@@ -58,14 +58,15 @@
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#define BATTLE_TYPE_EREADER_TRAINER 0x0800
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#define BATTLE_TYPE_KYOGRE_GROUDON 0x1000
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#define BATTLE_TYPE_LEGENDARY 0x2000
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#define BATTLE_TYPE_GHOST_UNVEILED 0x2000 // Re-use of BATTLE_TYPE_LEGENDARY, when combined with BATTLE_TYPE_GHOST
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#define BATTLE_TYPE_REGI 0x4000
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#define BATTLE_TYPE_GHOST 0x8000
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#define BATTLE_TYPE_POKEDUDE 0x10000
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#define BATTLE_TYPE_PALACE 0x20000
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#define BATTLE_TYPE_ARENA 0x40000
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#define BATTLE_TYPE_WILD_SCRIPTED 0x20000
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#define BATTLE_TYPE_LEGENDARY_FRLG 0x40000
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#define BATTLE_TYPE_TRAINER_TOWER 0x80000
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#define BATTLE_TYPE_PIKE 0x100000
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#define BATTLE_TYPE_PYRAMID 0x200000
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#define BATTLE_TYPE_x100000 0x100000
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#define BATTLE_TYPE_x200000 0x200000
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#define BATTLE_TYPE_INGAME_PARTNER 0x400000
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#define BATTLE_TYPE_x800000 0x800000
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#define BATTLE_TYPE_RECORDED 0x1000000
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@@ -76,8 +77,9 @@
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#define BATTLE_TYPE_KYOGRE 0x20000000
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#define BATTLE_TYPE_RAYQUAZA 0x40000000
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#define BATTLE_TYPE_x80000000 0x80000000
|
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#define BATTLE_TYPE_FRONTIER (BATTLE_TYPE_BATTLE_TOWER | BATTLE_TYPE_DOME | BATTLE_TYPE_PALACE | BATTLE_TYPE_ARENA | BATTLE_TYPE_FACTORY | BATTLE_TYPE_PIKE | BATTLE_TYPE_PYRAMID)
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#define BATTLE_TYPE_FRONTIER_NO_PYRAMID (BATTLE_TYPE_BATTLE_TOWER | BATTLE_TYPE_DOME | BATTLE_TYPE_PALACE | BATTLE_TYPE_ARENA | BATTLE_TYPE_FACTORY | BATTLE_TYPE_PIKE)
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|
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#define IS_BATTLE_TYPE_GHOST_WITHOUT_SCOPE(flags) ((flags) & BATTLE_TYPE_GHOST && !((flags) & BATTLE_TYPE_GHOST_UNVEILED))
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#define IS_BATTLE_TYPE_GHOST_WITH_SCOPE(flags) ((flags) & BATTLE_TYPE_GHOST && (flags) & BATTLE_TYPE_GHOST_UNVEILED)
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|
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// Battle Outcome defines
|
||||
#define B_OUTCOME_WON 0x1
|
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|
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@@ -23,7 +23,7 @@
|
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#define AI_EFFECTIVENESS_x0 0
|
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|
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// ai weather
|
||||
#define AI_WEATHER_SUNNY 0
|
||||
#define AI_WEATHER_SUN 0
|
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#define AI_WEATHER_RAIN 1
|
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#define AI_WEATHER_SANDSTORM 2
|
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#define AI_WEATHER_HAIL 3
|
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@@ -35,8 +35,8 @@
|
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|
||||
// script's table id to bit
|
||||
#define AI_SCRIPT_CHECK_BAD_MOVE (1 << 0)
|
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#define AI_SCRIPT_TRY_TO_FAINT (1 << 1)
|
||||
#define AI_SCRIPT_CHECK_VIABILITY (1 << 2)
|
||||
#define AI_SCRIPT_CHECK_VIABILITY (1 << 1)
|
||||
#define AI_SCRIPT_TRY_TO_FAINT (1 << 2)
|
||||
#define AI_SCRIPT_SETUP_FIRST_TURN (1 << 3)
|
||||
#define AI_SCRIPT_RISKY (1 << 4)
|
||||
#define AI_SCRIPT_PREFER_STRONGEST_MOVE (1 << 5)
|
||||
|
||||
Reference in New Issue
Block a user