >= GEN_4
u32 moveCount = MOVES_COUNT_GEN4;
#elif B_METRONOME_MOVES >= GEN_3
u32 moveCount = MOVES_COUNT_GEN3;
#elif B_METRONOME_MOVES >= GEN_2
u32 moveCount = MOVES_COUNT_GEN2;
#else
u32 moveCount = MOVES_COUNT_GEN1;
#endif
move = RandomUniformExcept(RNG_METRONOME, 1, moveCount - 1, InvalidMetronomeMove);
return move;
}
static u32 GetAssistMove(void)
{
u32 move = MOVE_NONE;
s32 chooseableMovesNo = 0;
struct Pokemon *party;
u16 *validMoves = Alloc(sizeof(u16) * PARTY_SIZE * MAX_MON_MOVES);
if (validMoves != NULL)
{
party = GetBattlerParty(gBattlerAttacker);
for (u32 monId = 0; monId < PARTY_SIZE; monId++)
{
if (monId == gBattlerPartyIndexes[gBattlerAttacker])
continue;
if (GetMonData(&party[monId], MON_DATA_SPECIES_OR_EGG) == SPECIES_NONE)
continue;
if (GetMonData(&party[monId], MON_DATA_SPECIES_OR_EGG) == SPECIES_EGG)
continue;
for (u32 moveId = 0; moveId < MAX_MON_MOVES; moveId++)
{
u16 move = GetMonData(&party[monId], MON_DATA_MOVE1 + moveId);
if (IsMoveAssistBanned(move))
continue;
validMoves[chooseableMovesNo++] = move;
}
}
}
if (chooseableMovesNo)
move = validMoves[Random() % chooseableMovesNo];
TRY_FREE_AND_SET_NULL(validMoves);
return move;
}
u32 GetNaturePowerMove(u32 battler)
{
u32 move = gBattleEnvironmentInfo[gBattleEnvironment].naturePower;
if (gFieldStatuses & STATUS_FIELD_MISTY_TERRAIN)
move = MOVE_MOONBLAST;
else if (gFieldStatuses & STATUS_FIELD_ELECTRIC_TERRAIN)
move = MOVE_THUNDERBOLT;
else if (gFieldStatuses & STATUS_FIELD_GRASSY_TERRAIN)
move = MOVE_ENERGY_BALL;
else if (gFieldStatuses & STATUS_FIELD_PSYCHIC_TERRAIN)
move = MOVE_PSYCHIC;
else if (gBattleEnvironmentInfo[gBattleEnvironment].naturePower == MOVE_NONE)
move = MOVE_TRI_ATTACK;
return move;
}
static u32 GetSleepTalkMove(void)
{
u32 move = MOVE_NONE;
u32 i, unusableMovesBits = 0, movePosition;
if (GetBattlerAbility(gBattlerAttacker) != ABILITY_COMATOSE
&& !(gBattleMons[gBattlerAttacker].status1 & STATUS1_SLEEP))
return move;
for (i = 0; i < MAX_MON_MOVES; i++)
{
if (IsMoveSleepTalkBanned(gBattleMons[gBattlerAttacker].moves[i])
|| gBattleMoveEffects[GetMoveEffect(gBattleMons[gBattlerAttacker].moves[i])].twoTurnEffect)
unusableMovesBits |= (1 << (i));
}
unusableMovesBits = CheckMoveLimitations(gBattlerAttacker, unusableMovesBits, ~(MOVE_LIMITATION_PP | MOVE_LIMITATION_CHOICE_ITEM));
if (unusableMovesBits == ALL_MOVES_MASK) // all 4 moves cannot be chosen
return move;
// Set Sleep Talk as used move, so it works with Last Resort.
gDisableStructs[gBattlerAttacker].usedMoves |= 1u << gCurrMovePos;
do
{
movePosition = MOD(Random(), MAX_MON_MOVES);
} while ((1u << movePosition) & unusableMovesBits);
move = gBattleMons[gBattlerAttacker].moves[movePosition];
gCurrMovePos = movePosition;
return move;
}
static u32 GetCopyCatMove(void)
{
if (gLastUsedMove == MOVE_NONE
|| gLastUsedMove == MOVE_UNAVAILABLE
|| IsMoveCopycatBanned(gLastUsedMove)
|| IsZMove(gLastUsedMove))
return MOVE_NONE;
return gLastUsedMove;
}
static u32 GetMeFirstMove(void)
{
u32 move = GetChosenMoveFromPosition(gBattlerTarget);
if (IsBattleMoveStatus(move)
|| IsMoveMeFirstBanned(move)
|| HasBattlerActedThisTurn(gBattlerTarget))
return MOVE_NONE;
return move;
}
void RemoveAbilityFlags(u32 battler)
{
switch (GetBattlerAbility(battler))
{
case ABILITY_FLASH_FIRE:
gDisableStructs[battler].flashFireBoosted = FALSE;
break;
case ABILITY_VESSEL_OF_RUIN:
gBattleMons[battler].volatiles.vesselOfRuin = FALSE;
break;
case ABILITY_TABLETS_OF_RUIN:
gBattleMons[battler].volatiles.tabletsOfRuin = FALSE;
break;
case ABILITY_SWORD_OF_RUIN:
gBattleMons[battler].volatiles.swordOfRuin = FALSE;
break;
case ABILITY_BEADS_OF_RUIN:
gBattleMons[battler].volatiles.beadsOfRuin = FALSE;
break;
default:
break;
}
}
bool32 IsAnyTargetTurnDamaged(u32 battlerAtk)
{
for (u32 battlerDef = 0; battlerDef < gBattlersCount; battlerDef++)
{
if (battlerDef == battlerAtk)
continue;
if (IsBattlerTurnDamaged(battlerDef))
return TRUE;
}
return FALSE;
}
bool32 IsAllowedToUseBag(void)
{
switch(VarGet(B_VAR_NO_BAG_USE))
{
case NO_BAG_RESTRICTION:
return TRUE;
case NO_BAG_AGAINST_TRAINER: //True in wild battle; False in trainer battle
return (!(gBattleTypeFlags & BATTLE_TYPE_TRAINER));
case NO_BAG_IN_BATTLE:
return FALSE;
default:
return TRUE; // Undefined Behavior
}
}
bool32 IsMimikyuDisguised(u32 battler)
{
return gBattleMons[battler].species == SPECIES_MIMIKYU_DISGUISED
|| gBattleMons[battler].species == SPECIES_MIMIKYU_TOTEM_DISGUISED;
}