Multiple changes 2

This commit is contained in:
Eduardo Quezada
2022-07-28 01:20:05 -04:00
parent f5e9cc595b
commit 0709da5867
45 changed files with 2277 additions and 2198 deletions
+34 -34
View File
@@ -568,22 +568,22 @@ u8 DoFieldEndTurnEffects(void)
++gBattleStruct->turnCountersTracker;
break;
case ENDTURN_RAIN:
if (gBattleWeather & WEATHER_RAIN_ANY)
if (gBattleWeather & B_WEATHER_RAIN)
{
if (!(gBattleWeather & WEATHER_RAIN_PERMANENT))
if (!(gBattleWeather & B_WEATHER_RAIN_PERMANENT))
{
if (--gWishFutureKnock.weatherDuration == 0)
{
gBattleWeather &= ~WEATHER_RAIN_TEMPORARY;
gBattleWeather &= ~WEATHER_RAIN_DOWNPOUR;
gBattleWeather &= ~B_WEATHER_RAIN_TEMPORARY;
gBattleWeather &= ~B_WEATHER_RAIN_DOWNPOUR;
gBattleCommunication[MULTISTRING_CHOOSER] = 2;
}
else if (gBattleWeather & WEATHER_RAIN_DOWNPOUR)
else if (gBattleWeather & B_WEATHER_RAIN_DOWNPOUR)
gBattleCommunication[MULTISTRING_CHOOSER] = 1;
else
gBattleCommunication[MULTISTRING_CHOOSER] = 0;
}
else if (gBattleWeather & WEATHER_RAIN_DOWNPOUR)
else if (gBattleWeather & B_WEATHER_RAIN_DOWNPOUR)
{
gBattleCommunication[MULTISTRING_CHOOSER] = 1;
}
@@ -597,11 +597,11 @@ u8 DoFieldEndTurnEffects(void)
++gBattleStruct->turnCountersTracker;
break;
case ENDTURN_SANDSTORM:
if (gBattleWeather & WEATHER_SANDSTORM_ANY)
if (gBattleWeather & B_WEATHER_SANDSTORM)
{
if (!(gBattleWeather & WEATHER_SANDSTORM_PERMANENT) && --gWishFutureKnock.weatherDuration == 0)
if (!(gBattleWeather & B_WEATHER_SANDSTORM_PERMANENT) && --gWishFutureKnock.weatherDuration == 0)
{
gBattleWeather &= ~WEATHER_SANDSTORM_TEMPORARY;
gBattleWeather &= ~B_WEATHER_SANDSTORM_TEMPORARY;
gBattlescriptCurrInstr = BattleScript_SandStormHailEnds;
}
else
@@ -616,11 +616,11 @@ u8 DoFieldEndTurnEffects(void)
++gBattleStruct->turnCountersTracker;
break;
case ENDTURN_SUN:
if (gBattleWeather & WEATHER_SUN_ANY)
if (gBattleWeather & B_WEATHER_SUN)
{
if (!(gBattleWeather & WEATHER_SUN_PERMANENT) && --gWishFutureKnock.weatherDuration == 0)
if (!(gBattleWeather & B_WEATHER_SUN_PERMANENT) && --gWishFutureKnock.weatherDuration == 0)
{
gBattleWeather &= ~WEATHER_SUN_TEMPORARY;
gBattleWeather &= ~B_WEATHER_SUN_TEMPORARY;
gBattlescriptCurrInstr = BattleScript_SunlightFaded;
}
else
@@ -633,11 +633,11 @@ u8 DoFieldEndTurnEffects(void)
++gBattleStruct->turnCountersTracker;
break;
case ENDTURN_HAIL:
if (gBattleWeather & WEATHER_HAIL_ANY)
if (gBattleWeather & B_WEATHER_HAIL)
{
if (--gWishFutureKnock.weatherDuration == 0)
{
gBattleWeather &= ~WEATHER_HAIL;
gBattleWeather &= ~B_WEATHER_HAIL_TEMPORARY;
gBattlescriptCurrInstr = BattleScript_SandStormHailEnds;
}
else
@@ -1093,7 +1093,7 @@ bool8 HandleFaintedMonActions(void)
++gBattleStruct->faintedActionsState;
for (i = 0; i < gBattlersCount; ++i)
{
if (gAbsentBattlerFlags & gBitTable[i] && !HasNoMonsToSwitch(i, 6, 6))
if (gAbsentBattlerFlags & gBitTable[i] && !HasNoMonsToSwitch(i, PARTY_SIZE, PARTY_SIZE))
gAbsentBattlerFlags &= ~(gBitTable[i]);
}
// fall through
@@ -1552,22 +1552,22 @@ u8 CastformDataTypeChange(u8 battler)
}
if (!WEATHER_HAS_EFFECT)
return CASTFORM_NO_CHANGE;
if (!(gBattleWeather & (WEATHER_RAIN_ANY | WEATHER_SUN_ANY | WEATHER_HAIL_ANY)) && !IS_BATTLER_OF_TYPE(battler, TYPE_NORMAL))
if (!(gBattleWeather & (B_WEATHER_RAIN | B_WEATHER_SUN | B_WEATHER_HAIL)) && !IS_BATTLER_OF_TYPE(battler, TYPE_NORMAL))
{
SET_BATTLER_TYPE(battler, TYPE_NORMAL);
formChange = CASTFORM_TO_NORMAL;
}
if (gBattleWeather & WEATHER_SUN_ANY && !IS_BATTLER_OF_TYPE(battler, TYPE_FIRE))
if (gBattleWeather & B_WEATHER_SUN && !IS_BATTLER_OF_TYPE(battler, TYPE_FIRE))
{
SET_BATTLER_TYPE(battler, TYPE_FIRE);
formChange = CASTFORM_TO_FIRE;
}
if (gBattleWeather & WEATHER_RAIN_ANY && !IS_BATTLER_OF_TYPE(battler, TYPE_WATER))
if (gBattleWeather & B_WEATHER_RAIN && !IS_BATTLER_OF_TYPE(battler, TYPE_WATER))
{
SET_BATTLER_TYPE(battler, TYPE_WATER);
formChange = CASTFORM_TO_WATER;
}
if (gBattleWeather & WEATHER_HAIL_ANY && !IS_BATTLER_OF_TYPE(battler, TYPE_ICE))
if (gBattleWeather & B_WEATHER_HAIL && !IS_BATTLER_OF_TYPE(battler, TYPE_ICE))
{
SET_BATTLER_TYPE(battler, TYPE_ICE);
formChange = CASTFORM_TO_ICE;
@@ -1631,27 +1631,27 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u8 ability, u8 special, u16 moveA
case WEATHER_RAIN:
case WEATHER_RAIN_THUNDERSTORM:
case WEATHER_DOWNPOUR:
if (!(gBattleWeather & WEATHER_RAIN_ANY))
if (!(gBattleWeather & B_WEATHER_RAIN))
{
gBattleWeather = (WEATHER_RAIN_TEMPORARY | WEATHER_RAIN_PERMANENT);
gBattleWeather = (B_WEATHER_RAIN_TEMPORARY | B_WEATHER_RAIN_PERMANENT);
gBattleScripting.animArg1 = B_ANIM_RAIN_CONTINUES;
gBattleScripting.battler = battler;
++effect;
}
break;
case WEATHER_SANDSTORM:
if (!(gBattleWeather & WEATHER_SANDSTORM_ANY))
if (!(gBattleWeather & B_WEATHER_SANDSTORM))
{
gBattleWeather = (WEATHER_SANDSTORM_PERMANENT | WEATHER_SANDSTORM_TEMPORARY);
gBattleWeather = (B_WEATHER_SANDSTORM_PERMANENT | B_WEATHER_SANDSTORM_TEMPORARY);
gBattleScripting.animArg1 = B_ANIM_SANDSTORM_CONTINUES;
gBattleScripting.battler = battler;
++effect;
}
break;
case WEATHER_DROUGHT:
if (!(gBattleWeather & WEATHER_SUN_ANY))
if (!(gBattleWeather & B_WEATHER_SUN))
{
gBattleWeather = (WEATHER_SUN_PERMANENT | WEATHER_SUN_TEMPORARY);
gBattleWeather = (B_WEATHER_SUN_PERMANENT | B_WEATHER_SUN_TEMPORARY);
gBattleScripting.animArg1 = B_ANIM_SUN_CONTINUES;
gBattleScripting.battler = battler;
++effect;
@@ -1665,27 +1665,27 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u8 ability, u8 special, u16 moveA
}
break;
case ABILITY_DRIZZLE:
if (!(gBattleWeather & WEATHER_RAIN_PERMANENT))
if (!(gBattleWeather & B_WEATHER_RAIN_PERMANENT))
{
gBattleWeather = (WEATHER_RAIN_PERMANENT | WEATHER_RAIN_TEMPORARY);
gBattleWeather = (B_WEATHER_RAIN_PERMANENT | B_WEATHER_RAIN_TEMPORARY);
BattleScriptPushCursorAndCallback(BattleScript_DrizzleActivates);
gBattleScripting.battler = battler;
++effect;
}
break;
case ABILITY_SAND_STREAM:
if (!(gBattleWeather & WEATHER_SANDSTORM_PERMANENT))
if (!(gBattleWeather & B_WEATHER_SANDSTORM_PERMANENT))
{
gBattleWeather = (WEATHER_SANDSTORM_PERMANENT | WEATHER_SANDSTORM_TEMPORARY);
gBattleWeather = (B_WEATHER_SANDSTORM_PERMANENT | B_WEATHER_SANDSTORM_TEMPORARY);
BattleScriptPushCursorAndCallback(BattleScript_SandstreamActivates);
gBattleScripting.battler = battler;
++effect;
}
break;
case ABILITY_DROUGHT:
if (!(gBattleWeather & WEATHER_SUN_PERMANENT))
if (!(gBattleWeather & B_WEATHER_SUN_PERMANENT))
{
gBattleWeather = (WEATHER_SUN_PERMANENT | WEATHER_SUN_TEMPORARY);
gBattleWeather = (B_WEATHER_SUN_PERMANENT | B_WEATHER_SUN_TEMPORARY);
BattleScriptPushCursorAndCallback(BattleScript_DroughtActivates);
gBattleScripting.battler = battler;
++effect;
@@ -1739,7 +1739,7 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u8 ability, u8 special, u16 moveA
switch (gLastUsedAbility)
{
case ABILITY_RAIN_DISH:
if (WEATHER_HAS_EFFECT && (gBattleWeather & WEATHER_RAIN_ANY)
if (WEATHER_HAS_EFFECT && (gBattleWeather & B_WEATHER_RAIN)
&& gBattleMons[battler].maxHP > gBattleMons[battler].hp)
{
gLastUsedAbility = ABILITY_RAIN_DISH; // why
@@ -2971,7 +2971,7 @@ u8 ItemBattleEffects(u8 caseID, u8 battlerId, bool8 moveTurn)
if (!(gMoveResultFlags & MOVE_RESULT_NO_EFFECT)
&& TARGET_TURN_DAMAGED
&& (Random() % 100) < battlerHoldEffectParam
&& gBattleMoves[gCurrentMove].flags & FLAG_KINGSROCK_AFFECTED
&& gBattleMoves[gCurrentMove].flags & FLAG_KINGS_ROCK_AFFECTED
&& gBattleMons[gBattlerTarget].hp)
{
gBattleCommunication[MOVE_EFFECT_BYTE] = MOVE_EFFECT_FLINCH;
@@ -3016,7 +3016,7 @@ void ClearFuryCutterDestinyBondGrudge(u8 battlerId)
void HandleAction_RunBattleScript(void) // identical to RunBattleScriptCommands
{
if (!gBattleControllerExecFlags)
if (gBattleControllerExecFlags == 0)
gBattleScriptingCommandsTable[*gBattlescriptCurrInstr]();
}