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