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utility umbrella effect
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@ -1768,6 +1768,12 @@
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.macro tryactivategrimneigh, battler:req
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various \battler, VARIOUS_TRY_ACTIVATE_GRIM_NEIGH
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.endm
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.macro jumpifweatheraffected battler:req, weather:req, ptr:req
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various \battler, VARIOUS_JUMP_IF_WEATHER_AFFECTED
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.4byte \weather
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.4byte \ptr
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.endm
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@ helpful macros
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.macro setstatchanger stat:req, stages:req, down:req
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@ -1288,7 +1288,7 @@ BattleScript_GrowthDoMoveAnim::
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waitanimation
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setbyte sSTAT_ANIM_PLAYED, FALSE
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playstatchangeanimation BS_ATTACKER, BIT_ATK | BIT_SPATK, 0
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jumpifhalfword CMP_COMMON_BITS, gBattleWeather, WEATHER_SUN_ANY, BattleScript_GrowthAtk2
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jumpifweatheraffected BS_ATTACKER, WEATHER_SUN_ANY, BattleScript_GrowthAtk2
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setstatchanger STAT_ATK, 1, FALSE
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goto BattleScript_GrowthAtk
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BattleScript_GrowthAtk2:
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@ -1299,7 +1299,7 @@ BattleScript_GrowthAtk:
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printfromtable gStatUpStringIds
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waitmessage B_WAIT_TIME_LONG
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BattleScript_GrowthTrySpAtk::
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jumpifhalfword CMP_COMMON_BITS, gBattleWeather, WEATHER_SUN_ANY, BattleScript_GrowthSpAtk2
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jumpifweatheraffected BS_ATTACKER, WEATHER_SUN_ANY, BattleScript_GrowthSpAtk2
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setstatchanger STAT_SPATK, 1, FALSE
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goto BattleScript_GrowthSpAtk
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BattleScript_GrowthSpAtk2:
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@ -4015,9 +4015,7 @@ BattleScript_EffectGust::
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goto BattleScript_EffectHit
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BattleScript_EffectSolarbeam::
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jumpifabilitypresent ABILITY_CLOUD_NINE, BattleScript_SolarbeamDecideTurn
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jumpifabilitypresent ABILITY_AIR_LOCK, BattleScript_SolarbeamDecideTurn
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jumpifhalfword CMP_COMMON_BITS, gBattleWeather, WEATHER_SUN_TEMPORARY | WEATHER_SUN_PERMANENT, BattleScript_SolarbeamOnFirstTurn
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jumpifweatheraffected BS_ATTACKER, WEATHER_SUN_ANY, BattleScript_SolarbeamOnFirstTurn
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BattleScript_SolarbeamDecideTurn::
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jumpifstatus2 BS_ATTACKER, STATUS2_MULTIPLETURNS, BattleScript_TwoTurnMovesSecondTurn
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jumpifword CMP_COMMON_BITS, gHitMarker, HITMARKER_NO_ATTACKSTRING, BattleScript_TwoTurnMovesSecondTurn
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@ -138,6 +138,7 @@ bool32 IsTelekinesisBannedSpecies(u16 species);
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bool32 IsHealBlockPreventingMove(u32 battler, u32 move);
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bool32 IsThawingMove(u8 battlerId, u16 move);
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bool32 HasEnoughHpToEatBerry(u32 battlerId, u32 hpFraction, u32 itemId);
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bool32 IsBattlerWeatherAffected(u8 battlerId, u32 weatherFlags);
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// ability checks
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bool32 IsRolePlayBannedAbilityAtk(u16 ability);
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@ -173,6 +173,7 @@
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#define VARIOUS_DESTROY_ABILITY_POPUP 102
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#define VARIOUS_TOTEM_BOOST 103
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#define VARIOUS_TRY_ACTIVATE_GRIM_NEIGH 104
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#define VARIOUS_JUMP_IF_WEATHER_AFFECTED 105
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// Cmd_manipulatedamage
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#define DMG_CHANGE_SIGN 0
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@ -4229,9 +4229,9 @@ u32 GetBattlerTotalSpeedStat(u8 battlerId)
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// weather abilities
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if (WEATHER_HAS_EFFECT)
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{
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if (ability == ABILITY_SWIFT_SWIM && gBattleWeather & WEATHER_RAIN_ANY)
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if (ability == ABILITY_SWIFT_SWIM && holdEffect != HOLD_EFFECT_UTILITY_UMBRELLA && gBattleWeather & WEATHER_RAIN_ANY)
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speed *= 2;
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else if (ability == ABILITY_CHLOROPHYLL && gBattleWeather & WEATHER_SUN_ANY)
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else if (ability == ABILITY_CHLOROPHYLL && holdEffect != HOLD_EFFECT_UTILITY_UMBRELLA && gBattleWeather & WEATHER_SUN_ANY)
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speed *= 2;
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else if (ability == ABILITY_SAND_RUSH && gBattleWeather & WEATHER_SANDSTORM_ANY)
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speed *= 2;
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@ -5002,6 +5002,7 @@ void RunBattleScriptCommands(void)
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void SetTypeBeforeUsingMove(u16 move, u8 battlerAtk)
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{
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u32 moveType, ateType, attackerAbility;
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u16 holdEffect = GetBattlerHoldEffect(battlerAtk, TRUE);
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if (move == MOVE_STRUGGLE)
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return;
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@ -5014,11 +5015,11 @@ void SetTypeBeforeUsingMove(u16 move, u8 battlerAtk)
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{
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if (WEATHER_HAS_EFFECT)
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{
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if (gBattleWeather & WEATHER_RAIN_ANY)
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if (gBattleWeather & WEATHER_RAIN_ANY && holdEffect != HOLD_EFFECT_UTILITY_UMBRELLA)
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gBattleStruct->dynamicMoveType = TYPE_WATER | 0x80;
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else if (gBattleWeather & WEATHER_SANDSTORM_ANY)
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gBattleStruct->dynamicMoveType = TYPE_ROCK | 0x80;
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else if (gBattleWeather & WEATHER_SUN_ANY)
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else if (gBattleWeather & WEATHER_SUN_ANY && holdEffect != HOLD_EFFECT_UTILITY_UMBRELLA)
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gBattleStruct->dynamicMoveType = TYPE_FIRE | 0x80;
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else if (gBattleWeather & WEATHER_HAIL_ANY)
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gBattleStruct->dynamicMoveType = TYPE_ICE | 0x80;
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@ -5042,7 +5043,7 @@ void SetTypeBeforeUsingMove(u16 move, u8 battlerAtk)
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}
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else if (gBattleMoves[move].effect == EFFECT_CHANGE_TYPE_ON_ITEM)
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{
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if (GetBattlerHoldEffect(battlerAtk, TRUE) == gBattleMoves[move].argument)
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if (holdEffect == gBattleMoves[move].argument)
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gBattleStruct->dynamicMoveType = ItemId_GetSecondaryId(gBattleMons[battlerAtk].item) | 0x80;
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}
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else if (gBattleMoves[move].effect == EFFECT_REVELATION_DANCE)
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@ -5098,7 +5099,7 @@ void SetTypeBeforeUsingMove(u16 move, u8 battlerAtk)
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// Check if a gem should activate.
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GET_MOVE_TYPE(move, moveType);
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if (GetBattlerHoldEffect(battlerAtk, TRUE) == HOLD_EFFECT_GEMS
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if (holdEffect == HOLD_EFFECT_GEMS
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&& moveType == ItemId_GetSecondaryId(gBattleMons[battlerAtk].item))
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{
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gSpecialStatuses[battlerAtk].gemParam = GetBattlerHoldEffectParam(battlerAtk);
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@ -1474,13 +1474,13 @@ static bool32 AccuracyCalcHelper(u16 move)
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return TRUE;
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}
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if ((WEATHER_HAS_EFFECT &&
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(((gBattleWeather & WEATHER_RAIN_ANY) && (gBattleMoves[move].effect == EFFECT_THUNDER || gBattleMoves[move].effect == EFFECT_HURRICANE))
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|| (((gBattleWeather & WEATHER_HAIL_ANY) && move == MOVE_BLIZZARD))))
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|| (gBattleMoves[move].effect == EFFECT_VITAL_THROW)
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|| (gBattleMoves[move].accuracy == 0)
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|| ((B_MINIMIZE_DMG_ACC >= GEN_6) && (gStatuses3[gBattlerTarget] & STATUS3_MINIMIZED) && (gBattleMoves[move].flags & FLAG_DMG_MINIMIZE)))
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if (gBattleMoves[move].effect == EFFECT_VITAL_THROW
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|| gBattleMoves[move].accuracy == 0
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|| ((B_MINIMIZE_DMG_ACC >= GEN_6) && (gStatuses3[gBattlerTarget] & STATUS3_MINIMIZED) && (gBattleMoves[move].flags & FLAG_DMG_MINIMIZE))
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|| (IsBattlerWeatherAffected(gBattlerTarget, WEATHER_RAIN_ANY) && (gBattleMoves[move].effect == EFFECT_THUNDER || gBattleMoves[move].effect == EFFECT_HURRICANE))
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|| (gBattleWeather & WEATHER_HAIL_ANY && move == MOVE_BLIZZARD))
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{
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// thunder/hurricane ignore acc checks in rain unless target is holding utility umbrella
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JumpIfMoveFailed(7, move);
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return TRUE;
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}
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@ -1523,8 +1523,8 @@ u32 GetTotalAccuracy(u32 battlerAtk, u32 battlerDef, u32 move)
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moveAcc = gBattleMoves[move].accuracy;
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// Check Thunder and Hurricane on sunny weather.
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if (WEATHER_HAS_EFFECT && gBattleWeather & WEATHER_SUN_ANY
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&& (gBattleMoves[move].effect == EFFECT_THUNDER || gBattleMoves[move].effect == EFFECT_HURRICANE))
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if (IsBattlerWeatherAffected(battlerDef, WEATHER_SUN_ANY)
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&& (gBattleMoves[move].effect == EFFECT_THUNDER || gBattleMoves[move].effect == EFFECT_HURRICANE))
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moveAcc = 50;
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// Check Wonder Skin.
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if (defAbility == ABILITY_WONDER_SKIN && gBattleMoves[move].power == 0)
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@ -2552,7 +2552,7 @@ void SetMoveEffect(bool32 primary, u32 certain)
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statusChanged = TRUE;
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break;
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case STATUS1_FREEZE:
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if (WEATHER_HAS_EFFECT && gBattleWeather & WEATHER_SUN_ANY)
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if (IsBattlerWeatherAffected(gEffectBattler, WEATHER_SUN_ANY))
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noSunCanFreeze = FALSE;
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if (IS_BATTLER_OF_TYPE(gEffectBattler, TYPE_ICE))
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break;
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@ -7056,7 +7056,7 @@ u32 IsFlowerVeilProtected(u32 battler)
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u32 IsLeafGuardProtected(u32 battler)
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{
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if (WEATHER_HAS_EFFECT && (gBattleWeather & WEATHER_SUN_ANY))
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if (IsBattlerWeatherAffected(battler, WEATHER_SUN_ANY))
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return GetBattlerAbility(battler) == ABILITY_LEAF_GUARD;
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else
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return 0;
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@ -8349,6 +8349,15 @@ static void Cmd_various(void)
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gBattlescriptCurrInstr += 7; // exit if loop failed (failsafe)
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}
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return;
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case VARIOUS_JUMP_IF_WEATHER_AFFECTED:
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{
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u32 weatherFlags = T1_READ_32(gBattlescriptCurrInstr + 3);
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if (IsBattlerWeatherAffected(gActiveBattler, weatherFlags))
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gBattlescriptCurrInstr = T1_READ_PTR(gBattlescriptCurrInstr + 7);
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else
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gBattlescriptCurrInstr += 11;
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}
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return;
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}
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gBattlescriptCurrInstr += 3;
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@ -10154,11 +10163,12 @@ static bool8 IsTwoTurnsMove(u16 move)
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return FALSE;
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}
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// unused
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static u8 AttacksThisTurn(u8 battlerId, u16 move) // Note: returns 1 if it's a charging turn, otherwise 2
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{
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// first argument is unused
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if (gBattleMoves[move].effect == EFFECT_SOLARBEAM
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&& (gBattleWeather & WEATHER_SUN_ANY))
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&& IsBattlerWeatherAffected(battlerId, WEATHER_SUN_ANY))
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return 2;
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if (gBattleMoves[move].effect == EFFECT_SKULL_BASH
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@ -10816,7 +10826,7 @@ static void Cmd_recoverbasedonsunlight(void)
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{
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if (!(gBattleWeather & WEATHER_ANY) || !WEATHER_HAS_EFFECT)
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gBattleMoveDamage = gBattleMons[gBattlerAttacker].maxHP / 2;
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else if (gBattleWeather & WEATHER_SUN_ANY)
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else if (IsBattlerWeatherAffected(gBattlerAttacker, WEATHER_SUN_ANY))
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gBattleMoveDamage = 20 * gBattleMons[gBattlerAttacker].maxHP / 30;
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else // not sunny weather
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gBattleMoveDamage = gBattleMons[gBattlerAttacker].maxHP / 4;
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@ -3608,7 +3608,8 @@ u8 TryWeatherFormChange(u8 battler)
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{
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u8 ret = 0;
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bool32 weatherEffect = WEATHER_HAS_EFFECT;
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u16 holdEffect = GetBattlerHoldEffect(battler, TRUE);
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if (gBattleMons[battler].species == SPECIES_CASTFORM)
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{
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if (gBattleMons[battler].ability != ABILITY_FORECAST || gBattleMons[battler].hp == 0)
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@ -3624,17 +3625,17 @@ u8 TryWeatherFormChange(u8 battler)
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{
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ret = 0;
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}
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else if (!(gBattleWeather & (WEATHER_RAIN_ANY | WEATHER_SUN_ANY | WEATHER_HAIL_ANY)) && !IS_BATTLER_OF_TYPE(battler, TYPE_NORMAL))
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else if (holdEffect == HOLD_EFFECT_UTILITY_UMBRELLA || (!(gBattleWeather & (WEATHER_RAIN_ANY | WEATHER_SUN_ANY | WEATHER_HAIL_ANY)) && !IS_BATTLER_OF_TYPE(battler, TYPE_NORMAL)))
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{
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SET_BATTLER_TYPE(battler, TYPE_NORMAL);
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ret = 1;
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}
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else if (gBattleWeather & WEATHER_SUN_ANY && !IS_BATTLER_OF_TYPE(battler, TYPE_FIRE))
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else if (gBattleWeather & WEATHER_SUN_ANY && holdEffect != HOLD_EFFECT_UTILITY_UMBRELLA && !IS_BATTLER_OF_TYPE(battler, TYPE_FIRE))
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{
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SET_BATTLER_TYPE(battler, TYPE_FIRE);
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ret = 2;
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}
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else if (gBattleWeather & WEATHER_RAIN_ANY && !IS_BATTLER_OF_TYPE(battler, TYPE_WATER))
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else if (gBattleWeather & WEATHER_RAIN_ANY && holdEffect != HOLD_EFFECT_UTILITY_UMBRELLA && !IS_BATTLER_OF_TYPE(battler, TYPE_WATER))
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{
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SET_BATTLER_TYPE(battler, TYPE_WATER);
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ret = 3;
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@ -3649,9 +3650,9 @@ u8 TryWeatherFormChange(u8 battler)
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{
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if (gBattleMons[battler].ability != ABILITY_FLOWER_GIFT || gBattleMons[battler].hp == 0)
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ret = 0;
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else if (gBattleMonForms[battler] == 0 && weatherEffect && gBattleWeather & WEATHER_SUN_ANY)
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else if (gBattleMonForms[battler] == 0 && weatherEffect && holdEffect != HOLD_EFFECT_UTILITY_UMBRELLA && gBattleWeather & WEATHER_SUN_ANY)
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ret = 2;
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else if (gBattleMonForms[battler] != 0 && (!weatherEffect || !(gBattleWeather & WEATHER_SUN_ANY)))
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else if (gBattleMonForms[battler] != 0 && (!weatherEffect || holdEffect != HOLD_EFFECT_UTILITY_UMBRELLA || !(gBattleWeather & WEATHER_SUN_ANY)))
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ret = 1;
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}
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@ -4258,7 +4259,7 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u16 ability, u8 special, u16 move
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switch (gLastUsedAbility)
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{
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case ABILITY_HARVEST:
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if (((WEATHER_HAS_EFFECT && gBattleWeather & WEATHER_SUN_ANY) || Random() % 2 == 0)
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if ((IsBattlerWeatherAffected(battler, WEATHER_SUN_ANY) || Random() % 2 == 0)
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&& gBattleMons[battler].item == ITEM_NONE
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&& gBattleStruct->changedItems[battler] == ITEM_NONE
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&& ItemId_GetPocket(gBattleStruct->usedHeldItems[battler]) == POCKET_BERRIES)
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@ -4270,12 +4271,11 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u16 ability, u8 special, u16 move
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}
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break;
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case ABILITY_DRY_SKIN:
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if (gBattleWeather & WEATHER_SUN_ANY)
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if (IsBattlerWeatherAffected(battler, WEATHER_SUN_ANY))
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goto SOLAR_POWER_HP_DROP;
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// Dry Skin works similarly to Rain Dish in Rain
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case ABILITY_RAIN_DISH:
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if (WEATHER_HAS_EFFECT
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&& (gBattleWeather & WEATHER_RAIN_ANY)
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if (IsBattlerWeatherAffected(battler, WEATHER_RAIN_ANY)
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&& !BATTLER_MAX_HP(battler)
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&& !(gStatuses3[battler] & STATUS3_HEAL_BLOCK))
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{
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@ -4288,8 +4288,7 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u16 ability, u8 special, u16 move
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}
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break;
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case ABILITY_HYDRATION:
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if (WEATHER_HAS_EFFECT
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&& (gBattleWeather & WEATHER_RAIN_ANY)
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if (IsBattlerWeatherAffected(battler, WEATHER_RAIN_ANY)
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&& gBattleMons[battler].status1 & STATUS1_ANY)
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{
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goto ABILITY_HEAL_MON_STATUS;
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@ -4384,7 +4383,7 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u16 ability, u8 special, u16 move
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break;
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SOLAR_POWER_HP_DROP:
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case ABILITY_SOLAR_POWER:
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if (WEATHER_HAS_EFFECT && gBattleWeather & WEATHER_SUN_ANY)
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if (IsBattlerWeatherAffected(battler, WEATHER_SUN_ANY))
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{
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BattleScriptPushCursorAndCallback(BattleScript_SolarPowerActivates);
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gBattleMoveDamage = gBattleMons[battler].maxHP / 8;
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@ -7467,7 +7466,7 @@ static u32 CalcMoveBasePowerAfterModifiers(u16 move, u8 battlerAtk, u8 battlerDe
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// todo
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break;
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case EFFECT_SOLARBEAM:
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if (WEATHER_HAS_EFFECT && gBattleWeather & (WEATHER_HAIL_ANY | WEATHER_SANDSTORM_ANY | WEATHER_RAIN_ANY))
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if (IsBattlerWeatherAffected(battlerAtk, (WEATHER_HAIL_ANY | WEATHER_SANDSTORM_ANY | WEATHER_RAIN_ANY)))
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MulModifier(&modifier, UQ_4_12(0.5));
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break;
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case EFFECT_STOMPING_TANTRUM:
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@ -7564,7 +7563,7 @@ static u32 CalcAttackStat(u16 move, u8 battlerAtk, u8 battlerDef, u8 moveType, b
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MulModifier(&modifier, UQ_4_12(0.5));
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break;
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case ABILITY_SOLAR_POWER:
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if (IS_MOVE_SPECIAL(move) && WEATHER_HAS_EFFECT && gBattleWeather & WEATHER_SUN_ANY)
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if (IS_MOVE_SPECIAL(move) && IsBattlerWeatherAffected(battlerAtk, WEATHER_SUN_ANY))
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MulModifier(&modifier, UQ_4_12(1.5));
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break;
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case ABILITY_DEFEATIST:
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@ -7601,7 +7600,7 @@ static u32 CalcAttackStat(u16 move, u8 battlerAtk, u8 battlerDef, u8 moveType, b
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}
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break;
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case ABILITY_FLOWER_GIFT:
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if (gBattleMons[battlerAtk].species == SPECIES_CHERRIM && WEATHER_HAS_EFFECT && (gBattleWeather & WEATHER_SUN_ANY) && IS_MOVE_PHYSICAL(move))
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if (gBattleMons[battlerAtk].species == SPECIES_CHERRIM && IsBattlerWeatherAffected(battlerAtk, WEATHER_SUN_ANY) && IS_MOVE_PHYSICAL(move))
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MulModifier(&modifier, UQ_4_12(1.5));
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break;
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case ABILITY_HUSTLE:
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@ -7641,7 +7640,7 @@ static u32 CalcAttackStat(u16 move, u8 battlerAtk, u8 battlerDef, u8 moveType, b
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switch (GetBattlerAbility(BATTLE_PARTNER(battlerAtk)))
|
||||
{
|
||||
case ABILITY_FLOWER_GIFT:
|
||||
if (gBattleMons[BATTLE_PARTNER(battlerAtk)].species == SPECIES_CHERRIM && IS_MOVE_PHYSICAL(move))
|
||||
if (gBattleMons[BATTLE_PARTNER(battlerAtk)].species == SPECIES_CHERRIM && IsBattlerWeatherAffected(BATTLE_PARTNER(battlerAtk), WEATHER_SUN_ANY) && IS_MOVE_PHYSICAL(move))
|
||||
MulModifier(&modifier, UQ_4_12(1.5));
|
||||
break;
|
||||
}
|
||||
@ -7771,7 +7770,7 @@ static u32 CalcDefenseStat(u16 move, u8 battlerAtk, u8 battlerDef, u8 moveType,
|
||||
}
|
||||
break;
|
||||
case ABILITY_FLOWER_GIFT:
|
||||
if (gBattleMons[battlerDef].species == SPECIES_CHERRIM && WEATHER_HAS_EFFECT && gBattleWeather & WEATHER_SUN_ANY && !usesDefStat)
|
||||
if (gBattleMons[battlerDef].species == SPECIES_CHERRIM && IsBattlerWeatherAffected(battlerDef, WEATHER_SUN_ANY) && !usesDefStat)
|
||||
MulModifier(&modifier, UQ_4_12(1.5));
|
||||
break;
|
||||
case ABILITY_PUNK_ROCK:
|
||||
@ -7786,7 +7785,7 @@ static u32 CalcDefenseStat(u16 move, u8 battlerAtk, u8 battlerDef, u8 moveType,
|
||||
switch (GetBattlerAbility(BATTLE_PARTNER(battlerDef)))
|
||||
{
|
||||
case ABILITY_FLOWER_GIFT:
|
||||
if (gBattleMons[BATTLE_PARTNER(battlerDef)].species == SPECIES_CHERRIM && !usesDefStat)
|
||||
if (gBattleMons[BATTLE_PARTNER(battlerDef)].species == SPECIES_CHERRIM && IsBattlerWeatherAffected(BATTLE_PARTNER(battlerDef), WEATHER_SUN_ANY) && !usesDefStat)
|
||||
MulModifier(&modifier, UQ_4_12(1.5));
|
||||
break;
|
||||
}
|
||||
@ -7852,14 +7851,14 @@ static u32 CalcFinalDmg(u32 dmg, u16 move, u8 battlerAtk, u8 battlerDef, u8 move
|
||||
dmg = ApplyModifier(UQ_4_12(0.5), dmg);
|
||||
|
||||
// check sunny/rain weather
|
||||
if (WEATHER_HAS_EFFECT && gBattleWeather & WEATHER_RAIN_ANY)
|
||||
if (IsBattlerWeatherAffected(battlerAtk, WEATHER_RAIN_ANY))
|
||||
{
|
||||
if (moveType == TYPE_FIRE)
|
||||
dmg = ApplyModifier(UQ_4_12(0.5), dmg);
|
||||
else if (moveType == TYPE_WATER)
|
||||
dmg = ApplyModifier(UQ_4_12(1.5), dmg);
|
||||
}
|
||||
else if (WEATHER_HAS_EFFECT && gBattleWeather & WEATHER_SUN_ANY)
|
||||
else if (IsBattlerWeatherAffected(battlerAtk, WEATHER_SUN_ANY))
|
||||
{
|
||||
if (moveType == TYPE_FIRE)
|
||||
dmg = ApplyModifier(UQ_4_12(1.5), dmg);
|
||||
@ -8657,3 +8656,19 @@ bool32 IsEntrainmentTargetOrSimpleBeamBannedAbility(u16 ability)
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
bool32 IsBattlerWeatherAffected(u8 battlerId, u32 weatherFlags)
|
||||
{
|
||||
if (!WEATHER_HAS_EFFECT)
|
||||
return FALSE;
|
||||
|
||||
if (gBattleWeather & weatherFlags)
|
||||
{
|
||||
// given weather is active -> check if its sun, rain against utility umbrella ( since only 1 weather can be active at once)
|
||||
if (gBattleWeather & (WEATHER_SUN_ANY | WEATHER_RAIN_ANY) && GetBattlerHoldEffect(battlerId, TRUE) == HOLD_EFFECT_UTILITY_UMBRELLA)
|
||||
return FALSE; // utility umbrella blocks sun, rain effects
|
||||
|
||||
return TRUE;
|
||||
}
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user