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Merge pull request #2660 from DizzyEggg/ace_voltswitch
Fix Volt Switch / Roar with ace pokemon
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commit
827bf11307
@ -3127,7 +3127,7 @@ BattleScript_EffectHitEscape:
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jumpifbyte CMP_NOT_EQUAL gBattleOutcome 0, BattleScript_HitEscapeEnd
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jumpifbattletype BATTLE_TYPE_ARENA, BattleScript_HitEscapeEnd
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jumpifcantswitch SWITCH_IGNORE_ESCAPE_PREVENTION | BS_ATTACKER, BattleScript_HitEscapeEnd
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jumpifemergencyexited BS_TARGET, BattleScript_HitEscapeEnd
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jumpifemergencyexited BS_TARGET, BattleScript_HitEscapeEnd
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openpartyscreen BS_ATTACKER, BattleScript_HitEscapeEnd
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switchoutabilities BS_ATTACKER
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waitstate
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@ -645,6 +645,7 @@ struct BattleStruct
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struct StolenItem itemStolen[PARTY_SIZE]; // Player's team that had items stolen (two bytes per party member)
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u8 blunderPolicy:1; // should blunder policy activate
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u8 swapDamageCategory:1; // Photon Geyser, Shell Side Arm, Light That Burns the Sky
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u8 forcedSwitch:4; // For each battler
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u8 switchInAbilityPostponed:4; // To not activate against an empty field, each bit for battler
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u8 ballSpriteIds[2]; // item gfx, window gfx
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u8 stickyWebUser;
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@ -27,6 +27,15 @@ static bool32 AiExpectsToFaintPlayer(void);
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static bool32 AI_ShouldHeal(u32 healAmount);
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static bool32 AI_OpponentCanFaintAiWithMod(u32 healAmount);
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static bool32 IsAceMon(u32 battlerId, u32 monPartyId)
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{
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if (AI_THINKING_STRUCT->aiFlags & AI_FLAG_ACE_POKEMON
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&& !(gBattleStruct->forcedSwitch & gBitTable[battlerId])
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&& monPartyId == CalculateEnemyPartyCount()-1)
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return TRUE;
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return FALSE;
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}
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void GetAIPartyIndexes(u32 battlerId, s32 *firstId, s32 *lastId)
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{
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if (BATTLE_TWO_VS_ONE_OPPONENT && (battlerId & BIT_SIDE) == B_SIDE_OPPONENT)
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@ -109,8 +118,7 @@ static bool8 ShouldSwitchIfWonderGuard(void)
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continue;
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if (i == gBattlerPartyIndexes[gActiveBattler])
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continue;
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if (AI_THINKING_STRUCT->aiFlags & AI_FLAG_ACE_POKEMON
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&& i == (CalculateEnemyPartyCount()-1))
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if (IsAceMon(gActiveBattler, i))
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continue;
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for (opposingBattler = GetBattlerAtPosition(opposingPosition), j = 0; j < MAX_MON_MOVES; j++)
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@ -202,8 +210,7 @@ static bool8 FindMonThatAbsorbsOpponentsMove(void)
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continue;
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if (i == *(gBattleStruct->monToSwitchIntoId + battlerIn2))
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continue;
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if (AI_THINKING_STRUCT->aiFlags & AI_FLAG_ACE_POKEMON
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&& i == (CalculateEnemyPartyCount()-1))
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if (IsAceMon(gActiveBattler, i))
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continue;
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@ -283,9 +290,8 @@ static bool8 ShouldSwitchIfGameStatePrompt(void)
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for (i = firstId; i < lastId; i++)
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{
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if (AI_THINKING_STRUCT->aiFlags & AI_FLAG_ACE_POKEMON
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&& i == (CalculateEnemyPartyCount()-1))
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break;
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if (IsAceMon(gActiveBattler, i))
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continue;
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//Look for mon in party that is able to be switched into and has ability that sets terrain
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if (GetMonData(&party[i], MON_DATA_HP) != 0
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@ -576,8 +582,7 @@ static bool8 FindMonWithFlagsAndSuperEffective(u16 flags, u8 moduloPercent)
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continue;
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if (i == *(gBattleStruct->monToSwitchIntoId + battlerIn2))
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continue;
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if (AI_THINKING_STRUCT->aiFlags & AI_FLAG_ACE_POKEMON
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&& i == (CalculateEnemyPartyCount()-1))
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if (IsAceMon(gActiveBattler, i))
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continue;
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@ -619,6 +624,7 @@ bool32 ShouldSwitch(void)
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struct Pokemon *party;
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s32 i;
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s32 availableToSwitch;
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bool32 hasAceMon = FALSE;
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if (gBattleMons[gActiveBattler].status2 & (STATUS2_WRAPPED | STATUS2_ESCAPE_PREVENTION))
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return FALSE;
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@ -668,15 +674,22 @@ bool32 ShouldSwitch(void)
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continue;
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if (i == *(gBattleStruct->monToSwitchIntoId + battlerIn2))
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continue;
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if (AI_THINKING_STRUCT->aiFlags & AI_FLAG_ACE_POKEMON
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&& i == (CalculateEnemyPartyCount()-1))
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if (IsAceMon(gActiveBattler, i))
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{
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hasAceMon = TRUE;
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continue;
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}
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availableToSwitch++;
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}
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if (availableToSwitch == 0)
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return FALSE;
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{
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if (hasAceMon) // If the ace mon is the only available mon, use it
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availableToSwitch++;
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else
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return FALSE;
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}
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//NOTE: The sequence of the below functions matter! Do not change unless you have carefully considered the outcome.
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//Since the order is sequencial, and some of these functions prompt switch to specific party members.
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@ -758,8 +771,7 @@ void AI_TrySwitchOrUseItem(void)
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continue;
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if (monToSwitchId == *(gBattleStruct->monToSwitchIntoId + battlerIn2))
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continue;
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if (AI_THINKING_STRUCT->aiFlags & AI_FLAG_ACE_POKEMON
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&& monToSwitchId == (CalculateEnemyPartyCount()-1))
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if (IsAceMon(gActiveBattler, monToSwitchId))
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continue;
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break;
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@ -916,7 +928,7 @@ u8 GetMostSuitableMonToSwitchInto(void)
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s32 lastId = 0; // + 1
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struct Pokemon *party;
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s32 i, j, aliveCount = 0;
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u8 invalidMons = 0;
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u32 invalidMons = 0, aceMonId = PARTY_SIZE;
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if (*(gBattleStruct->monToSwitchIntoId + gActiveBattler) != PARTY_SIZE)
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return *(gBattleStruct->monToSwitchIntoId + gActiveBattler);
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@ -958,12 +970,19 @@ u8 GetMostSuitableMonToSwitchInto(void)
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|| gBattlerPartyIndexes[battlerIn2] == i
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|| i == *(gBattleStruct->monToSwitchIntoId + battlerIn1)
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|| i == *(gBattleStruct->monToSwitchIntoId + battlerIn2)
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|| (GetMonAbility(&party[i]) == ABILITY_TRUANT && IsTruantMonVulnerable(gActiveBattler, opposingBattler)) // While not really invalid per say, not really wise to switch into this mon.
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|| ((AI_THINKING_STRUCT->aiFlags & AI_FLAG_ACE_POKEMON)
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&& i == (CalculateEnemyPartyCount() - 1))) //Save Ace Pokemon for last
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|| (GetMonAbility(&party[i]) == ABILITY_TRUANT && IsTruantMonVulnerable(gActiveBattler, opposingBattler))) // While not really invalid per say, not really wise to switch into this mon.)
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{
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invalidMons |= gBitTable[i];
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}
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else if (IsAceMon(gActiveBattler, i))// Save Ace Pokemon for last.
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{
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aceMonId = i;
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invalidMons |= gBitTable[i];
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}
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else
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{
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aliveCount++;
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}
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}
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bestMonId = GetBestMonBatonPass(party, firstId, lastId, invalidMons, aliveCount);
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@ -978,6 +997,11 @@ u8 GetMostSuitableMonToSwitchInto(void)
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if (bestMonId != PARTY_SIZE)
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return bestMonId;
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// If ace mon is the last available Pokemon and U-Turn/Volt Switch was used - switch to the mon.
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if (aceMonId != PARTY_SIZE
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&& (gBattleMoves[gLastUsedMove].effect == EFFECT_HIT_ESCAPE || gBattleMoves[gLastUsedMove].effect == EFFECT_PARTING_SHOT))
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return aceMonId;
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return PARTY_SIZE;
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}
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@ -7125,6 +7125,7 @@ static void Cmd_switchineffects(void)
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gBattlerFainted++;
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}
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}
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gBattleStruct->forcedSwitch &= ~(gBitTable[gActiveBattler]);
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gBattlescriptCurrInstr = cmd->nextInstr;
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}
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}
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@ -12312,6 +12313,7 @@ static void Cmd_forcerandomswitch(void)
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{
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*(gBattleStruct->battlerPartyIndexes + gBattlerTarget) = gBattlerPartyIndexes[gBattlerTarget];
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gBattlescriptCurrInstr = BattleScript_RoarSuccessSwitch;
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gBattleStruct->forcedSwitch |= gBitTable[gBattlerTarget];
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*(gBattleStruct->monToSwitchIntoId + gBattlerTarget) = validMons[Random() % validMonsCount];
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if (!IsMultiBattle())
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