Fix Round's Base Power calc, Add Turn order effects (#2602)

* fix round base power calc, add turn order change

* remove unused callnative cmd

* fix round turn order update

* fix moveTarget getting set incorrectly in HandleAction_UseMove. also redirection doesn't affect MOVE_TARGET_ALL_BATTLERS

---------

Co-authored-by: ghoulslash <pokevoyager0@gmail.com>
This commit is contained in:
ghoulslash 2023-02-14 10:49:50 -05:00 committed by GitHub
parent 094554b3a3
commit 908b509401
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GPG Key ID: 4AEE18F83AFDEB23
5 changed files with 81 additions and 9 deletions

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@ -250,7 +250,7 @@ gBattleScriptsForMoveEffects::
.4byte BattleScript_EffectHit @ EFFECT_GYRO_BALL
.4byte BattleScript_EffectHit @ EFFECT_ECHOED_VOICE
.4byte BattleScript_EffectHit @ EFFECT_PAYBACK
.4byte BattleScript_EffectHit @ EFFECT_ROUND
.4byte BattleScript_EffectRound @ EFFECT_ROUND
.4byte BattleScript_EffectHit @ EFFECT_BRINE
.4byte BattleScript_EffectHit @ EFFECT_VENOSHOCK
.4byte BattleScript_EffectHit @ EFFECT_RETALIATE
@ -3082,6 +3082,10 @@ BattleScript_EffectPlaceholder:
printstring STRINGID_NOTDONEYET
goto BattleScript_MoveEnd
BattleScript_EffectRound:
setmoveeffect MOVE_EFFECT_ROUND
goto BattleScript_EffectHit
BattleScript_EffectHit::
BattleScript_HitFromAtkCanceler::
attackcanceler

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@ -371,8 +371,9 @@
#define MOVE_EFFECT_RELIC_SONG 69
#define MOVE_EFFECT_TRAP_BOTH 70
#define MOVE_EFFECT_DOUBLE_SHOCK 71
#define MOVE_EFFECT_ROUND 72
#define NUM_MOVE_EFFECTS 72
#define NUM_MOVE_EFFECTS 73
#define MOVE_EFFECT_AFFECTS_USER 0x4000
#define MOVE_EFFECT_CERTAIN 0x8000

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@ -318,6 +318,7 @@ static void SpriteCB_MonIconOnLvlUpBanner(struct Sprite *sprite);
static bool32 CriticalCapture(u32 odds);
static void BestowItem(u32 battlerAtk, u32 battlerDef);
static bool8 IsFinalStrikeEffect(u16 move);
static void TryUpdateRoundTurnOrder(void);
static void Cmd_attackcanceler(void);
static void Cmd_accuracycheck(void);
@ -3660,6 +3661,10 @@ void SetMoveEffect(bool32 primary, u32 certain)
BattleScriptPush(gBattlescriptCurrInstr + 1);
gBattlescriptCurrInstr = BattleScript_DoubleShockRemoveType;
break;
case MOVE_EFFECT_ROUND:
TryUpdateRoundTurnOrder(); // If another Pokémon uses Round before the user this turn, the user will use Round directly after it
gBattlescriptCurrInstr++;
break;
}
}
}
@ -14960,7 +14965,7 @@ static void Cmd_callnative(void)
func();
}
// Callnative Funcs
// Callnative Funcs
void BS_CalcMetalBurstDmg(void)
{
u8 sideAttacker = GetBattlerSide(gBattlerAttacker);
@ -15089,3 +15094,51 @@ static bool8 IsFinalStrikeEffect(u16 move)
}
return FALSE;
}
static void TryUpdateRoundTurnOrder(void)
{
if (gBattleTypeFlags & BATTLE_TYPE_DOUBLE)
{
u32 i;
u32 j = 0;
u32 k = 0;
u32 currRounder;
u8 roundUsers[3] = {0xFF, 0xFF, 0xFF};
u8 nonRoundUsers[3] = {0xFF, 0xFF, 0xFF};
for (i = 0; i < gBattlersCount; i++)
{
if (gBattlerByTurnOrder[i] == gBattlerAttacker)
{
currRounder = i + 1; // Current battler going after attacker
break;
}
}
// Get battlers after us using round
for (i = currRounder; i < gBattlersCount; i++)
{
if (gChosenMoveByBattler[gBattlerByTurnOrder[i]] == MOVE_ROUND)
roundUsers[j++] = gBattlerByTurnOrder[i];
else
nonRoundUsers[k++] = gBattlerByTurnOrder[i];
}
// update turn order for round users
for (i = 0; roundUsers[i] != 0xFF && i < 3; i++)
{
gBattlerByTurnOrder[currRounder] = roundUsers[i];
gActionsByTurnOrder[currRounder] = gActionsByTurnOrder[roundUsers[i]];
gProtectStructs[roundUsers[i]].quash = TRUE; // Make it so their turn order can't be changed again
currRounder++;
}
// Update turn order for non-round users
for (i = 0; nonRoundUsers[i] != 0xFF && i < 3; i++)
{
gBattlerByTurnOrder[currRounder] = nonRoundUsers[i];
gActionsByTurnOrder[currRounder] = gActionsByTurnOrder[nonRoundUsers[i]];
currRounder++;
}
}
}

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@ -259,7 +259,7 @@ bool32 IsAffectedByFollowMe(u32 battlerAtk, u32 defSide, u32 move)
void HandleAction_UseMove(void)
{
u32 i, side, moveType, var = 4;
u16 moveTarget = GetBattlerMoveTargetType(gBattlerAttacker, gCurrentMove);
u16 moveTarget;
gBattlerAttacker = gBattlerByTurnOrder[gCurrentTurnActionNumber];
if (gBattleStruct->absentBattlerFlags & gBitTable[gBattlerAttacker] || !IsBattlerAlive(gBattlerAttacker))
@ -323,6 +323,8 @@ void HandleAction_UseMove(void)
{
gCurrentMove = gBattleStruct->zmove.toBeUsed[gBattlerAttacker];
}
moveTarget = GetBattlerMoveTargetType(gBattlerAttacker, gCurrentMove);
if (gBattleMons[gBattlerAttacker].hp != 0)
{
@ -346,7 +348,7 @@ void HandleAction_UseMove(void)
}
else if ((gBattleTypeFlags & BATTLE_TYPE_DOUBLE)
&& gSideTimers[side].followmeTimer == 0
&& (gBattleMoves[gCurrentMove].power != 0 || moveTarget != MOVE_TARGET_USER)
&& (gBattleMoves[gCurrentMove].power != 0 || (moveTarget != MOVE_TARGET_USER && moveTarget != MOVE_TARGET_ALL_BATTLERS))
&& ((GetBattlerAbility(*(gBattleStruct->moveTarget + gBattlerAttacker)) != ABILITY_LIGHTNING_ROD && moveType == TYPE_ELECTRIC)
|| (GetBattlerAbility(*(gBattleStruct->moveTarget + gBattlerAttacker)) != ABILITY_STORM_DRAIN && moveType == TYPE_WATER)))
{
@ -944,6 +946,10 @@ void HandleAction_ActionFinished(void)
{
u8 battler1 = gBattlerByTurnOrder[i];
u8 battler2 = gBattlerByTurnOrder[j];
if (gProtectStructs[battler1].quash || gProtectStructs[battler2].quash)
continue;
// We recalculate order only for action of the same priority. If any action other than switch/move has been taken, they should
// have been executed before. The only recalculation needed is for moves/switch. Mega evolution is handled in src/battle_main.c/TryChangeOrder
if((gActionsByTurnOrder[i] == B_ACTION_USE_MOVE && gActionsByTurnOrder[j] == B_ACTION_USE_MOVE))
@ -2141,7 +2147,9 @@ u8 DoFieldEndTurnEffects(void)
s32 j;
for (j = i + 1; j < gBattlersCount; j++)
{
if (GetWhoStrikesFirst(gBattlerByTurnOrder[i], gBattlerByTurnOrder[j], FALSE))
if (!gProtectStructs[i].quash
&& !gProtectStructs[j].quash
&& GetWhoStrikesFirst(gBattlerByTurnOrder[i], gBattlerByTurnOrder[j], FALSE))
SwapTurnOrder(i, j);
}
}
@ -8689,8 +8697,14 @@ static u16 CalcMoveBasePower(u16 move, u8 battlerAtk, u8 battlerDef)
basePower *= 2;
break;
case EFFECT_ROUND:
if (gChosenMoveByBattler[BATTLE_PARTNER(battlerAtk)] == MOVE_ROUND && !(gAbsentBattlerFlags & gBitTable[BATTLE_PARTNER(battlerAtk)]))
basePower *= 2;
for (i = 0; i < gBattlersCount; i++)
{
if (i != battlerAtk && IsBattlerAlive(i) && gLastMoves[i] == MOVE_ROUND)
{
basePower *= 2;
break;
}
}
break;
case EFFECT_FUSION_COMBO:
if (gBattleMoves[gLastUsedMove].effect == EFFECT_FUSION_COMBO && move != gLastUsedMove)

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@ -8914,7 +8914,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_Z] =
.type = TYPE_NORMAL,
.accuracy = 100,
.pp = 15,
.secondaryEffectChance = 0,
.secondaryEffectChance = 100,
.target = MOVE_TARGET_SELECTED,
.priority = 0,
.flags = FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGS_ROCK_AFFECTED | FLAG_SOUND,