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Merge pull request #1850 from BuffelSaft/relic_song
Finish Relic Song's effect
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commit
63a7618f07
@ -367,7 +367,7 @@ gBattleScriptsForMoveEffects::
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.4byte BattleScript_EffectGeomancy @ EFFECT_GEOMANCY
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.4byte BattleScript_EffectFairyLock @ EFFECT_FAIRY_LOCK
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.4byte BattleScript_EffectAllySwitch @ EFFECT_ALLY_SWITCH
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.4byte BattleScript_EffectSleepHit @ EFFECT_SLEEP_HIT
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.4byte BattleScript_EffectRelicSong @ EFFECT_RELIC_SONG
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.4byte BattleScript_EffectAttackerDefenseDownHit @ EFFECT_ATTACKER_DEFENSE_DOWN_HIT
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.4byte BattleScript_EffectHit @ EFFECT_BODY_PRESS
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.4byte BattleScript_EffectEerieSpell @ EFFECT_EERIE_SPELL
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@ -742,9 +742,30 @@ BattleScript_EffectAttackerDefenseDownHit:
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setmoveeffect MOVE_EFFECT_DEF_MINUS_1 | MOVE_EFFECT_AFFECTS_USER | MOVE_EFFECT_CERTAIN
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goto BattleScript_EffectHit
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BattleScript_EffectSleepHit:
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setmoveeffect MOVE_EFFECT_SLEEP
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goto BattleScript_EffectHit
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BattleScript_EffectRelicSong:
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setmoveeffect MOVE_EFFECT_RELIC_SONG | MOVE_EFFECT_AFFECTS_USER | MOVE_EFFECT_CERTAIN
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attackcanceler
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accuracycheck BattleScript_PrintMoveMissed, ACC_CURR_MOVE
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attackstring
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ppreduce
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critcalc
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damagecalc
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adjustdamage
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attackanimation
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waitanimation
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effectivenesssound
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hitanimation BS_TARGET
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waitstate
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healthbarupdate BS_TARGET
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datahpupdate BS_TARGET
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critmessage
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waitmessage B_WAIT_TIME_LONG
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resultmessage
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waitmessage B_WAIT_TIME_LONG
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seteffectwithchance
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argumentstatuseffect
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tryfaintmon BS_TARGET, FALSE, NULL
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goto BattleScript_MoveEnd
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BattleScript_EffectAllySwitch:
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attackcanceler
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@ -7011,6 +7032,17 @@ BattleScript_AttackerFormChangeEnd3::
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BattleScript_AttackerFormChangeEnd3NoPopup::
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call BattleScript_AttackerFormChangeNoPopup
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BattleScript_AttackerFormChangeMoveEffect::
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waitmessage 1
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handleformchange BS_ATTACKER, 0
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handleformchange BS_ATTACKER, 1
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playanimation BS_ATTACKER, B_ANIM_FORM_CHANGE, NULL
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waitanimation
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copybyte sBATTLER, gBattlerAttacker
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printstring STRINGID_PKMNTRANSFORMED
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waitmessage B_WAIT_TIME_LONG
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handleformchange BS_ATTACKER, 2
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end3
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BattleScript_BallFetch::
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@ -410,5 +410,6 @@ extern const u8 BattleScript_PastelVeilActivates[];
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extern const u8 BattleScript_MimicryActivatesEnd3[];
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extern const u8 BattleScript_ApplyMimicry[];
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extern const u8 BattleScript_AttackerFormChangeEnd3NoPopup[];
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extern const u8 BattleScript_AttackerFormChangeMoveEffect[];
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#endif // GUARD_BATTLE_SCRIPTS_H
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@ -357,7 +357,8 @@
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#define MOVE_EFFECT_INCINERATE 0x44
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#define MOVE_EFFECT_BUG_BITE 0x45
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#define MOVE_EFFECT_RECOIL_HP_25 0x46
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#define NUM_MOVE_EFFECTS 0x47
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#define MOVE_EFFECT_RELIC_SONG 0x47
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#define NUM_MOVE_EFFECTS 0x48
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#define MOVE_EFFECT_AFFECTS_USER 0x4000
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#define MOVE_EFFECT_CERTAIN 0x8000
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@ -350,7 +350,7 @@
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#define EFFECT_GEOMANCY 344
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#define EFFECT_FAIRY_LOCK 345
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#define EFFECT_ALLY_SWITCH 346
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#define EFFECT_SLEEP_HIT 347
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#define EFFECT_RELIC_SONG 347
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#define EFFECT_ATTACKER_DEFENSE_DOWN_HIT 348
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#define EFFECT_BODY_PRESS 349
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#define EFFECT_EERIE_SPELL 350
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@ -4305,7 +4305,7 @@ static s16 AI_CheckViability(u8 battlerAtk, u8 battlerDef, u16 move, s16 score)
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if (!IsBattlerGrounded(battlerDef))
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score += 3;
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break;
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case EFFECT_SLEEP_HIT: // Relic Song
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case EFFECT_RELIC_SONG:
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#if (defined SPECIES_MELOETTA && defined SPECIES_MELOETTA_PIROUETTE)
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if (AI_DATA->atkSpecies == SPECIES_MELOETTA && gBattleMons[battlerDef].defense < gBattleMons[battlerDef].spDefense)
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score += 3; // Change to pirouette if can do more damage
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@ -3405,6 +3405,21 @@ void SetMoveEffect(bool32 primary, u32 certain)
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gBattlescriptCurrInstr = BattleScript_MoveEffectBugBite;
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}
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break;
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case MOVE_EFFECT_RELIC_SONG:
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if (GetBattlerAbility(gBattlerAttacker) != ABILITY_SHEER_FORCE)
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{
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if (gBattleMons[gBattlerAttacker].species == SPECIES_MELOETTA)
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{
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gBattleMons[gBattlerAttacker].species = SPECIES_MELOETTA_PIROUETTE;
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BattleScriptPushCursorAndCallback(BattleScript_AttackerFormChangeMoveEffect);
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}
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else if (gBattleMons[gBattlerAttacker].species == SPECIES_MELOETTA_PIROUETTE)
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{
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gBattleMons[gBattlerAttacker].species = SPECIES_MELOETTA;
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BattleScriptPushCursorAndCallback(BattleScript_AttackerFormChangeMoveEffect);
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}
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}
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break;
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}
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}
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}
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@ -8293,6 +8308,9 @@ static void Cmd_various(void)
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case VARIOUS_ARGUMENT_STATUS_EFFECT:
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switch (gBattleMoves[gCurrentMove].argument)
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{
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case STATUS1_SLEEP:
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gBattleScripting.moveEffect = MOVE_EFFECT_SLEEP;
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break;
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case STATUS1_BURN:
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gBattleScripting.moveEffect = MOVE_EFFECT_BURN;
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break;
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@ -9062,6 +9062,7 @@ void UndoFormChange(u32 monId, u32 side, bool32 isSwitchingOut)
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// Changed Form ID Default Form ID Should change on switch
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{SPECIES_MIMIKYU_BUSTED, SPECIES_MIMIKYU, FALSE},
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{SPECIES_GRENINJA_ASH, SPECIES_GRENINJA_BATTLE_BOND, FALSE},
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{SPECIES_MELOETTA_PIROUETTE, SPECIES_MELOETTA, FALSE},
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{SPECIES_AEGISLASH_BLADE, SPECIES_AEGISLASH, TRUE},
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{SPECIES_DARMANITAN_ZEN_MODE, SPECIES_DARMANITAN, TRUE},
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{SPECIES_MINIOR, SPECIES_MINIOR_CORE_RED, TRUE},
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@ -8614,7 +8614,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
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[MOVE_RELIC_SONG] =
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{
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.effect = EFFECT_SLEEP_HIT,
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.effect = EFFECT_RELIC_SONG,
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.power = 75,
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.type = TYPE_NORMAL,
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.accuracy = 100,
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@ -8624,6 +8624,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
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.priority = 0,
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.flags = FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_SOUND | FLAG_SHEER_FORCE_BOOST,
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.split = SPLIT_SPECIAL,
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.argument = STATUS1_SLEEP,
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},
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[MOVE_SECRET_SWORD] =
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