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Merge pull request #1888 from ghoulslash/be/contrary
Fix Contrary Animation
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commit
294fecd57c
@ -225,6 +225,7 @@
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// Cmd_statbuffchange
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#define STAT_BUFF_ALLOW_PTR (1 << 0) // If set, allow use of jumpptr. Set in every use of statbuffchange
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#define STAT_BUFF_NOT_PROTECT_AFFECTED (1 << 5)
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#define STAT_BUFF_UPDATE_MOVE_EFFECT (1 << 6)
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// stat change flags for Cmd_playstatchangeanimation
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#define STAT_CHANGE_NEGATIVE (1 << 0)
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@ -3071,7 +3071,7 @@ void SetMoveEffect(bool32 primary, u32 certain)
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if (NoAliveMonsForEitherParty()
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|| ChangeStatBuffs(SET_STAT_BUFF_VALUE(1),
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gBattleScripting.moveEffect - MOVE_EFFECT_ATK_PLUS_1 + 1,
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affectsUser, 0))
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affectsUser | STAT_BUFF_UPDATE_MOVE_EFFECT, 0))
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{
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gBattlescriptCurrInstr++;
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}
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@ -3096,7 +3096,7 @@ void SetMoveEffect(bool32 primary, u32 certain)
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if (ChangeStatBuffs(SET_STAT_BUFF_VALUE(1) | STAT_BUFF_NEGATIVE,
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gBattleScripting.moveEffect - MOVE_EFFECT_ATK_MINUS_1 + 1,
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flags, gBattlescriptCurrInstr + 1))
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flags | STAT_BUFF_UPDATE_MOVE_EFFECT, gBattlescriptCurrInstr + 1))
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{
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if (!mirrorArmorReflected)
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gBattlescriptCurrInstr++;
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@ -3119,7 +3119,7 @@ void SetMoveEffect(bool32 primary, u32 certain)
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if (NoAliveMonsForEitherParty()
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|| ChangeStatBuffs(SET_STAT_BUFF_VALUE(2),
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gBattleScripting.moveEffect - MOVE_EFFECT_ATK_PLUS_2 + 1,
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affectsUser, 0))
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affectsUser | STAT_BUFF_UPDATE_MOVE_EFFECT, 0))
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{
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gBattlescriptCurrInstr++;
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}
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@ -3143,7 +3143,7 @@ void SetMoveEffect(bool32 primary, u32 certain)
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flags |= STAT_BUFF_ALLOW_PTR;
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if (ChangeStatBuffs(SET_STAT_BUFF_VALUE(2) | STAT_BUFF_NEGATIVE,
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gBattleScripting.moveEffect - MOVE_EFFECT_ATK_MINUS_2 + 1,
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flags, gBattlescriptCurrInstr + 1))
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flags | STAT_BUFF_UPDATE_MOVE_EFFECT, gBattlescriptCurrInstr + 1))
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{
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if (!mirrorArmorReflected)
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gBattlescriptCurrInstr++;
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@ -9815,6 +9815,72 @@ static void Cmd_setdrainedhp(void)
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gBattlescriptCurrInstr++;
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}
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static u16 ReverseStatChangeMoveEffect(u16 moveEffect)
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{
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switch (moveEffect)
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{
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// +1
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case MOVE_EFFECT_ATK_PLUS_1:
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return MOVE_EFFECT_ATK_MINUS_1;
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case MOVE_EFFECT_DEF_PLUS_1:
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return MOVE_EFFECT_DEF_MINUS_1;
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case MOVE_EFFECT_SPD_PLUS_1:
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return MOVE_EFFECT_SPD_MINUS_1;
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case MOVE_EFFECT_SP_ATK_PLUS_1:
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return MOVE_EFFECT_SP_ATK_MINUS_1;
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case MOVE_EFFECT_SP_DEF_PLUS_1:
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return MOVE_EFFECT_SP_DEF_MINUS_1;
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case MOVE_EFFECT_ACC_PLUS_1:
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return MOVE_EFFECT_ACC_MINUS_1;
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case MOVE_EFFECT_EVS_PLUS_1:
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return MOVE_EFFECT_EVS_MINUS_1;
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// -1
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case MOVE_EFFECT_ATK_MINUS_1:
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return MOVE_EFFECT_ATK_PLUS_1;
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case MOVE_EFFECT_DEF_MINUS_1:
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return MOVE_EFFECT_DEF_PLUS_1;
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case MOVE_EFFECT_SPD_MINUS_1:
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return MOVE_EFFECT_SPD_PLUS_1;
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case MOVE_EFFECT_SP_ATK_MINUS_1:
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return MOVE_EFFECT_SP_ATK_PLUS_1;
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case MOVE_EFFECT_SP_DEF_MINUS_1:
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return MOVE_EFFECT_SP_DEF_PLUS_1;
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case MOVE_EFFECT_ACC_MINUS_1:
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return MOVE_EFFECT_ACC_PLUS_1;
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case MOVE_EFFECT_EVS_MINUS_1:
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// +2
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case MOVE_EFFECT_ATK_PLUS_2:
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return MOVE_EFFECT_ATK_MINUS_2;
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case MOVE_EFFECT_DEF_PLUS_2:
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return MOVE_EFFECT_DEF_MINUS_2;
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case MOVE_EFFECT_SPD_PLUS_2:
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return MOVE_EFFECT_SPD_MINUS_2;
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case MOVE_EFFECT_SP_ATK_PLUS_2:
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return MOVE_EFFECT_SP_ATK_MINUS_2;
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case MOVE_EFFECT_SP_DEF_PLUS_2:
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return MOVE_EFFECT_SP_DEF_MINUS_2;
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case MOVE_EFFECT_ACC_PLUS_2:
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return MOVE_EFFECT_ACC_MINUS_2;
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case MOVE_EFFECT_EVS_PLUS_2:
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return MOVE_EFFECT_EVS_MINUS_2;
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// -2
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case MOVE_EFFECT_ATK_MINUS_2:
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return MOVE_EFFECT_ATK_PLUS_2;
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case MOVE_EFFECT_DEF_MINUS_2:
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return MOVE_EFFECT_DEF_PLUS_2;
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case MOVE_EFFECT_SPD_MINUS_2:
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return MOVE_EFFECT_SPD_PLUS_2;
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case MOVE_EFFECT_SP_ATK_MINUS_2:
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return MOVE_EFFECT_SP_ATK_PLUS_2;
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case MOVE_EFFECT_SP_DEF_MINUS_2:
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return MOVE_EFFECT_SP_DEF_PLUS_2;
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case MOVE_EFFECT_ACC_MINUS_2:
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return MOVE_EFFECT_ACC_PLUS_2;
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case MOVE_EFFECT_EVS_MINUS_2:
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return MOVE_EFFECT_EVS_PLUS_2;
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}
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}
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static u32 ChangeStatBuffs(s8 statValue, u32 statId, u32 flags, const u8 *BS_ptr)
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{
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bool32 certain = FALSE;
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@ -9843,6 +9909,11 @@ static u32 ChangeStatBuffs(s8 statValue, u32 statId, u32 flags, const u8 *BS_ptr
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{
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statValue ^= STAT_BUFF_NEGATIVE;
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gBattleScripting.statChanger ^= STAT_BUFF_NEGATIVE;
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if (flags & STAT_BUFF_UPDATE_MOVE_EFFECT)
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{
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flags &= ~(STAT_BUFF_UPDATE_MOVE_EFFECT);
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gBattleScripting.moveEffect = ReverseStatChangeMoveEffect(gBattleScripting.moveEffect);
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}
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}
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else if (GetBattlerAbility(gActiveBattler) == ABILITY_SIMPLE)
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{
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