Rename Battle Weather flags

This commit is contained in:
Pokestia
2021-09-30 12:08:20 +02:00
parent e699965332
commit 38a4dea402
9 changed files with 85 additions and 85 deletions

View File

@@ -1320,22 +1320,22 @@ u8 DoFieldEndTurnEffects(void)
}
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] = B_MSG_RAIN_STOPPED;
}
else if (gBattleWeather & WEATHER_RAIN_DOWNPOUR)
else if (gBattleWeather & B_WEATHER_RAIN_DOWNPOUR)
gBattleCommunication[MULTISTRING_CHOOSER] = B_MSG_DOWNPOUR_CONTINUES;
else
gBattleCommunication[MULTISTRING_CHOOSER] = B_MSG_RAIN_CONTINUES;
}
else if (gBattleWeather & WEATHER_RAIN_DOWNPOUR)
else if (gBattleWeather & B_WEATHER_RAIN_DOWNPOUR)
{
gBattleCommunication[MULTISTRING_CHOOSER] = B_MSG_DOWNPOUR_CONTINUES;
}
@@ -1350,11 +1350,11 @@ 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
@@ -1370,11 +1370,11 @@ 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
@@ -1388,11 +1388,11 @@ 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
@@ -2389,22 +2389,22 @@ 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;
@@ -2480,27 +2480,27 @@ 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_ANY;
gBattleWeather = B_WEATHER_SANDSTORM;
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_ANY;
gBattleWeather = B_WEATHER_SUN;
gBattleScripting.animArg1 = B_ANIM_SUN_CONTINUES;
gBattleScripting.battler = battler;
effect++;
@@ -2515,27 +2515,27 @@ 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_ANY;
gBattleWeather = B_WEATHER_SANDSTORM;
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_ANY;
gBattleWeather = B_WEATHER_SUN;
BattleScriptPushCursorAndCallback(BattleScript_DroughtActivates);
gBattleScripting.battler = battler;
effect++;
@@ -2590,7 +2590,7 @@ 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