really clean up battle ai
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-1990
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@@ -17,7 +17,7 @@ extern u8 gCritMultiplier;
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extern u16 gBattleWeather;
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extern struct BattleEnigmaBerry gEnigmaBerries[];
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extern u16 gBattleMovePower;
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extern u16 gTrainerBattleOpponent;
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extern u16 gTrainerBattleOpponent_A;
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u8 CountAliveMonsInBattle(u8);
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bool8 ShouldGetStatBadgeBoost(u16 flagId, u8 bank);
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@@ -109,9 +109,9 @@ s32 CalculateBaseDamage(struct BattlePokemon *attacker, struct BattlePokemon *de
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if (attackerHoldEffect == HOLD_EFFECT_CHOICE_BAND)
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attack = (150 * attack) / 100;
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if (attackerHoldEffect == HOLD_EFFECT_SOUL_DEW && !(gBattleTypeFlags & (BATTLE_TYPE_BATTLE_TOWER | BATTLE_TYPE_FRONTIER)) && (attacker->species == SPECIES_LATIAS || attacker->species == SPECIES_LATIOS))
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if (attackerHoldEffect == HOLD_EFFECT_SOUL_DEW && !(gBattleTypeFlags & (BATTLE_TYPE_FRONTIER)) && (attacker->species == SPECIES_LATIAS || attacker->species == SPECIES_LATIOS))
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spAttack = (150 * spAttack) / 100;
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if (defenderHoldEffect == HOLD_EFFECT_SOUL_DEW && !(gBattleTypeFlags & (BATTLE_TYPE_BATTLE_TOWER | BATTLE_TYPE_FRONTIER)) && (defender->species == SPECIES_LATIAS || defender->species == SPECIES_LATIOS))
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if (defenderHoldEffect == HOLD_EFFECT_SOUL_DEW && !(gBattleTypeFlags & (BATTLE_TYPE_FRONTIER)) && (defender->species == SPECIES_LATIAS || defender->species == SPECIES_LATIOS))
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spDefense = (150 * spDefense) / 100;
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if (attackerHoldEffect == HOLD_EFFECT_DEEP_SEA_TOOTH && attacker->species == SPECIES_CLAMPERL)
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spAttack *= 2;
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