Label various battle scripts

This commit is contained in:
DizzyEggg
2018-09-01 20:00:13 +02:00
parent ead21250a6
commit 44ba432dad
8 changed files with 140 additions and 187 deletions

View File

@@ -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);