Extra review changes

-Foolproofed the ability checks in ABILITYEFFECT_ON_WEATHER and ABILITYEFFECT_ON_TERRAIN
-Made BattleScript_OverworldWeatherStarts and BattleScript_OverworldTerrain call the battle scripts that handle weather form changes, weather abilities, terrain seeds and terrain abilities.
-Consequentially, I removed the activation for weather and terrain abilities that I added to TryDoEventsBeforeFirstTurn, and the activation of Protosynthesis in ABILITYEFFECT_ON_SWITCHIN.
-Added a weatherAbilityDone to prevent abilities that lack self-checks like Protosynthesis from getting stuck in a loop.
-Removed now pointless ABILITYEFFECT_WEATHER_FORM. I think Duke/Sneed69 added it to fix Castform's form change, but it no longer serves a purpose.
This commit is contained in:
LOuroboros 2023-01-09 13:41:48 -03:00
parent 91b2e1bb50
commit 620a6a5e90
6 changed files with 20 additions and 54 deletions

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@ -6708,12 +6708,14 @@ BattleScript_OverworldWeatherStarts::
printfromtable gWeatherStartsStringIds printfromtable gWeatherStartsStringIds
waitmessage B_WAIT_TIME_LONG waitmessage B_WAIT_TIME_LONG
playanimation_var BS_ATTACKER, sB_ANIM_ARG1 playanimation_var BS_ATTACKER, sB_ANIM_ARG1
call BattleScript_WeatherFormChanges
end3 end3
BattleScript_OverworldTerrain:: BattleScript_OverworldTerrain::
printfromtable gTerrainStringIds printfromtable gTerrainStringIds
waitmessage B_WAIT_TIME_LONG waitmessage B_WAIT_TIME_LONG
playanimation BS_SCRIPTING, B_ANIM_RESTORE_BG playanimation BS_SCRIPTING, B_ANIM_RESTORE_BG
call BattleScript_TerrainSeedLoop
end3 end3
BattleScript_SideStatusWoreOff:: BattleScript_SideStatusWoreOff::

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@ -192,6 +192,7 @@ struct SpecialStatus
u8 dancerUsedMove:1; u8 dancerUsedMove:1;
u8 dancerOriginalTarget:3; u8 dancerOriginalTarget:3;
// End of byte // End of byte
u8 weatherAbilityDone:1;
u8 terrainAbilityDone:1; u8 terrainAbilityDone:1;
}; };

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@ -26,16 +26,15 @@
#define ABILITYEFFECT_MOVE_END_ATTACKER 4 #define ABILITYEFFECT_MOVE_END_ATTACKER 4
#define ABILITYEFFECT_MOVE_END 5 #define ABILITYEFFECT_MOVE_END 5
#define ABILITYEFFECT_IMMUNITY 6 #define ABILITYEFFECT_IMMUNITY 6
#define ABILITYEFFECT_WEATHER_FORM 7 #define ABILITYEFFECT_SYNCHRONIZE 7
#define ABILITYEFFECT_SYNCHRONIZE 8 #define ABILITYEFFECT_ATK_SYNCHRONIZE 8
#define ABILITYEFFECT_ATK_SYNCHRONIZE 9 #define ABILITYEFFECT_TRACE1 9
#define ABILITYEFFECT_TRACE1 10 #define ABILITYEFFECT_TRACE2 10
#define ABILITYEFFECT_TRACE2 11 #define ABILITYEFFECT_MOVE_END_OTHER 11
#define ABILITYEFFECT_MOVE_END_OTHER 12 #define ABILITYEFFECT_NEUTRALIZINGGAS 12
#define ABILITYEFFECT_NEUTRALIZINGGAS 13 #define ABILITYEFFECT_FIELD_SPORT 13 // Only used if B_SPORT_TURNS < GEN_6
#define ABILITYEFFECT_FIELD_SPORT 14 // Only used if B_SPORT_TURNS < GEN_6 #define ABILITYEFFECT_ON_WEATHER 14
#define ABILITYEFFECT_ON_WEATHER 15 #define ABILITYEFFECT_ON_TERRAIN 15
#define ABILITYEFFECT_ON_TERRAIN 16
// Special cases // Special cases
#define ABILITYEFFECT_MUD_SPORT 252 // Only used if B_SPORT_TURNS < GEN_6 #define ABILITYEFFECT_MUD_SPORT 252 // Only used if B_SPORT_TURNS < GEN_6
#define ABILITYEFFECT_WATER_SPORT 253 // Only used if B_SPORT_TURNS < GEN_6 #define ABILITYEFFECT_WATER_SPORT 253 // Only used if B_SPORT_TURNS < GEN_6

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@ -3720,10 +3720,6 @@ static void TryDoEventsBeforeFirstTurn(void)
gBattlerAttacker = gBattlerByTurnOrder[gBattleStruct->switchInAbilitiesCounter++]; gBattlerAttacker = gBattlerByTurnOrder[gBattleStruct->switchInAbilitiesCounter++];
if (AbilityBattleEffects(ABILITYEFFECT_ON_SWITCHIN, gBattlerAttacker, 0, 0, 0) != 0) if (AbilityBattleEffects(ABILITYEFFECT_ON_SWITCHIN, gBattlerAttacker, 0, 0, 0) != 0)
return; return;
if (gBattleWeather & B_WEATHER_ANY && WEATHER_HAS_EFFECT && AbilityBattleEffects(ABILITYEFFECT_ON_WEATHER, gActiveBattler, 0, 0, 0) != 0)
return;
if (gFieldStatuses & STATUS_FIELD_TERRAIN_ANY && AbilityBattleEffects(ABILITYEFFECT_ON_TERRAIN, gActiveBattler, 0, 0, 0) != 0)
return;
} }
if (AbilityBattleEffects(ABILITYEFFECT_TRACE1, 0, 0, 0, 0) != 0) if (AbilityBattleEffects(ABILITYEFFECT_TRACE1, 0, 0, 0, 0) != 0)
return; return;

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@ -6788,8 +6788,7 @@ static void Cmd_switchineffects(void)
|| (gBattleWeather & B_WEATHER_ANY && WEATHER_HAS_EFFECT && AbilityBattleEffects(ABILITYEFFECT_ON_WEATHER, gActiveBattler, 0, 0, 0)) || (gBattleWeather & B_WEATHER_ANY && WEATHER_HAS_EFFECT && AbilityBattleEffects(ABILITYEFFECT_ON_WEATHER, gActiveBattler, 0, 0, 0))
|| (gFieldStatuses & STATUS_FIELD_TERRAIN_ANY && AbilityBattleEffects(ABILITYEFFECT_ON_TERRAIN, gActiveBattler, 0, 0, 0)) || (gFieldStatuses & STATUS_FIELD_TERRAIN_ANY && AbilityBattleEffects(ABILITYEFFECT_ON_TERRAIN, gActiveBattler, 0, 0, 0))
|| ItemBattleEffects(ITEMEFFECT_ON_SWITCH_IN, gActiveBattler, FALSE) || ItemBattleEffects(ITEMEFFECT_ON_SWITCH_IN, gActiveBattler, FALSE)
|| AbilityBattleEffects(ABILITYEFFECT_TRACE2, 0, 0, 0, 0) || AbilityBattleEffects(ABILITYEFFECT_TRACE2, 0, 0, 0, 0))
|| AbilityBattleEffects(ABILITYEFFECT_WEATHER_FORM, 0, 0, 0, 0))
return; return;
gSideStatuses[GetBattlerSide(gActiveBattler)] &= ~(SIDE_STATUS_SPIKES_DAMAGED | SIDE_STATUS_TOXIC_SPIKES_DAMAGED | SIDE_STATUS_STEALTH_ROCK_DAMAGED | SIDE_STATUS_STICKY_WEB_DAMAGED); gSideStatuses[GetBattlerSide(gActiveBattler)] &= ~(SIDE_STATUS_SPIKES_DAMAGED | SIDE_STATUS_TOXIC_SPIKES_DAMAGED | SIDE_STATUS_STEALTH_ROCK_DAMAGED | SIDE_STATUS_STICKY_WEB_DAMAGED);

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@ -2556,7 +2556,7 @@ u8 DoFieldEndTurnEffects(void)
gBattleStruct->turnCountersTracker++; gBattleStruct->turnCountersTracker++;
break; break;
case ENDTURN_WEATHER_FORM: case ENDTURN_WEATHER_FORM:
AbilityBattleEffects(ABILITYEFFECT_WEATHER_FORM, 0, 0, 0, 0); AbilityBattleEffects(ABILITYEFFECT_ON_WEATHER, 0, 0, 0, 0);
gBattleStruct->turnCountersTracker++; gBattleStruct->turnCountersTracker++;
break; break;
case ENDTURN_STATUS_HEAL: case ENDTURN_STATUS_HEAL:
@ -4815,15 +4815,6 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u16 ability, u8 special, u16 move
effect++; effect++;
} }
break; break;
case ABILITY_PROTOSYNTHESIS:
if (!gSpecialStatuses[battler].switchInAbilityDone && gBattleWeather & B_WEATHER_SUN)
{
gSpecialStatuses[battler].switchInAbilityDone = TRUE;
PREPARE_STAT_BUFFER(gBattleTextBuff1, GetHighestStatId(battler));
BattleScriptPushCursorAndCallback(BattleScript_ProtosynthesisActivates);
effect++;
}
break;
case ABILITY_VESSEL_OF_RUIN: case ABILITY_VESSEL_OF_RUIN:
if (!gSpecialStatuses[battler].switchInAbilityDone) if (!gSpecialStatuses[battler].switchInAbilityDone)
{ {
@ -6008,31 +5999,6 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u16 ability, u8 special, u16 move
} }
} }
break; break;
case ABILITYEFFECT_WEATHER_FORM: // 6
for (battler = 0; battler < gBattlersCount; battler++)
{
switch (gBattleMons[battler].species)
{
case SPECIES_CASTFORM:
case SPECIES_CHERRIM:
#ifdef POKEMON_EXPANSION
case SPECIES_CASTFORM_RAINY:
case SPECIES_CASTFORM_SNOWY:
case SPECIES_CASTFORM_SUNNY:
case SPECIES_CHERRIM_SUNSHINE:
#endif
effect = TryWeatherFormChange(battler);
if (effect != 0)
{
BattleScriptPushCursorAndCallback(BattleScript_WeatherFormChange);
gBattleScripting.battler = battler;
gBattleStruct->formToChangeInto = effect - 1;
return effect;
}
break;
}
}
break;
case ABILITYEFFECT_SYNCHRONIZE: case ABILITYEFFECT_SYNCHRONIZE:
if (gLastUsedAbility == ABILITY_SYNCHRONIZE && (gHitMarker & HITMARKER_SYNCHRONISE_EFFECT)) if (gLastUsedAbility == ABILITY_SYNCHRONIZE && (gHitMarker & HITMARKER_SYNCHRONISE_EFFECT))
{ {
@ -6174,7 +6140,8 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u16 ability, u8 special, u16 move
break; break;
case ABILITYEFFECT_ON_WEATHER: // For ability effects that activate when the battle weather changes. case ABILITYEFFECT_ON_WEATHER: // For ability effects that activate when the battle weather changes.
battler = gBattlerAbility = gBattleScripting.battler; battler = gBattlerAbility = gBattleScripting.battler;
switch (GetBattlerAbility(battler)) gLastUsedAbility = GetBattlerAbility(battler);
switch (gLastUsedAbility)
{ {
case ABILITY_FORECAST: case ABILITY_FORECAST:
#if B_WEATHER_FORMS >= GEN_5 #if B_WEATHER_FORMS >= GEN_5
@ -6190,8 +6157,9 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u16 ability, u8 special, u16 move
} }
break; break;
case ABILITY_PROTOSYNTHESIS: case ABILITY_PROTOSYNTHESIS:
if (IsBattlerWeatherAffected(battler, B_WEATHER_SUN)) if (!gSpecialStatuses[battler].terrainAbilityDone && IsBattlerWeatherAffected(battler, B_WEATHER_SUN))
{ {
gSpecialStatuses[battler].terrainAbilityDone = TRUE;
PREPARE_STAT_BUFFER(gBattleTextBuff1, GetHighestStatId(battler)); PREPARE_STAT_BUFFER(gBattleTextBuff1, GetHighestStatId(battler));
BattleScriptPushCursorAndCallback(BattleScript_ProtosynthesisActivates); BattleScriptPushCursorAndCallback(BattleScript_ProtosynthesisActivates);
effect++; effect++;
@ -6201,7 +6169,8 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u16 ability, u8 special, u16 move
break; break;
case ABILITYEFFECT_ON_TERRAIN: // For ability effects that activate when the field terrain changes. case ABILITYEFFECT_ON_TERRAIN: // For ability effects that activate when the field terrain changes.
battler = gBattlerAbility = gBattleScripting.battler; battler = gBattlerAbility = gBattleScripting.battler;
switch (GetBattlerAbility(battler)) gLastUsedAbility = GetBattlerAbility(battler);
switch (gLastUsedAbility)
{ {
case ABILITY_MIMICRY: case ABILITY_MIMICRY:
if (!gSpecialStatuses[battler].terrainAbilityDone && ChangeTypeBasedOnTerrain(battler)) if (!gSpecialStatuses[battler].terrainAbilityDone && ChangeTypeBasedOnTerrain(battler))