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https://github.com/Ninjdai1/pokeemerald.git
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Removed AI_GetAbility
Misc cleanup
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@ -1,6 +1,5 @@
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#include "global.h"
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#include "global.h"
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#include "battle.h"
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#include "battle.h"
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#include "constants/battle_ai.h"
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#include "battle_ai_main.h"
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#include "battle_ai_main.h"
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#include "battle_ai_util.h"
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#include "battle_ai_util.h"
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#include "battle_util.h"
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#include "battle_util.h"
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@ -169,7 +168,7 @@ static bool8 FindMonThatAbsorbsOpponentsMove(void)
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else
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else
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return FALSE;
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return FALSE;
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if (AI_GetAbility(gActiveBattler) == absorbingTypeAbility)
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if (AI_DATA->abilities[gActiveBattler]) == absorbingTypeAbility)
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return FALSE;
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return FALSE;
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GetAIPartyIndexes(gActiveBattler, &firstId, &lastId);
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GetAIPartyIndexes(gActiveBattler, &firstId, &lastId);
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@ -220,8 +219,8 @@ static bool8 FindMonThatAbsorbsOpponentsMove(void)
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static bool8 ShouldSwitchIfGameStatePrompt(void)
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static bool8 ShouldSwitchIfGameStatePrompt(void)
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{
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{
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bool8 switchMon = FALSE;
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bool8 switchMon = FALSE;
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u16 monAbility = AI_GetAbility(gActiveBattler);
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u16 monAbility = AI_DATA->abilities[gActiveBattler];
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u16 holdEffect = AI_GetHoldEffect(gActiveBattler);
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u16 holdEffect = AI_DATA->holdEffects[gActiveBattler];
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u8 opposingPosition = BATTLE_OPPOSITE(GetBattlerPosition(gActiveBattler));
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u8 opposingPosition = BATTLE_OPPOSITE(GetBattlerPosition(gActiveBattler));
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u8 opposingBattler = GetBattlerAtPosition(opposingPosition);
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u8 opposingBattler = GetBattlerAtPosition(opposingPosition);
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s32 moduloChance = 4; //25% Chance Default
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s32 moduloChance = 4; //25% Chance Default
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@ -267,8 +266,8 @@ static bool8 ShouldSwitchIfGameStatePrompt(void)
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//Check if Active Pokemon evasion boosted and might be able to dodge until awake
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//Check if Active Pokemon evasion boosted and might be able to dodge until awake
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if (gBattleMons[gActiveBattler].statStages[STAT_EVASION] > (DEFAULT_STAT_STAGE + 3)
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if (gBattleMons[gActiveBattler].statStages[STAT_EVASION] > (DEFAULT_STAT_STAGE + 3)
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&& AI_GetAbility(opposingBattler) != ABILITY_UNAWARE
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&& AI_DATA->abilities[opposingBattler] != ABILITY_UNAWARE
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&& AI_GetAbility(opposingBattler) != ABILITY_KEEN_EYE
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&& AI_DATA->abilities[opposingBattler] != ABILITY_KEEN_EYE
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&& !(gBattleMons[gActiveBattler].status2 & STATUS2_FORESIGHT)
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&& !(gBattleMons[gActiveBattler].status2 & STATUS2_FORESIGHT)
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&& !(gStatuses3[gActiveBattler] & STATUS3_MIRACLE_EYED))
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&& !(gStatuses3[gActiveBattler] & STATUS3_MIRACLE_EYED))
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switchMon = FALSE;
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switchMon = FALSE;
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@ -334,7 +333,9 @@ static bool8 ShouldSwitchIfGameStatePrompt(void)
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return TRUE;
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return TRUE;
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}
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}
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else
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else
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{
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return FALSE;
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return FALSE;
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}
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}
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}
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static bool8 ShouldSwitchIfAbilityBenefit(void)
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static bool8 ShouldSwitchIfAbilityBenefit(void)
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@ -352,7 +353,7 @@ static bool8 ShouldSwitchIfAbilityBenefit(void)
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||IsNeutralizingGasOnField())
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||IsNeutralizingGasOnField())
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return FALSE;
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return FALSE;
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switch(AI_GetAbility(gActiveBattler)) {
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switch(AI_DATA->abilities[gActiveBattler]) {
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case ABILITY_NATURAL_CURE:
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case ABILITY_NATURAL_CURE:
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moduloChance = 4; //25%
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moduloChance = 4; //25%
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//Attempt to cure bad ailment
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//Attempt to cure bad ailment
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