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-rw-r--r--src/battle_main.c2
-rw-r--r--src/battle_script_commands.c94
-rw-r--r--src/battle_util.c22
3 files changed, 68 insertions, 50 deletions
diff --git a/src/battle_main.c b/src/battle_main.c
index c31fb48d5..be6f789ec 100644
--- a/src/battle_main.c
+++ b/src/battle_main.c
@@ -3888,7 +3888,7 @@ static void TryDoEventsBeforeFirstTurn(void)
// Check all switch in items having effect from the fastest mon to slowest.
while (gBattleStruct->switchInItemsCounter < gBattlersCount)
{
- if (ItemBattleEffects(ITEMEFFECT_ON_SWITCH_IN, gBattlerByTurnOrder[gBattleStruct->switchInItemsCounter], 0) != 0)
+ if (ItemBattleEffects(ITEMEFFECT_ON_SWITCH_IN, gBattlerByTurnOrder[gBattleStruct->switchInItemsCounter], FALSE))
effect++;
gBattleStruct->switchInItemsCounter++;
diff --git a/src/battle_script_commands.c b/src/battle_script_commands.c
index 12a66df80..44194deda 100644
--- a/src/battle_script_commands.c
+++ b/src/battle_script_commands.c
@@ -700,7 +700,7 @@ static const u8* const sMoveEffectBS_Ptrs[] =
BattleScript_MoveEffectPayDay, // MOVE_EFFECT_PAYDAY
BattleScript_MoveEffectSleep, // MOVE_EFFECT_CHARGING
BattleScript_MoveEffectWrap, // MOVE_EFFECT_WRAP
- BattleScript_MoveEffectRecoil33, // MOVE_EFFECT_RECOIL_25
+ BattleScript_MoveEffectRecoil, // MOVE_EFFECT_RECOIL_25
BattleScript_MoveEffectSleep, // MOVE_EFFECT_ATK_PLUS_1
BattleScript_MoveEffectSleep, // MOVE_EFFECT_DEF_PLUS_1
BattleScript_MoveEffectSleep, // MOVE_EFFECT_SPD_PLUS_1
@@ -724,7 +724,7 @@ static const u8* const sMoveEffectBS_Ptrs[] =
BattleScript_MoveEffectSleep, // MOVE_EFFECT_RAPIDSPIN
BattleScript_MoveEffectSleep, // MOVE_EFFECT_REMOVE_PARALYSIS
BattleScript_MoveEffectSleep, // MOVE_EFFECT_ATK_DEF_DOWN
- BattleScript_MoveEffectRecoil33, // MOVE_EFFECT_RECOIL_33_PARALYSIS
+ BattleScript_MoveEffectRecoil, // MOVE_EFFECT_RECOIL_33
};
static const struct WindowTemplate sUnusedWinTemplate = {0, 1, 3, 7, 0xF, 0x1F, 0x3F};
@@ -2843,7 +2843,7 @@ void SetMoveEffect(bool8 primary, u8 certain)
BattleScriptPush(gBattlescriptCurrInstr + 1);
gBattlescriptCurrInstr = BattleScript_AtkDefDown;
break;
- case MOVE_EFFECT_RECOIL_33_PARALYSIS: // Volt Tackle
+ case MOVE_EFFECT_RECOIL_33: // Double Edge
gBattleMoveDamage = gHpDealt / 3;
if (gBattleMoveDamage == 0)
gBattleMoveDamage = 1;
@@ -4497,20 +4497,38 @@ static void atk48_playstatchangeanimation(void)
}
}
-#define ATK49_LAST_CASE 17
+enum
+{
+ ATK49_RAGE,
+ ATK49_DEFROST,
+ ATK49_SYNCHRONIZE_TARGET,
+ ATK49_MOVE_END_ABILITIES,
+ ATK49_STATUS_IMMUNITY_ABILITIES,
+ ATK49_SYNCHRONIZE_ATTACKER,
+ ATK49_CHOICE_MOVE,
+ ATK49_CHANGED_ITEMS,
+ ATK49_ATTACKER_INVISIBLE,
+ ATK49_ATTACKER_VISIBLE,
+ ATK49_TARGET_VISIBLE,
+ ATK49_ITEM_EFFECTS_ALL,
+ ATK49_KINGSROCK_SHELLBELL,
+ ATK49_SUBSTITUTE,
+ ATK49_UPDATE_LAST_MOVES,
+ ATK49_MIRROR_MOVE,
+ ATK49_NEXT_TARGET,
+ ATK49_COUNT,
+};
static void atk49_moveend(void)
{
s32 i;
- bool32 effect;
- u8 moveType;
- u8 holdEffectAtk;
- u16 *choicedMoveAtk;
+ bool32 effect = FALSE;
+ u8 moveType = 0;
+ u8 holdEffectAtk = 0;
+ u16 *choicedMoveAtk = NULL;
u8 arg1, arg2;
u16 originallyUsedMove;
- effect = FALSE;
-
if (gChosenMove == 0xFFFF)
originallyUsedMove = 0;
else
@@ -4531,7 +4549,7 @@ static void atk49_moveend(void)
{
switch (gBattleScripting.atk49_state)
{
- case 0: // rage check
+ case ATK49_RAGE: // rage check
if (gBattleMons[gBattlerTarget].status2 & STATUS2_RAGE
&& gBattleMons[gBattlerTarget].hp != 0 && gBattlerAttacker != gBattlerTarget
&& GetBattlerSide(gBattlerAttacker) != GetBattlerSide(gBattlerTarget)
@@ -4545,7 +4563,7 @@ static void atk49_moveend(void)
}
gBattleScripting.atk49_state++;
break;
- case 1: // defrosting check
+ case ATK49_DEFROST: // defrosting check
if (gBattleMons[gBattlerTarget].status1 & STATUS1_FREEZE
&& gBattleMons[gBattlerTarget].hp != 0 && gBattlerAttacker != gBattlerTarget
&& gSpecialStatuses[gBattlerTarget].specialDmg
@@ -4561,28 +4579,28 @@ static void atk49_moveend(void)
}
gBattleScripting.atk49_state++;
break;
- case 2: // target synchronize
+ case ATK49_SYNCHRONIZE_TARGET: // target synchronize
if (AbilityBattleEffects(ABILITYEFFECT_SYNCHRONIZE, gBattlerTarget, 0, 0, 0))
effect = TRUE;
gBattleScripting.atk49_state++;
break;
- case 3: // contact abilities
- if (AbilityBattleEffects(ABILITYEFFECT_CONTACT, gBattlerTarget, 0, 0, 0))
+ case ATK49_MOVE_END_ABILITIES: // Such as abilities activating on contact(Poison Spore, Rough Skin, etc.).
+ if (AbilityBattleEffects(ABILITYEFFECT_MOVE_END, gBattlerTarget, 0, 0, 0))
effect = TRUE;
gBattleScripting.atk49_state++;
break;
- case 4: // status immunities
+ case ATK49_STATUS_IMMUNITY_ABILITIES: // status immunities
if (AbilityBattleEffects(ABILITYEFFECT_IMMUNITY, 0, 0, 0, 0))
effect = TRUE; // it loops through all battlers, so we increment after its done with all battlers
else
gBattleScripting.atk49_state++;
break;
- case 5: // attacker synchronize
+ case ATK49_SYNCHRONIZE_ATTACKER: // attacker synchronize
if (AbilityBattleEffects(ABILITYEFFECT_ATK_SYNCHRONIZE, gBattlerAttacker, 0, 0, 0))
effect = TRUE;
gBattleScripting.atk49_state++;
break;
- case 6: // update choice band move
+ case ATK49_CHOICE_MOVE: // update choice band move
if (!(gHitMarker & HITMARKER_OBEYS) || holdEffectAtk != HOLD_EFFECT_CHOICE_BAND
|| gChosenMove == MOVE_STRUGGLE || (*choicedMoveAtk != 0 && *choicedMoveAtk != 0xFFFF))
goto LOOP;
@@ -4605,7 +4623,7 @@ static void atk49_moveend(void)
gBattleScripting.atk49_state++;
}
break;
- case 7: // changed held items
+ case ATK49_CHANGED_ITEMS: // changed held items
for (i = 0; i < gBattlersCount; i++)
{
u16* changedItem = &gBattleStruct->changedItems[i];
@@ -4617,18 +4635,18 @@ static void atk49_moveend(void)
}
gBattleScripting.atk49_state++;
break;
- case 11: // item effects for all battlers
- if (ItemBattleEffects(3, 0, FALSE))
+ case ATK49_ITEM_EFFECTS_ALL: // item effects for all battlers
+ if (ItemBattleEffects(ITEMEFFECT_MOVE_END, 0, FALSE))
effect = TRUE;
else
gBattleScripting.atk49_state++;
break;
- case 12: // king's rock and shell bell
- if (ItemBattleEffects(4, 0, FALSE))
+ case ATK49_KINGSROCK_SHELLBELL: // king's rock and shell bell
+ if (ItemBattleEffects(ITEMEFFECT_KINGSROCK_SHELLBELL, 0, FALSE))
effect = TRUE;
gBattleScripting.atk49_state++;
break;
- case 8: // make attacker sprite invisible
+ case ATK49_ATTACKER_INVISIBLE: // make attacker sprite invisible
if (gStatuses3[gBattlerAttacker] & (STATUS3_SEMI_INVULNERABLE)
&& gHitMarker & HITMARKER_NO_ANIMATIONS)
{
@@ -4640,7 +4658,7 @@ static void atk49_moveend(void)
}
gBattleScripting.atk49_state++;
break;
- case 9: // make attacker sprite visible
+ case ATK49_ATTACKER_VISIBLE: // make attacker sprite visible
if (gMoveResultFlags & MOVE_RESULT_NO_EFFECT
|| !(gStatuses3[gBattlerAttacker] & (STATUS3_SEMI_INVULNERABLE))
|| WasUnableToUseMove(gBattlerAttacker))
@@ -4655,7 +4673,7 @@ static void atk49_moveend(void)
}
gBattleScripting.atk49_state++;
break;
- case 10: // make target sprite visible
+ case ATK49_TARGET_VISIBLE: // make target sprite visible
if (!gSpecialStatuses[gBattlerTarget].restoredBattlerSprite && gBattlerTarget < gBattlersCount
&& !(gStatuses3[gBattlerTarget] & STATUS3_SEMI_INVULNERABLE))
{
@@ -4668,7 +4686,7 @@ static void atk49_moveend(void)
}
gBattleScripting.atk49_state++;
break;
- case 13: // update substitute
+ case ATK49_SUBSTITUTE: // update substitute
for (i = 0; i < gBattlersCount; i++)
{
if (gDisableStructs[i].substituteHP == 0)
@@ -4676,7 +4694,7 @@ static void atk49_moveend(void)
}
gBattleScripting.atk49_state++;
break;
- case 14: // This case looks interesting, although I am not certain what it does. Probably fine tunes edge cases.
+ case ATK49_UPDATE_LAST_MOVES:
if (gHitMarker & HITMARKER_SWAP_ATTACKER_TARGET)
{
gActiveBattler = gBattlerAttacker;
@@ -4725,7 +4743,7 @@ static void atk49_moveend(void)
}
gBattleScripting.atk49_state++;
break;
- case 15: // mirror move
+ case ATK49_MIRROR_MOVE: // mirror move
if (!(gAbsentBattlerFlags & gBitTable[gBattlerAttacker]) && !(gBattleStruct->field_91 & gBitTable[gBattlerAttacker])
&& gBattleMoves[originallyUsedMove].flags & FLAG_MIRROR_MOVE_AFFECTED && gHitMarker & HITMARKER_OBEYS
&& gBattlerAttacker != gBattlerTarget && !(gHitMarker & HITMARKER_FAINTED(gBattlerTarget))
@@ -4746,7 +4764,7 @@ static void atk49_moveend(void)
}
gBattleScripting.atk49_state++;
break;
- case 16: //
+ case ATK49_NEXT_TARGET: // For moves hitting two opposing Pokemon.
if (!(gHitMarker & HITMARKER_UNABLE_TO_USE_MOVE) && gBattleTypeFlags & BATTLE_TYPE_DOUBLE
&& !gProtectStructs[gBattlerAttacker].chargingTurn && gBattleMoves[gCurrentMove].target == MOVE_TARGET_BOTH
&& !(gHitMarker & HITMARKER_NO_ATTACKSTRING))
@@ -4759,7 +4777,7 @@ static void atk49_moveend(void)
gBattleScripting.atk49_state = 0;
MoveValuesCleanUp();
BattleScriptPush(gBattleScriptsForMoveEffects[gBattleMoves[gCurrentMove].effect]);
- gBattlescriptCurrInstr = BattleScript_82DB87D;
+ gBattlescriptCurrInstr = BattleScript_FlushMessageBox;
return;
}
else
@@ -4769,18 +4787,18 @@ static void atk49_moveend(void)
}
gBattleScripting.atk49_state++;
break;
- case ATK49_LAST_CASE:
+ case ATK49_COUNT:
break;
}
if (arg1 == 1 && effect == FALSE)
- gBattleScripting.atk49_state = ATK49_LAST_CASE;
+ gBattleScripting.atk49_state = ATK49_COUNT;
if (arg1 == 2 && arg2 == gBattleScripting.atk49_state)
- gBattleScripting.atk49_state = ATK49_LAST_CASE;
+ gBattleScripting.atk49_state = ATK49_COUNT;
- } while (gBattleScripting.atk49_state != ATK49_LAST_CASE && effect == FALSE);
+ } while (gBattleScripting.atk49_state != ATK49_COUNT && effect == FALSE);
- if (gBattleScripting.atk49_state == ATK49_LAST_CASE && effect == FALSE)
+ if (gBattleScripting.atk49_state == ATK49_COUNT && effect == FALSE)
gBattlescriptCurrInstr += 3;
}
@@ -5550,8 +5568,8 @@ static void atk52_switchineffects(void)
gDisableStructs[gActiveBattler].truantUnknownBit = 0;
- if (AbilityBattleEffects(ABILITYEFFECT_ON_SWITCHIN, gActiveBattler, 0, 0, 0) == 0 &&
- ItemBattleEffects(0, gActiveBattler, 0) == 0)
+ if (!AbilityBattleEffects(ABILITYEFFECT_ON_SWITCHIN, gActiveBattler, 0, 0, 0)
+ && !ItemBattleEffects(ITEMEFFECT_ON_SWITCH_IN, gActiveBattler, FALSE))
{
gSideStatuses[GetBattlerSide(gActiveBattler)] &= ~(SIDE_STATUS_SPIKES_DAMAGED);
diff --git a/src/battle_util.c b/src/battle_util.c
index 875244d79..5096a2f3a 100644
--- a/src/battle_util.c
+++ b/src/battle_util.c
@@ -821,12 +821,12 @@ u8 DoBattlerEndTurnEffects(void)
gBattleStruct->turnEffectsTracker++;
break;
case ENDTURN_ITEMS1: // item effects
- if (ItemBattleEffects(1, gActiveBattler, 0))
+ if (ItemBattleEffects(1, gActiveBattler, FALSE))
effect++;
gBattleStruct->turnEffectsTracker++;
break;
case ENDTURN_ITEMS2: // item effects again
- if (ItemBattleEffects(1, gActiveBattler, 1))
+ if (ItemBattleEffects(1, gActiveBattler, TRUE))
effect++;
gBattleStruct->turnEffectsTracker++;
break;
@@ -1280,7 +1280,7 @@ bool8 HandleFaintedMonActions(void)
gBattleStruct->faintedActionsState = 4;
break;
case 6:
- if (AbilityBattleEffects(ABILITYEFFECT_INTIMIDATE1, 0, 0, 0, 0) || AbilityBattleEffects(ABILITYEFFECT_TRACE, 0, 0, 0, 0) || ItemBattleEffects(1, 0, 1) || AbilityBattleEffects(ABILITYEFFECT_FORECAST, 0, 0, 0, 0))
+ if (AbilityBattleEffects(ABILITYEFFECT_INTIMIDATE1, 0, 0, 0, 0) || AbilityBattleEffects(ABILITYEFFECT_TRACE, 0, 0, 0, 0) || ItemBattleEffects(1, 0, TRUE) || AbilityBattleEffects(ABILITYEFFECT_FORECAST, 0, 0, 0, 0))
return TRUE;
gBattleStruct->faintedActionsState++;
break;
@@ -2083,7 +2083,7 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u8 ability, u8 special, u16 moveA
}
}
break;
- case ABILITYEFFECT_CONTACT: // 4
+ case ABILITYEFFECT_MOVE_END: // Think contact abilities.
switch (gLastUsedAbility)
{
case ABILITY_COLOR_CHANGE:
@@ -2343,7 +2343,7 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u8 ability, u8 special, u16 moveA
{
gLastUsedAbility = ABILITY_INTIMIDATE;
gStatuses3[i] &= ~(STATUS3_INTIMIDATE_POKES);
- BattleScriptPushCursorAndCallback(BattleScript_82DB4B8);
+ BattleScriptPushCursorAndCallback(BattleScript_IntimidateActivatesEnd3);
gBattleStruct->intimidateBattler = i;
effect++;
break;
@@ -2415,7 +2415,7 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u8 ability, u8 special, u16 moveA
gLastUsedAbility = ABILITY_INTIMIDATE;
gStatuses3[i] &= ~(STATUS3_INTIMIDATE_POKES);
BattleScriptPushCursor();
- gBattlescriptCurrInstr = BattleScript_82DB4C1;
+ gBattlescriptCurrInstr = BattleScript_IntimidateActivates;
gBattleStruct->intimidateBattler = i;
effect++;
break;
@@ -3044,7 +3044,7 @@ u8 ItemBattleEffects(u8 caseID, u8 battlerId, bool8 moveTurn)
break;
case 2:
break;
- case 3:
+ case ITEMEFFECT_MOVE_END:
for (battlerId = 0; battlerId < gBattlersCount; battlerId++)
{
gLastUsedItem = gBattleMons[battlerId].item;
@@ -3177,7 +3177,7 @@ u8 ItemBattleEffects(u8 caseID, u8 battlerId, bool8 moveTurn)
gPotentialItemEffectBattler = battlerId;
BattleScriptPushCursor();
gBattlescriptCurrInstr = BattleScript_WhiteHerbRet;
- return effect; // unnecessary return
+ return effect;
}
break;
}
@@ -3192,7 +3192,7 @@ u8 ItemBattleEffects(u8 caseID, u8 battlerId, bool8 moveTurn)
}
}
break;
- case 4:
+ case ITEMEFFECT_KINGSROCK_SHELLBELL:
if (gBattleMoveDamage)
{
switch (atkHoldEffect)
@@ -3386,7 +3386,7 @@ u8 IsMonDisobedient(void)
gBattleMons[gBattlerAttacker].status2 &= ~(STATUS2_RAGE);
if (gBattleMons[gBattlerAttacker].status1 & STATUS1_SLEEP && (gCurrentMove == MOVE_SNORE || gCurrentMove == MOVE_SLEEP_TALK))
{
- gBattlescriptCurrInstr = BattleScript_82DB695;
+ gBattlescriptCurrInstr = BattleScript_IgnoresWhileAsleep;
return 1;
}
@@ -3440,7 +3440,7 @@ u8 IsMonDisobedient(void)
{
gBattleMoveDamage = CalculateBaseDamage(&gBattleMons[gBattlerAttacker], &gBattleMons[gBattlerAttacker], MOVE_POUND, 0, 40, 0, gBattlerAttacker, gBattlerAttacker);
gBattlerTarget = gBattlerAttacker;
- gBattlescriptCurrInstr = BattleScript_82DB6F0;
+ gBattlescriptCurrInstr = BattleScript_IgnoresAndHitsItself;
gHitMarker |= HITMARKER_UNABLE_TO_USE_MOVE;
return 2;
}