diff options
author | Pokestia <faiskiru@gmail.com> | 2021-09-30 12:08:20 +0200 |
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committer | Pokestia <faiskiru@gmail.com> | 2021-09-30 12:08:20 +0200 |
commit | 38a4dea402aee2d038d81fa5bde60687caf9cfb6 (patch) | |
tree | e36a8c0a66553632809e340208b1713471e184e3 /src/battle_script_commands.c | |
parent | e6999653323a4a7a424e9d7d39fd3168dd84b355 (diff) |
Rename Battle Weather flags
Diffstat (limited to 'src/battle_script_commands.c')
-rw-r--r-- | src/battle_script_commands.c | 42 |
1 files changed, 21 insertions, 21 deletions
diff --git a/src/battle_script_commands.c b/src/battle_script_commands.c index e33e31796..e7520b1ee 100644 --- a/src/battle_script_commands.c +++ b/src/battle_script_commands.c @@ -1079,7 +1079,7 @@ static bool8 AccuracyCalcHelper(u16 move) gHitMarker &= ~HITMARKER_IGNORE_UNDERWATER; - if ((WEATHER_HAS_EFFECT && (gBattleWeather & WEATHER_RAIN_ANY) && gBattleMoves[move].effect == EFFECT_THUNDER) + if ((WEATHER_HAS_EFFECT && (gBattleWeather & B_WEATHER_RAIN) && gBattleMoves[move].effect == EFFECT_THUNDER) || (gBattleMoves[move].effect == EFFECT_ALWAYS_HIT || gBattleMoves[move].effect == EFFECT_VITAL_THROW)) { JumpIfMoveFailed(7, move); @@ -1136,7 +1136,7 @@ static void Cmd_accuracycheck(void) moveAcc = gBattleMoves[move].accuracy; // check Thunder on sunny weather - if (WEATHER_HAS_EFFECT && gBattleWeather & WEATHER_SUN_ANY && gBattleMoves[move].effect == EFFECT_THUNDER) + if (WEATHER_HAS_EFFECT && gBattleWeather & B_WEATHER_SUN && gBattleMoves[move].effect == EFFECT_THUNDER) moveAcc = 50; calc = sAccuracyStageRatios[buff].dividend * moveAcc; @@ -1144,7 +1144,7 @@ static void Cmd_accuracycheck(void) if (gBattleMons[gBattlerAttacker].ability == ABILITY_COMPOUND_EYES) calc = (calc * 130) / 100; // 1.3 compound eyes boost - if (WEATHER_HAS_EFFECT && gBattleMons[gBattlerTarget].ability == ABILITY_SAND_VEIL && gBattleWeather & WEATHER_SANDSTORM_ANY) + if (WEATHER_HAS_EFFECT && gBattleMons[gBattlerTarget].ability == ABILITY_SAND_VEIL && gBattleWeather & B_WEATHER_SANDSTORM) calc = (calc * 80) / 100; // 1.2 sand veil loss if (gBattleMons[gBattlerAttacker].ability == ABILITY_HUSTLE && IS_TYPE_PHYSICAL(type)) calc = (calc * 80) / 100; // 1.2 hustle loss @@ -2342,7 +2342,7 @@ void SetMoveEffect(bool8 primary, u8 certain) statusChanged = TRUE; break; case STATUS1_FREEZE: - if (WEATHER_HAS_EFFECT && gBattleWeather & WEATHER_SUN_ANY) + if (WEATHER_HAS_EFFECT && gBattleWeather & B_WEATHER_SUN) noSunCanFreeze = FALSE; if (IS_BATTLER_OF_TYPE(gEffectBattler, TYPE_ICE)) break; @@ -6617,14 +6617,14 @@ static void Cmd_trymirrormove(void) static void Cmd_setrain(void) { - if (gBattleWeather & WEATHER_RAIN_ANY) + if (gBattleWeather & B_WEATHER_RAIN) { gMoveResultFlags |= MOVE_RESULT_MISSED; gBattleCommunication[MULTISTRING_CHOOSER] = B_MSG_WEATHER_FAILED; } else { - gBattleWeather = WEATHER_RAIN_TEMPORARY; + gBattleWeather = B_WEATHER_RAIN_TEMPORARY; gBattleCommunication[MULTISTRING_CHOOSER] = B_MSG_STARTED_RAIN; gWishFutureKnock.weatherDuration = 5; } @@ -7481,14 +7481,14 @@ static void Cmd_damagetohalftargethp(void) // super fang static void Cmd_setsandstorm(void) { - if (gBattleWeather & WEATHER_SANDSTORM_ANY) + if (gBattleWeather & B_WEATHER_SANDSTORM) { gMoveResultFlags |= MOVE_RESULT_MISSED; gBattleCommunication[MULTISTRING_CHOOSER] = B_MSG_WEATHER_FAILED; } else { - gBattleWeather = WEATHER_SANDSTORM_TEMPORARY; + gBattleWeather = B_WEATHER_SANDSTORM_TEMPORARY; gBattleCommunication[MULTISTRING_CHOOSER] = B_MSG_STARTED_SANDSTORM; gWishFutureKnock.weatherDuration = 5; } @@ -7499,7 +7499,7 @@ static void Cmd_weatherdamage(void) { if (WEATHER_HAS_EFFECT) { - if (gBattleWeather & WEATHER_SANDSTORM_ANY) + if (gBattleWeather & B_WEATHER_SANDSTORM) { if (gBattleMons[gBattlerAttacker].type1 != TYPE_ROCK && gBattleMons[gBattlerAttacker].type1 != TYPE_STEEL @@ -7520,7 +7520,7 @@ static void Cmd_weatherdamage(void) gBattleMoveDamage = 0; } } - if (gBattleWeather & WEATHER_HAIL_ANY) + if (gBattleWeather & B_WEATHER_HAIL) { if (!IS_BATTLER_OF_TYPE(gBattlerAttacker, TYPE_ICE) && !(gStatuses3[gBattlerAttacker] & STATUS3_UNDERGROUND) @@ -8104,7 +8104,7 @@ static u8 AttacksThisTurn(u8 battlerId, u16 move) // Note: returns 1 if it's a c { // first argument is unused if (gBattleMoves[move].effect == EFFECT_SOLARBEAM - && (gBattleWeather & WEATHER_SUN_ANY)) + && (gBattleWeather & B_WEATHER_SUN)) return 2; if (gBattleMoves[move].effect == EFFECT_SKULL_BASH @@ -8638,14 +8638,14 @@ static void Cmd_jumpifnopursuitswitchdmg(void) static void Cmd_setsunny(void) { - if (gBattleWeather & WEATHER_SUN_ANY) + if (gBattleWeather & B_WEATHER_SUN) { gMoveResultFlags |= MOVE_RESULT_MISSED; gBattleCommunication[MULTISTRING_CHOOSER] = B_MSG_WEATHER_FAILED; } else { - gBattleWeather = WEATHER_SUN_TEMPORARY; + gBattleWeather = B_WEATHER_SUN_TEMPORARY; gBattleCommunication[MULTISTRING_CHOOSER] = B_MSG_STARTED_SUNLIGHT; gWishFutureKnock.weatherDuration = 5; } @@ -8739,7 +8739,7 @@ static void Cmd_recoverbasedonsunlight(void) { if (gBattleWeather == 0 || !WEATHER_HAS_EFFECT) gBattleMoveDamage = gBattleMons[gBattlerAttacker].maxHP / 2; - else if (gBattleWeather & WEATHER_SUN_ANY) + else if (gBattleWeather & B_WEATHER_SUN) gBattleMoveDamage = 20 * gBattleMons[gBattlerAttacker].maxHP / 30; else // not sunny weather gBattleMoveDamage = gBattleMons[gBattlerAttacker].maxHP / 4; @@ -8920,14 +8920,14 @@ static void Cmd_setminimize(void) static void Cmd_sethail(void) { - if (gBattleWeather & WEATHER_HAIL_ANY) + if (gBattleWeather & B_WEATHER_HAIL) { gMoveResultFlags |= MOVE_RESULT_MISSED; gBattleCommunication[MULTISTRING_CHOOSER] = B_MSG_WEATHER_FAILED; } else { - gBattleWeather = WEATHER_HAIL; + gBattleWeather = B_WEATHER_HAIL_TEMPORARY; gBattleCommunication[MULTISTRING_CHOOSER] = B_MSG_STARTED_HAIL; gWishFutureKnock.weatherDuration = 5; } @@ -9640,15 +9640,15 @@ static void Cmd_setweatherballtype(void) { if (WEATHER_HAS_EFFECT) { - if (gBattleWeather & WEATHER_ANY) + if (gBattleWeather & B_WEATHER_ANY) gBattleScripting.dmgMultiplier = 2; - if (gBattleWeather & WEATHER_RAIN_ANY) + if (gBattleWeather & B_WEATHER_RAIN) *(&gBattleStruct->dynamicMoveType) = TYPE_WATER | 0x80; - else if (gBattleWeather & WEATHER_SANDSTORM_ANY) + else if (gBattleWeather & B_WEATHER_SANDSTORM) *(&gBattleStruct->dynamicMoveType) = TYPE_ROCK | 0x80; - else if (gBattleWeather & WEATHER_SUN_ANY) + else if (gBattleWeather & B_WEATHER_SUN) *(&gBattleStruct->dynamicMoveType) = TYPE_FIRE | 0x80; - else if (gBattleWeather & WEATHER_HAIL_ANY) + else if (gBattleWeather & B_WEATHER_HAIL) *(&gBattleStruct->dynamicMoveType) = TYPE_ICE | 0x80; else *(&gBattleStruct->dynamicMoveType) = TYPE_NORMAL | 0x80; |