add ai info debug option

This commit is contained in:
Evan 2021-01-19 12:58:58 -07:00
parent 455899acf7
commit 6b59a9ac01
4 changed files with 414 additions and 2 deletions

View File

@ -263,7 +263,7 @@ struct AiLogicData
struct AI_ThinkingStruct
{
struct AiLogicData *data;
struct AiLogicData data;
u8 aiState;
u8 movesetIndex;
u16 moveConsidered;
@ -321,7 +321,7 @@ struct BattleResources
};
#define AI_THINKING_STRUCT ((struct AI_ThinkingStruct *)(gBattleResources->ai))
#define AI_DATA ((struct AiLogicData *)(gBattleResources->ai->data))
#define AI_DATA ((struct AiLogicData *)(&gBattleResources->ai->data))
#define BATTLE_HISTORY ((struct BattleHistory *)(gBattleResources->battleHistory))
struct BattleResults

View File

@ -1076,6 +1076,8 @@ u16 AI_GetHoldEffect(u32 battlerId)
return HOLD_EFFECT_NONE;
if (AI_GetAbility(battlerId) == ABILITY_KLUTZ && !(gStatuses3[battlerId] & STATUS3_GASTRO_ACID))
return HOLD_EFFECT_NONE;
return holdEffect;
}
// different from IsBattlerGrounded in that we don't always know battler's hold effect or ability

View File

@ -33,6 +33,7 @@
#include "constants/moves.h"
#include "constants/items.h"
#include "constants/rgb.h"
#include "constants/hold_effects.h"
#define MAX_MODIFY_DIGITS 4
@ -99,6 +100,7 @@ enum
LIST_ITEM_SIDE_STATUS,
LIST_ITEM_AI,
LIST_ITEM_AI_MOVES_PTS,
LIST_ITEM_AI_INFO,
LIST_ITEM_VARIOUS,
LIST_ITEM_COUNT
};
@ -150,7 +152,11 @@ enum
VARIOUS_IN_LOVE,
};
// Static Declarations
static const u8 *GetHoldEffectName(u16 holdEffect);
// const rom data
static const u8 sText_HoldEffect[] = _("Hold Effect");
static const u8 sText_Ability[] = _("Ability");
static const u8 sText_Moves[] = _("Moves");
static const u8 sText_Stats[] = _("Stats");
@ -223,6 +229,7 @@ static const u8 sText_HpAware[] = _("HP aware");
static const u8 sText_Unknown[] = _("Unknown");
static const u8 sText_InLove[] = _("In Love");
static const u8 sText_AIMovePts[] = _("AI Move Pts");
static const u8 sText_AiKnowledge[] = _("AI Info");
static const u8 sText_EffectOverride[] = _("Effect Override");
static const u8 sText_EmptyString[] = _("");
@ -320,6 +327,7 @@ static const struct ListMenuItem sMainListItems[] =
{sText_SideStatus, LIST_ITEM_SIDE_STATUS},
{sText_AI, LIST_ITEM_AI},
{sText_AIMovePts, LIST_ITEM_AI_MOVES_PTS},
{sText_AiKnowledge, LIST_ITEM_AI_INFO},
{sText_Various, LIST_ITEM_VARIOUS},
};
@ -784,6 +792,114 @@ static void SwitchToAiPointsView(u8 taskId)
GetStructPtr(taskId)->aiViewState = 0;
}
static const u8 *const sAiInfoItemNames[] =
{
sText_Ability,
sText_HeldItem,
sText_HoldEffect,
};
static void PutAiInfoText(struct BattleDebugMenu *data)
{
u32 i, j, count;
u8 *text = malloc(0x50);
FillWindowPixelBuffer(data->aiMovesWindowId, 0x11);
// item names
for (i = 0; i < ARRAY_COUNT(sAiInfoItemNames); i++)
{
AddTextPrinterParameterized(data->aiMovesWindowId, 1, sAiInfoItemNames[i], 3, i * 15, 0, NULL);
}
// items info
for (i = 0; i < gBattlersCount; i++)
{
if (GET_BATTLER_SIDE(i) == B_SIDE_PLAYER && IsBattlerAlive(i))
{
u16 ability = AI_GetAbility(i);
u16 holdEffect = AI_GetHoldEffect(i);
u16 item = gBattleMons[i].item;
u8 x = (i == B_POSITION_PLAYER_LEFT) ? 83 + (i) * 75 : 83 + (i-1) * 75;
AddTextPrinterParameterized(data->aiMovesWindowId, 0, gAbilityNames[ability], x, 0, 0, NULL);
AddTextPrinterParameterized(data->aiMovesWindowId, 0, ItemId_GetName(item), x, 15, 0, NULL);
AddTextPrinterParameterized(data->aiMovesWindowId, 0, GetHoldEffectName(holdEffect), x, 30, 0, NULL);
}
}
CopyWindowToVram(data->aiMovesWindowId, 3);
free(text);
}
static void Task_ShowAiKnowledge(u8 taskId)
{
u32 i, count;
struct WindowTemplate winTemplate;
struct BattleDebugMenu *data = GetStructPtr(taskId);
switch (data->aiViewState)
{
case 0:
HideBg(0);
ShowBg(1);
// Swap battler if it's player mon
data->aiBattlerId = data->battlerId;
while (!IsBattlerAIControlled(data->aiBattlerId))
{
if (++data->aiBattlerId >= gBattlersCount)
data->aiBattlerId = 0;
}
LoadMonIconPalettes();
for (count = 0, i = 0; i < MAX_BATTLERS_COUNT; i++)
{
if (GET_BATTLER_SIDE(i) == B_SIDE_PLAYER && IsBattlerAlive(i))
{
data->aiIconSpriteIds[i] = CreateMonIcon(gBattleMons[i].species,
SpriteCallbackDummy,
95 + (count * 80), 17, 0, 0, FALSE);
gSprites[data->aiIconSpriteIds[i]].data[0] = i; // battler id
count++;
}
else
{
data->aiIconSpriteIds[i] = 0xFF;
}
}
data->aiMonSpriteId = CreateMonPicSprite_HandleDeoxys(gBattleMons[data->aiBattlerId].species,
gBattleMons[data->aiBattlerId].otId,
gBattleMons[data->aiBattlerId].personality,
TRUE,
39, 130, 15, 0xFFFF);
data->aiViewState++;
break;
// Put text
case 1:
winTemplate = CreateWindowTemplate(1, 0, 4, 27, 14, 15, 0x200);
data->aiMovesWindowId = AddWindow(&winTemplate);
PutWindowTilemap(data->aiMovesWindowId);
PutAiInfoText(data);
data->aiViewState++;
break;
// Input
case 2:
if (gMain.newKeys & (SELECT_BUTTON | B_BUTTON))
{
SwitchToDebugView(taskId);
HideBg(1);
ShowBg(0);
return;
}
break;
}
}
static void SwitchToAiInfoView(u8 taskId)
{
gTasks[taskId].func = Task_ShowAiKnowledge;
GetStructPtr(taskId)->aiViewState = 0;
}
static void SwitchToDebugView(u8 taskId)
{
u32 i;
@ -845,6 +961,11 @@ static void Task_DebugMenuProcessInput(u8 taskId)
SwitchToAiPointsView(taskId);
return;
}
else if (listItemId == LIST_ITEM_AI_INFO && gMain.newKeys & A_BUTTON)
{
SwitchToAiInfoView(taskId);
return;
}
data->currentMainListItemId = listItemId;
// Create the secondary menu list.
@ -1041,6 +1162,7 @@ static void CreateSecondaryListMenu(struct BattleDebugMenu *data)
itemsCount = ARRAY_COUNT(sSideStatusListItems);
break;
case LIST_ITEM_AI_MOVES_PTS:
case LIST_ITEM_AI_INFO:
return;
}
@ -1678,3 +1800,289 @@ static void UpdateMonData(struct BattleDebugMenu *data)
}
}
}
static const u8 sText_HoldEffectNone[] = _("????????");
static const u8 sText_HoldEffectRestoreHp[] = _("Restore Hp");
static const u8 sText_HoldEffectCurePar[] = _("Cure Par");
static const u8 sText_HoldEffectCureSlp[] = _("Cure Slp");
static const u8 sText_HoldEffectCurePsn[] = _("Cure Psn");
static const u8 sText_HoldEffectCureBrn[] = _("Cure Brn");
static const u8 sText_HoldEffectCureFrz[] = _("Cure Frz");
static const u8 sText_HoldEffectRestorePp[] = _("Restore Pp");
static const u8 sText_HoldEffectCureConfusion[] = _("Cure Confusion");
static const u8 sText_HoldEffectCureStatus[] = _("Cure Status");
static const u8 sText_HoldEffectConfuseSpicy[] = _("Confuse Spicy");
static const u8 sText_HoldEffectConfuseDry[] = _("Confuse Dry");
static const u8 sText_HoldEffectConfuseSweet[] = _("Confuse Sweet");
static const u8 sText_HoldEffectConfuseBitter[] = _("Confuse Bitter");
static const u8 sText_HoldEffectConfuseSour[] = _("Confuse Sour");
static const u8 sText_HoldEffectAttackUp[] = _("Attack Up");
static const u8 sText_HoldEffectDefenseUp[] = _("Defense Up");
static const u8 sText_HoldEffectSpeedUp[] = _("Speed Up");
static const u8 sText_HoldEffectSpAttackUp[] = _("Sp Attack Up");
static const u8 sText_HoldEffectSpDefenseUp[] = _("Sp Defense Up");
static const u8 sText_HoldEffectCriticalUp[] = _("Critical Up");
static const u8 sText_HoldEffectRandomStatUp[] = _("Random Stat Up");
static const u8 sText_HoldEffectEvasionUp[] = _("Evasion Up");
static const u8 sText_HoldEffectRestoreStats[] = _("Restore Stats");
static const u8 sText_HoldEffectMachoBrace[] = _("Macho Brace");
static const u8 sText_HoldEffectExpShare[] = _("Exp Share");
static const u8 sText_HoldEffectQuickClaw[] = _("Quick Claw");
static const u8 sText_HoldEffectHappinessUp[] = _("Happiness Up");
static const u8 sText_HoldEffectMentalHerb[] = _("Mental Herb");
static const u8 sText_HoldEffectChoiceBand[] = _("Choice Band");
static const u8 sText_HoldEffectFlinch[] = _("Flinch");
static const u8 sText_HoldEffectBugPower[] = _("Bug Power");
static const u8 sText_HoldEffectDoublePrize[] = _("Double Prize");
static const u8 sText_HoldEffectRepel[] = _("Repel");
static const u8 sText_HoldEffectSoulDew[] = _("Soul Dew");
static const u8 sText_HoldEffectDeepSeaTooth[] = _("Deep Sea Tooth");
static const u8 sText_HoldEffectDeepSeaScale[] = _("Deep Sea Scale");
static const u8 sText_HoldEffectCanAlwaysRun[] = _("Can Always Run");
static const u8 sText_HoldEffectPreventEvolve[] = _("Prevent Evolve");
static const u8 sText_HoldEffectFocusBand[] = _("Focus Band");
static const u8 sText_HoldEffectLuckyEgg[] = _("Lucky Egg");
static const u8 sText_HoldEffectScopeLens[] = _("Scope Lens");
static const u8 sText_HoldEffectSteelPower[] = _("Steel Power");
static const u8 sText_HoldEffectLeftovers[] = _("Leftovers");
static const u8 sText_HoldEffectDragonScale[] = _("Dragon Scale");
static const u8 sText_HoldEffectLightBall[] = _("Light Ball");
static const u8 sText_HoldEffectGroundPower[] = _("Ground Power");
static const u8 sText_HoldEffectRockPower[] = _("Rock Power");
static const u8 sText_HoldEffectGrassPower[] = _("Grass Power");
static const u8 sText_HoldEffectDarkPower[] = _("Dark Power");
static const u8 sText_HoldEffectFightingPower[] = _("Fighting Power");
static const u8 sText_HoldEffectElectricPower[] = _("Electric Power");
static const u8 sText_HoldEffectWaterPower[] = _("Water Power");
static const u8 sText_HoldEffectFlyingPower[] = _("Flying Power");
static const u8 sText_HoldEffectPoisonPower[] = _("Poison Power");
static const u8 sText_HoldEffectIcePower[] = _("Ice Power");
static const u8 sText_HoldEffectGhostPower[] = _("Ghost Power");
static const u8 sText_HoldEffectPsychicPower[] = _("Psychic Power");
static const u8 sText_HoldEffectFirePower[] = _("Fire Power");
static const u8 sText_HoldEffectDragonPower[] = _("Dragon Power");
static const u8 sText_HoldEffectNormalPower[] = _("Normal Power");
static const u8 sText_HoldEffectUpGrade[] = _("Up Grade");
static const u8 sText_HoldEffectShellBell[] = _("Shell Bell");
static const u8 sText_HoldEffectLuckyPunch[] = _("Lucky Punch");
static const u8 sText_HoldEffectMetalPowder[] = _("Metal Powder");
static const u8 sText_HoldEffectThickClub[] = _("Thick Club");
static const u8 sText_HoldEffectStick[] = _("Stick");
static const u8 sText_HoldEffectChoiceScarf[] = _("Choice Scarf");
static const u8 sText_HoldEffectChoiceSpecs[] = _("Choice Specs");
static const u8 sText_HoldEffectDampRock[] = _("Damp Rock");
static const u8 sText_HoldEffectGripClaw[] = _("Grip Claw");
static const u8 sText_HoldEffectHeatRock[] = _("Heat Rock");
static const u8 sText_HoldEffectIcyRock[] = _("Icy Rock");
static const u8 sText_HoldEffectLightClay[] = _("Light Clay");
static const u8 sText_HoldEffectSmoothRock[] = _("Smooth Rock");
static const u8 sText_HoldEffectPowerHerb[] = _("Power Herb");
static const u8 sText_HoldEffectBigRoot[] = _("Big Root");
static const u8 sText_HoldEffectExpertBelt[] = _("Expert Belt");
static const u8 sText_HoldEffectLifeOrb[] = _("Life Orb");
static const u8 sText_HoldEffectMetronome[] = _("Metronome");
static const u8 sText_HoldEffectMuscleBand[] = _("Muscle Band");
static const u8 sText_HoldEffectWideLens[] = _("Wide Lens");
static const u8 sText_HoldEffectWiseGlasses[] = _("Wise Glasses");
static const u8 sText_HoldEffectZoomLens[] = _("Zoom Lens");
static const u8 sText_HoldEffectLaggingTail[] = _("Lagging Tail");
static const u8 sText_HoldEffectFocusSash[] = _("Focus Sash");
static const u8 sText_HoldEffectFlameOrb[] = _("Flame Orb");
static const u8 sText_HoldEffectToxicOrb[] = _("Toxic Orb");
static const u8 sText_HoldEffectStickyBarb[] = _("Sticky Barb");
static const u8 sText_HoldEffectIronBall[] = _("Iron Ball");
static const u8 sText_HoldEffectBlackSludge[] = _("Black Sludge");
static const u8 sText_HoldEffectDestinyKnot[] = _("Destiny Knot");
static const u8 sText_HoldEffectShedShell[] = _("Shed Shell");
static const u8 sText_HoldEffectQuickPowder[] = _("Quick Powder");
static const u8 sText_HoldEffectAdamantOrb[] = _("Adamant Orb");
static const u8 sText_HoldEffectLustrousOrb[] = _("Lustrous Orb");
static const u8 sText_HoldEffectGriseousOrb[] = _("Griseous Orb");
static const u8 sText_HoldEffectGracidea[] = _("Gracidea");
static const u8 sText_HoldEffectResistBerry[] = _("Resist Berry");
static const u8 sText_HoldEffectPowerItem[] = _("Power Item");
static const u8 sText_HoldEffectRestorePctHp[] = _("Restore Pct Hp");
static const u8 sText_HoldEffectMicleBerry[] = _("Micle Berry");
static const u8 sText_HoldEffectCustapBerry[] = _("Custap Berry");
static const u8 sText_HoldEffectJabocaBerry[] = _("Jaboca Berry");
static const u8 sText_HoldEffectRowapBerry[] = _("Rowap Berry");
static const u8 sText_HoldEffectKeeBerry[] = _("Kee Berry");
static const u8 sText_HoldEffectMarangaBerry[] = _("Maranga Berry");
static const u8 sText_HoldEffectFloatStone[] = _("Float Stone");
static const u8 sText_HoldEffectEviolite[] = _("Eviolite");
static const u8 sText_HoldEffectAssaultVest[] = _("Assault Vest");
static const u8 sText_HoldEffectDrive[] = _("Drive");
static const u8 sText_HoldEffectGems[] = _("Gems");
static const u8 sText_HoldEffectRockyHelmet[] = _("Rocky Helmet");
static const u8 sText_HoldEffectAirBalloon[] = _("Air Balloon");
static const u8 sText_HoldEffectRedCard[] = _("Red Card");
static const u8 sText_HoldEffectRingTarget[] = _("Ring Target");
static const u8 sText_HoldEffectBindingBand[] = _("Binding Band");
static const u8 sText_HoldEffectEjectButton[] = _("Eject Button");
static const u8 sText_HoldEffectAbsorbBulb[] = _("Absorb Bulb");
static const u8 sText_HoldEffectCellBattery[] = _("Cell Battery");
static const u8 sText_HoldEffectFairyPower[] = _("Fairy Power");
static const u8 sText_HoldEffectMegaStone[] = _("Mega Stone");
static const u8 sText_HoldEffectSafetyGoogles[] = _("Safety Googles");
static const u8 sText_HoldEffectLuminousMoss[] = _("Luminous Moss");
static const u8 sText_HoldEffectSnowball[] = _("Snowball");
static const u8 sText_HoldEffectWeaknessPolicy[] = _("Weakness Policy");
static const u8 sText_HoldEffectProtectivePads[] = _("Protective Pads");
static const u8 sText_HoldEffectTerrainExtender[] = _("Terrain Extender");
static const u8 sText_HoldEffectSeeds[] = _("Seeds");
static const u8 sText_HoldEffectAdrenalineOrb[] = _("Adrenaline Orb");
static const u8 sText_HoldEffectMemory[] = _("Memory");
static const u8 sText_HoldEffectPlate[] = _("Plate");
static const u8 sText_HoldEffectUtilityUmbrella[] = _("Utility Umbrella");
static const u8 sText_HoldEffectEjectPack[] = _("Eject Pack");
static const u8 sText_HoldEffectRoomService[] = _("Room Service");
static const u8 sText_HoldEffectBlunderPolicy[] = _("Blunder Policy");
static const u8 sText_HoldEffectHeavyDutyBoots[] = _("Heavy Duty Boots");
static const u8 sText_HoldEffectThroatSpray[] = _("Throat Spray");
static const u8 *const sHoldEffectNames[] =
{
[HOLD_EFFECT_NONE] = sText_HoldEffectNone,
[HOLD_EFFECT_RESTORE_HP] = sText_HoldEffectRestoreHp,
[HOLD_EFFECT_CURE_PAR] = sText_HoldEffectCurePar,
[HOLD_EFFECT_CURE_SLP] = sText_HoldEffectCureSlp,
[HOLD_EFFECT_CURE_PSN] = sText_HoldEffectCurePsn,
[HOLD_EFFECT_CURE_BRN] = sText_HoldEffectCureBrn,
[HOLD_EFFECT_CURE_FRZ] = sText_HoldEffectCureFrz,
[HOLD_EFFECT_RESTORE_PP] = sText_HoldEffectRestorePp,
[HOLD_EFFECT_CURE_CONFUSION] = sText_HoldEffectCureConfusion,
[HOLD_EFFECT_CURE_STATUS] = sText_HoldEffectCureStatus,
[HOLD_EFFECT_CONFUSE_SPICY] = sText_HoldEffectConfuseSpicy,
[HOLD_EFFECT_CONFUSE_DRY] = sText_HoldEffectConfuseDry,
[HOLD_EFFECT_CONFUSE_SWEET] = sText_HoldEffectConfuseSweet,
[HOLD_EFFECT_CONFUSE_BITTER] = sText_HoldEffectConfuseBitter,
[HOLD_EFFECT_CONFUSE_SOUR] = sText_HoldEffectConfuseSour,
[HOLD_EFFECT_ATTACK_UP] = sText_HoldEffectAttackUp,
[HOLD_EFFECT_DEFENSE_UP] = sText_HoldEffectDefenseUp,
[HOLD_EFFECT_SPEED_UP] = sText_HoldEffectSpeedUp,
[HOLD_EFFECT_SP_ATTACK_UP] = sText_HoldEffectSpAttackUp,
[HOLD_EFFECT_SP_DEFENSE_UP] = sText_HoldEffectSpDefenseUp,
[HOLD_EFFECT_CRITICAL_UP] = sText_HoldEffectCriticalUp,
[HOLD_EFFECT_RANDOM_STAT_UP] = sText_HoldEffectRandomStatUp,
[HOLD_EFFECT_EVASION_UP] = sText_HoldEffectEvasionUp,
[HOLD_EFFECT_RESTORE_STATS] = sText_HoldEffectRestoreStats,
[HOLD_EFFECT_MACHO_BRACE] = sText_HoldEffectMachoBrace,
[HOLD_EFFECT_EXP_SHARE] = sText_HoldEffectExpShare,
[HOLD_EFFECT_QUICK_CLAW] = sText_HoldEffectQuickClaw,
[HOLD_EFFECT_HAPPINESS_UP] = sText_HoldEffectHappinessUp,
//[HOLD_EFFECT_MENTAL_HERB] = sText_HoldEffectMentalHerb,
[HOLD_EFFECT_CHOICE_BAND] = sText_HoldEffectChoiceBand,
[HOLD_EFFECT_FLINCH] = sText_HoldEffectFlinch,
[HOLD_EFFECT_BUG_POWER] = sText_HoldEffectBugPower,
[HOLD_EFFECT_DOUBLE_PRIZE] = sText_HoldEffectDoublePrize,
[HOLD_EFFECT_REPEL] = sText_HoldEffectRepel,
[HOLD_EFFECT_SOUL_DEW] = sText_HoldEffectSoulDew,
[HOLD_EFFECT_DEEP_SEA_TOOTH] = sText_HoldEffectDeepSeaTooth,
[HOLD_EFFECT_DEEP_SEA_SCALE] = sText_HoldEffectDeepSeaScale,
[HOLD_EFFECT_CAN_ALWAYS_RUN] = sText_HoldEffectCanAlwaysRun,
[HOLD_EFFECT_PREVENT_EVOLVE] = sText_HoldEffectPreventEvolve,
[HOLD_EFFECT_FOCUS_BAND] = sText_HoldEffectFocusBand,
[HOLD_EFFECT_LUCKY_EGG] = sText_HoldEffectLuckyEgg,
[HOLD_EFFECT_SCOPE_LENS] = sText_HoldEffectScopeLens,
[HOLD_EFFECT_STEEL_POWER] = sText_HoldEffectSteelPower,
[HOLD_EFFECT_LEFTOVERS] = sText_HoldEffectLeftovers,
[HOLD_EFFECT_DRAGON_SCALE] = sText_HoldEffectDragonScale,
[HOLD_EFFECT_LIGHT_BALL] = sText_HoldEffectLightBall,
[HOLD_EFFECT_GROUND_POWER] = sText_HoldEffectGroundPower,
[HOLD_EFFECT_ROCK_POWER] = sText_HoldEffectRockPower,
[HOLD_EFFECT_GRASS_POWER] = sText_HoldEffectGrassPower,
[HOLD_EFFECT_DARK_POWER] = sText_HoldEffectDarkPower,
[HOLD_EFFECT_FIGHTING_POWER] = sText_HoldEffectFightingPower,
[HOLD_EFFECT_ELECTRIC_POWER] = sText_HoldEffectElectricPower,
[HOLD_EFFECT_WATER_POWER] = sText_HoldEffectWaterPower,
[HOLD_EFFECT_FLYING_POWER] = sText_HoldEffectFlyingPower,
[HOLD_EFFECT_POISON_POWER] = sText_HoldEffectPoisonPower,
[HOLD_EFFECT_ICE_POWER] = sText_HoldEffectIcePower,
[HOLD_EFFECT_GHOST_POWER] = sText_HoldEffectGhostPower,
[HOLD_EFFECT_PSYCHIC_POWER] = sText_HoldEffectPsychicPower,
[HOLD_EFFECT_FIRE_POWER] = sText_HoldEffectFirePower,
[HOLD_EFFECT_DRAGON_POWER] = sText_HoldEffectDragonPower,
[HOLD_EFFECT_NORMAL_POWER] = sText_HoldEffectNormalPower,
[HOLD_EFFECT_UP_GRADE] = sText_HoldEffectUpGrade,
[HOLD_EFFECT_SHELL_BELL] = sText_HoldEffectShellBell,
[HOLD_EFFECT_LUCKY_PUNCH] = sText_HoldEffectLuckyPunch,
[HOLD_EFFECT_METAL_POWDER] = sText_HoldEffectMetalPowder,
[HOLD_EFFECT_THICK_CLUB] = sText_HoldEffectThickClub,
[HOLD_EFFECT_STICK] = sText_HoldEffectStick,
[HOLD_EFFECT_CHOICE_SCARF] = sText_HoldEffectChoiceScarf,
[HOLD_EFFECT_CHOICE_SPECS] = sText_HoldEffectChoiceSpecs,
[HOLD_EFFECT_DAMP_ROCK] = sText_HoldEffectDampRock,
[HOLD_EFFECT_GRIP_CLAW] = sText_HoldEffectGripClaw,
[HOLD_EFFECT_HEAT_ROCK] = sText_HoldEffectHeatRock,
[HOLD_EFFECT_ICY_ROCK] = sText_HoldEffectIcyRock,
[HOLD_EFFECT_LIGHT_CLAY] = sText_HoldEffectLightClay,
[HOLD_EFFECT_SMOOTH_ROCK] = sText_HoldEffectSmoothRock,
[HOLD_EFFECT_POWER_HERB] = sText_HoldEffectPowerHerb,
[HOLD_EFFECT_BIG_ROOT] = sText_HoldEffectBigRoot,
[HOLD_EFFECT_EXPERT_BELT] = sText_HoldEffectExpertBelt,
[HOLD_EFFECT_LIFE_ORB] = sText_HoldEffectLifeOrb,
[HOLD_EFFECT_METRONOME] = sText_HoldEffectMetronome,
[HOLD_EFFECT_MUSCLE_BAND] = sText_HoldEffectMuscleBand,
[HOLD_EFFECT_WIDE_LENS] = sText_HoldEffectWideLens,
[HOLD_EFFECT_WISE_GLASSES] = sText_HoldEffectWiseGlasses,
[HOLD_EFFECT_ZOOM_LENS] = sText_HoldEffectZoomLens,
[HOLD_EFFECT_LAGGING_TAIL] = sText_HoldEffectLaggingTail,
[HOLD_EFFECT_FOCUS_SASH] = sText_HoldEffectFocusSash,
[HOLD_EFFECT_FLAME_ORB] = sText_HoldEffectFlameOrb,
[HOLD_EFFECT_TOXIC_ORB] = sText_HoldEffectToxicOrb,
[HOLD_EFFECT_STICKY_BARB] = sText_HoldEffectStickyBarb,
[HOLD_EFFECT_IRON_BALL] = sText_HoldEffectIronBall,
[HOLD_EFFECT_BLACK_SLUDGE] = sText_HoldEffectBlackSludge,
[HOLD_EFFECT_DESTINY_KNOT] = sText_HoldEffectDestinyKnot,
[HOLD_EFFECT_SHED_SHELL] = sText_HoldEffectShedShell,
[HOLD_EFFECT_QUICK_POWDER] = sText_HoldEffectQuickPowder,
[HOLD_EFFECT_ADAMANT_ORB] = sText_HoldEffectAdamantOrb,
[HOLD_EFFECT_LUSTROUS_ORB] = sText_HoldEffectLustrousOrb,
[HOLD_EFFECT_GRISEOUS_ORB] = sText_HoldEffectGriseousOrb,
[HOLD_EFFECT_GRACIDEA] = sText_HoldEffectGracidea,
[HOLD_EFFECT_RESIST_BERRY] = sText_HoldEffectResistBerry,
[HOLD_EFFECT_POWER_ITEM] = sText_HoldEffectPowerItem,
[HOLD_EFFECT_RESTORE_PCT_HP] = sText_HoldEffectRestorePctHp,
//[HOLD_EFFECT_MICLE_BERRY] = sText_HoldEffectMicleBerry,
//[HOLD_EFFECT_CUSTAP_BERRY] = sText_HoldEffectCustapBerry,
//[HOLD_EFFECT_JABOCA_BERRY] = sText_HoldEffectJabocaBerry,
//[HOLD_EFFECT_ROWAP_BERRY] = sText_HoldEffectRowapBerry,
//[HOLD_EFFECT_KEE_BERRY] = sText_HoldEffectKeeBerry,
//[HOLD_EFFECT_MARANGA_BERRY] = sText_HoldEffectMarangaBerry,
[HOLD_EFFECT_FLOAT_STONE] = sText_HoldEffectFloatStone,
[HOLD_EFFECT_EVIOLITE] = sText_HoldEffectEviolite,
[HOLD_EFFECT_ASSAULT_VEST] = sText_HoldEffectAssaultVest,
[HOLD_EFFECT_DRIVE] = sText_HoldEffectDrive,
[HOLD_EFFECT_GEMS] = sText_HoldEffectGems,
[HOLD_EFFECT_ROCKY_HELMET] = sText_HoldEffectRockyHelmet,
[HOLD_EFFECT_AIR_BALLOON] = sText_HoldEffectAirBalloon,
[HOLD_EFFECT_RED_CARD] = sText_HoldEffectRedCard,
[HOLD_EFFECT_RING_TARGET] = sText_HoldEffectRingTarget,
[HOLD_EFFECT_BINDING_BAND] = sText_HoldEffectBindingBand,
[HOLD_EFFECT_EJECT_BUTTON] = sText_HoldEffectEjectButton,
[HOLD_EFFECT_ABSORB_BULB] = sText_HoldEffectAbsorbBulb,
[HOLD_EFFECT_CELL_BATTERY] = sText_HoldEffectCellBattery,
[HOLD_EFFECT_FAIRY_POWER] = sText_HoldEffectFairyPower,
[HOLD_EFFECT_MEGA_STONE] = sText_HoldEffectMegaStone,
[HOLD_EFFECT_SAFETY_GOOGLES] = sText_HoldEffectSafetyGoogles,
[HOLD_EFFECT_LUMINOUS_MOSS] = sText_HoldEffectLuminousMoss,
[HOLD_EFFECT_SNOWBALL] = sText_HoldEffectSnowball,
[HOLD_EFFECT_WEAKNESS_POLICY] = sText_HoldEffectWeaknessPolicy,
[HOLD_EFFECT_PROTECTIVE_PADS] = sText_HoldEffectProtectivePads,
[HOLD_EFFECT_TERRAIN_EXTENDER] = sText_HoldEffectTerrainExtender,
[HOLD_EFFECT_SEEDS] = sText_HoldEffectSeeds,
[HOLD_EFFECT_ADRENALINE_ORB] = sText_HoldEffectAdrenalineOrb,
[HOLD_EFFECT_MEMORY] = sText_HoldEffectMemory,
[HOLD_EFFECT_PLATE] = sText_HoldEffectPlate,
[HOLD_EFFECT_UTILITY_UMBRELLA] = sText_HoldEffectUtilityUmbrella,
[HOLD_EFFECT_EJECT_PACK] = sText_HoldEffectEjectPack,
[HOLD_EFFECT_ROOM_SERVICE] = sText_HoldEffectRoomService,
[HOLD_EFFECT_BLUNDER_POLICY] = sText_HoldEffectBlunderPolicy,
[HOLD_EFFECT_HEAVY_DUTY_BOOTS] = sText_HoldEffectHeavyDutyBoots,
[HOLD_EFFECT_THROAT_SPRAY] = sText_HoldEffectThroatSpray,
};
static const u8 *GetHoldEffectName(u16 holdEffect)
{
if (holdEffect > ARRAY_COUNT(sHoldEffectNames))
return sHoldEffectNames[0];
return sHoldEffectNames[holdEffect];
}

View File

@ -3051,6 +3051,7 @@ void SwitchInClearSetData(void)
ClearBattlerMoveHistory(gActiveBattler);
ClearBattlerAbilityHistory(gActiveBattler);
ClearBattlerItemEffectHistory(gActiveBattler);
}
void FaintClearSetData(void)
@ -3139,6 +3140,7 @@ void FaintClearSetData(void)
ClearBattlerMoveHistory(gActiveBattler);
ClearBattlerAbilityHistory(gActiveBattler);
ClearBattlerItemEffectHistory(gActiveBattler);
UndoFormChange(gBattlerPartyIndexes[gActiveBattler], GET_BATTLER_SIDE(gActiveBattler));
if (GetBattlerSide(gActiveBattler) == B_SIDE_PLAYER)
UndoMegaEvolution(gBattlerPartyIndexes[gActiveBattler]);