begin work on battle4, organize battle headers
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@@ -204,10 +204,14 @@
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#define MULTISTRING_CHOOSER 0x5
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#define MSG_DISPLAY 0x7
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// functions
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extern u8 AbilityBattleEffects(u8 caseID, u8 bank, u8 ability, u8 special, u16 moveArg);
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extern u8 GetBankSide(u8 bank);
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#define MOVE_TARGET_SELECTED 0x0
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#define MOVE_TARGET_DEPENDS 0x1
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#define MOVE_TARGET_USER 0x2
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#define MOVE_TARGET_RANDOM 0x4
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#define MOVE_TARGET_x10 0x10
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#define MOVE_TARGET_BOTH 0x8
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#define MOVE_TARGET_FOES_AND_ALLY 0x20
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#define MOVE_TARGET_OPPONENTS_FIELD 0x40
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struct Trainer
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{
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@@ -636,6 +640,14 @@ extern struct BattleStruct* gBattleStruct;
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var2[offsetof(struct structName, offsetField)] = value; \
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}
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#define GET_MOVE_TYPE(move, type) \
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{ \
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if (gBattleStruct->dynamicMoveType) \
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type = gBattleStruct->dynamicMoveType & 0x3F; \
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else \
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type = gBattleMoves[move].type; \
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}
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struct BattleScripting
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{
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u8 field_0;
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@@ -666,6 +678,44 @@ struct BattleScripting
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extern struct BattleScripting gBattleScripting;
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// functions
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// battle_2
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void CancelMultiTurnMoves(u8 bank);
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void PressurePPLose(u8 bankAtk, u8 bankDef, u16 move);
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void PrepareStringBattle(u16 stringId, u8 bank);
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// battle_3
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void b_movescr_stack_push(const u8* bsPtr);
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void b_movescr_stack_push_cursor(void);
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u8 sub_803FB4C(void); // msg, can't select a move
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u8 CheckMoveLimitations(u8 bank, u8 unusableMoves, u8 check);
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bool8 AreAllMovesUnusable(void);
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u8 IsImprisoned(u8 bank, u16 move);
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u8 UpdateTurnCounters(void);
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u8 TurnBasedEffects(void);
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bool8 sub_8041364(void);
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bool8 sub_8041728(void);
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void b_clear_atk_up_if_hit_flag_unless_enraged(void);
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u8 AtkCanceller_UnableToUseMove(void);
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bool8 sub_80423F4(u8 bank, u8 r1, u8 r2);
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u8 CastformDataTypeChange(u8 bank);
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u8 AbilityBattleEffects(u8 caseID, u8 bank, u8 ability, u8 special, u16 moveArg);
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void b_call_bc_move_exec(const u8* BS_ptr);
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void b_push_move_exec(const u8* BS_ptr);
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u8 ItemBattleEffects(u8 caseID, u8 bank, bool8 moveTurn);
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void sub_8045868(u8 bank);
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void sub_80458B4(void);
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u8 GetMoveTarget(u16 move, u8 useMoveTarget);
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u8 IsPokeDisobedient(void);
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// rom_80A5C6C
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u8 GetBankSide(u8 bank);
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u8 GetBankIdentity(u8 bank);
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u8 GetBankByPlayerAI(u8 bank);
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// Move this somewhere else
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#include "sprite.h"
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struct BattleSpritesGfx
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6
include/calculate_base_damage.h
Normal file
6
include/calculate_base_damage.h
Normal file
@@ -0,0 +1,6 @@
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#ifndef GUARD_CALCULATE_BASE_DAMAGE_H
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#define GUARD_CALCULATE_BASE_DAMAGE_H
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s32 CalculateBaseDamage(struct BattlePokemon *attacker, struct BattlePokemon *defender, u32 move, u16 sideStatus, u16 powerOverride, u8 typeOverride, u8 bankAtk, u8 bankDef);
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#endif // GUARD_CALCULATE_BASE_DAMAGE_H
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