Merge pull request #1724 from AsparagusEduardo/BE_TerrainMoves

Moves affected by Terrain: Camouflage, Secret Power & Terrain Pulse
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ghoulslash 2021-11-07 17:39:03 -05:00 committed by GitHub
commit a90cf4a501
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13 changed files with 461 additions and 106 deletions

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@ -5,6 +5,7 @@
#include "constants/moves.h" #include "constants/moves.h"
#include "constants/pokemon.h" #include "constants/pokemon.h"
#include "constants/items.h" #include "constants/items.h"
#include "constants/battle_config.h"
.include "asm/macros.inc" .include "asm/macros.inc"
.include "asm/macros/battle_anim_script.inc" .include "asm/macros/battle_anim_script.inc"
.include "constants/constants.inc" .include "constants/constants.inc"
@ -14081,7 +14082,87 @@ Move_RISING_VOLTAGE::
end @to do: end @to do:
Move_TERRAIN_PULSE:: Move_TERRAIN_PULSE::
end @to do: loadspritegfx ANIM_TAG_DRAGON_PULSE
monbg ANIM_TARGET
setalpha 12, 8
createsprite gSimplePaletteBlendSpriteTemplate, ANIM_ATTACKER, 2, 1, 1, 0, 7, RGB_BLACK
launchtask AnimTask_TerrainPulse 0x5 0x0
jumpargeq 0x0, TYPE_ELECTRIC, TerrainPulseElectric
jumpargeq 0x0, TYPE_GRASS, TerrainPulseGrass
jumpargeq 0x0, TYPE_FAIRY, TerrainPulseFairy
jumpargeq 0x0, TYPE_PSYCHIC, TerrainPulsePsychic
TerrainPulseNormal:
createvisualtask AnimTask_BlendParticle, 5, ANIM_TAG_DRAGON_PULSE, 0, 12, 12, RGB_WHITE
waitforvisualfinish
playsewithpan SE_M_PSYBEAM, SOUND_PAN_ATTACKER
createsoundtask SoundTask_LoopSEAdjustPanning, SE_M_PSYBEAM2, SOUND_PAN_ATTACKER, SOUND_PAN_TARGET, 3, 4, 0, 15
call DragonPulseParticle
call DragonPulseParticle
createvisualtask AnimTask_SwayMon, 5, 0, 2, 51200, 24, ANIM_TARGET
createvisualtask AnimTask_BlendColorCycle, 2, 4, 2, 2, 0, 12, RGB_WHITE
goto TerrainPulseEnd
TerrainPulseElectric:
createvisualtask AnimTask_BlendParticle, 5, ANIM_TAG_DRAGON_PULSE, 0, 12, 12, RGB(27, 27, 0)
waitforvisualfinish
playsewithpan SE_M_PSYBEAM, SOUND_PAN_ATTACKER
createsoundtask SoundTask_LoopSEAdjustPanning, SE_M_PSYBEAM2, SOUND_PAN_ATTACKER, SOUND_PAN_TARGET, 3, 4, 0, 15
call DragonPulseParticle
call DragonPulseParticle
createvisualtask AnimTask_SwayMon, 5, 0, 4, 51200, 24, ANIM_TARGET
createvisualtask AnimTask_BlendColorCycle, 2, 4, 2, 2, 0, 12, RGB(27, 27, 0)
goto TerrainPulseEnd
TerrainPulseGrass:
createvisualtask AnimTask_BlendParticle, 5, ANIM_TAG_DRAGON_PULSE, 0, 12, 12, RGB(11, 26, 11)
waitforvisualfinish
playsewithpan SE_M_PSYBEAM, SOUND_PAN_ATTACKER
createsoundtask SoundTask_LoopSEAdjustPanning, SE_M_PSYBEAM2, SOUND_PAN_ATTACKER, SOUND_PAN_TARGET, 3, 4, 0, 15
call DragonPulseParticle
call DragonPulseParticle
createvisualtask AnimTask_SwayMon, 5, 0, 4, 51200, 24, ANIM_TARGET
createvisualtask AnimTask_BlendColorCycle, 2, 4, 2, 2, 0, 12, RGB(11, 26, 11)
goto TerrainPulseEnd
TerrainPulseFairy:
createvisualtask AnimTask_BlendParticle, 5, ANIM_TAG_DRAGON_PULSE, 0, 12, 12, RGB(31, 24, 31)
waitforvisualfinish
playsewithpan SE_M_PSYBEAM, SOUND_PAN_ATTACKER
createsoundtask SoundTask_LoopSEAdjustPanning, SE_M_PSYBEAM2, SOUND_PAN_ATTACKER, SOUND_PAN_TARGET, 3, 4, 0, 15
call DragonPulseParticle
call DragonPulseParticle
createvisualtask AnimTask_SwayMon, 5, 0, 4, 51200, 24, ANIM_TARGET
createvisualtask AnimTask_BlendColorCycle, 2, 4, 2, 2, 0, 12, RGB(31, 24, 31)
goto TerrainPulseEnd
TerrainPulsePsychic:
createvisualtask AnimTask_BlendParticle, 5, ANIM_TAG_DRAGON_PULSE, 0, 12, 12, RGB(27, 0, 13)
waitforvisualfinish
playsewithpan SE_M_PSYBEAM, SOUND_PAN_ATTACKER
createsoundtask SoundTask_LoopSEAdjustPanning, SE_M_PSYBEAM2, SOUND_PAN_ATTACKER, SOUND_PAN_TARGET, 3, 4, 0, 15
call DragonPulseParticle
call DragonPulseParticle
createvisualtask AnimTask_SwayMon, 5, 0, 4, 51200, 24, ANIM_TARGET
createvisualtask AnimTask_BlendColorCycle, 2, 4, 2, 2, 0, 12, RGB(27, 0, 13)
goto TerrainPulseEnd
TerrainPulseEnd:
call DragonPulseParticle
call DragonPulseParticle
call DragonPulseParticle
call DragonPulseParticle
call DragonPulseParticle
call DragonPulseParticle
call DragonPulseParticle
call DragonPulseParticle
call DragonPulseParticle
waitforvisualfinish
delay 1
createsprite gSimplePaletteBlendSpriteTemplate, ANIM_ATTACKER, 2, 1, 1, 7, 0, RGB_BLACK
waitforvisualfinish
blendoff
clearmonbg ANIM_TARGET
end
Move_SKITTER_SMACK:: Move_SKITTER_SMACK::
end @to do: end @to do:
@ -23353,6 +23434,11 @@ Move_SKY_UPPERCUT:
end end
Move_SECRET_POWER: Move_SECRET_POWER:
createvisualtask AnimTask_GetFieldTerrain, 5
jumpargeq 0, STATUS_FIELD_MISTY_TERRAIN, Move_FAIRY_WIND
jumpargeq 0, STATUS_FIELD_GRASSY_TERRAIN, Move_NEEDLE_ARM
jumpargeq 0, STATUS_FIELD_ELECTRIC_TERRAIN, Move_THUNDER_SHOCK
jumpargeq 0, STATUS_FIELD_PSYCHIC_TERRAIN, Move_CONFUSION
createvisualtask AnimTask_GetBattleTerrain, 5 createvisualtask AnimTask_GetBattleTerrain, 5
jumpargeq 0, BATTLE_TERRAIN_GRASS, Move_NEEDLE_ARM jumpargeq 0, BATTLE_TERRAIN_GRASS, Move_NEEDLE_ARM
jumpargeq 0, BATTLE_TERRAIN_LONG_GRASS, Move_MAGICAL_LEAF jumpargeq 0, BATTLE_TERRAIN_LONG_GRASS, Move_MAGICAL_LEAF
@ -23362,8 +23448,36 @@ Move_SECRET_POWER:
jumpargeq 0, BATTLE_TERRAIN_POND, Move_BUBBLE_BEAM jumpargeq 0, BATTLE_TERRAIN_POND, Move_BUBBLE_BEAM
jumpargeq 0, BATTLE_TERRAIN_MOUNTAIN, Move_ROCK_THROW jumpargeq 0, BATTLE_TERRAIN_MOUNTAIN, Move_ROCK_THROW
jumpargeq 0, BATTLE_TERRAIN_CAVE, Move_BITE jumpargeq 0, BATTLE_TERRAIN_CAVE, Move_BITE
jumpargeq 0, BATTLE_TERRAIN_BUILDING, Move_STRENGTH
jumpargeq 0, BATTLE_TERRAIN_SOARING, Move_GUST
jumpargeq 0, BATTLE_TERRAIN_SKY_PILLAR, Move_GUST
jumpargeq 0, BATTLE_TERRAIN_BURIAL_GROUND, Move_SHADOW_SNEAK
jumpargeq 0, BATTLE_TERRAIN_PUDDLE, Move_MUD_SHOT
jumpargeq 0, BATTLE_TERRAIN_MARSH, Move_MUD_SHOT
jumpargeq 0, BATTLE_TERRAIN_SWAMP, Move_MUD_SHOT
.if B_SECRET_POWER_ANIMATION >= GEN_7
jumpargeq 0, BATTLE_TERRAIN_SNOW, Move_ICE_SHARD
.else
jumpargeq 0, BATTLE_TERRAIN_SNOW, Move_AVALANCHE
.endif
jumpargeq 0, BATTLE_TERRAIN_ICE, Move_ICE_SHARD
jumpargeq 0, BATTLE_TERRAIN_VOLCANO, Move_INCINERATE
jumpargeq 0, BATTLE_TERRAIN_DISTORTION_WORLD, Move_POUND
jumpargeq 0, BATTLE_TERRAIN_SPACE, Move_SWIFT
jumpargeq 0, BATTLE_TERRAIN_ULTRA_SPACE, Move_PSYWAVE
.if B_SECRET_POWER_ANIMATION >= GEN_7
jumpargeq 0, BATTLE_TERRAIN_BUILDING, Move_SPIT_UP
goto Move_SPIT_UP
.elseif B_SECRET_POWER_ANIMATION == GEN_6
jumpargeq 0, BATTLE_TERRAIN_BUILDING, Move_BODY_SLAM
goto Move_BODY_SLAM
.elseif B_SECRET_POWER_ANIMATION == GEN_5 || B_SECRET_POWER_ANIMATION == GEN_4
jumpargeq 0, BATTLE_TERRAIN_BUILDING, Move_BODY_SLAM
goto Move_MUD_SLAP
.else
jumpargeq 0, BATTLE_TERRAIN_BUILDING, Move_STRENGTH jumpargeq 0, BATTLE_TERRAIN_BUILDING, Move_STRENGTH
goto Move_SLAM goto Move_SLAM
.endif
Move_TWISTER: Move_TWISTER:
loadspritegfx ANIM_TAG_LEAF loadspritegfx ANIM_TAG_LEAF

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@ -395,6 +395,7 @@ gBattleScriptsForMoveEffects::
.4byte BattleScript_EffectAuraWheel @ EFFECT_AURA_WHEEL .4byte BattleScript_EffectAuraWheel @ EFFECT_AURA_WHEEL
.4byte BattleScript_EffectPhotonGeyser @ EFFECT_PHOTON_GEYSER .4byte BattleScript_EffectPhotonGeyser @ EFFECT_PHOTON_GEYSER
.4byte BattleScript_EffectShellSideArm @ EFFECT_SHELL_SIDE_ARM .4byte BattleScript_EffectShellSideArm @ EFFECT_SHELL_SIDE_ARM
.4byte BattleScript_EffectHit @ EFFECT_TERRAIN_PULSE
BattleScript_EffectShellSideArm: BattleScript_EffectShellSideArm:
shellsidearmcheck shellsidearmcheck

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@ -222,10 +222,7 @@ struct FieldTimer
u8 wonderRoomTimer; u8 wonderRoomTimer;
u8 magicRoomTimer; u8 magicRoomTimer;
u8 trickRoomTimer; u8 trickRoomTimer;
u8 grassyTerrainTimer; u8 terrainTimer;
u8 mistyTerrainTimer;
u8 electricTerrainTimer;
u8 psychicTerrainTimer;
u8 gravityTimer; u8 gravityTimer;
u8 fairyLockTimer; u8 fairyLockTimer;
}; };

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@ -36,6 +36,7 @@ u32 IsAbilityStatusProtected(u32 battler);
bool32 TryResetBattlerStatChanges(u8 battler); bool32 TryResetBattlerStatChanges(u8 battler);
bool32 CanCamouflage(u8 battlerId); bool32 CanCamouflage(u8 battlerId);
u16 GetNaturePowerMove(void); u16 GetNaturePowerMove(void);
u16 GetSecretPowerMoveEffect(void);
void StealTargetItem(u8 battlerStealer, u8 battlerItem); void StealTargetItem(u8 battlerStealer, u8 battlerItem);
u8 GetCatchingBattler(void); u8 GetCatchingBattler(void);

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@ -374,6 +374,21 @@
#define BATTLE_TERRAIN_CAVE 7 #define BATTLE_TERRAIN_CAVE 7
#define BATTLE_TERRAIN_BUILDING 8 #define BATTLE_TERRAIN_BUILDING 8
#define BATTLE_TERRAIN_PLAIN 9 #define BATTLE_TERRAIN_PLAIN 9
// New battle terrains are used for Secret Power but not fully implemented.
#define BATTLE_TERRAIN_SOARING 10
#define BATTLE_TERRAIN_SKY_PILLAR 11
#define BATTLE_TERRAIN_BURIAL_GROUND 12
#define BATTLE_TERRAIN_PUDDLE 13
#define BATTLE_TERRAIN_MARSH 14
#define BATTLE_TERRAIN_SWAMP 15
#define BATTLE_TERRAIN_SNOW 16
#define BATTLE_TERRAIN_ICE 17
#define BATTLE_TERRAIN_VOLCANO 18
#define BATTLE_TERRAIN_DISTORTION_WORLD 19
#define BATTLE_TERRAIN_SPACE 20
#define BATTLE_TERRAIN_ULTRA_SPACE 21
#define BATTLE_TERRAIN_COUNT 22
#define B_WAIT_TIME_LONG 64 #define B_WAIT_TIME_LONG 64
#define B_WAIT_TIME_MED 48 #define B_WAIT_TIME_MED 48

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@ -95,7 +95,6 @@
#define B_CRIT_CHANCE GEN_7 // Chances of a critical hit landing. See CalcCritChanceStage. #define B_CRIT_CHANCE GEN_7 // Chances of a critical hit landing. See CalcCritChanceStage.
#define B_CRIT_MULTIPLIER GEN_7 // In Gen6+, critical hits multiply damage by 1.5 instead of 2. #define B_CRIT_MULTIPLIER GEN_7 // In Gen6+, critical hits multiply damage by 1.5 instead of 2.
#define B_PARALYSIS_SPEED GEN_7 // In Gen7+, Speed is decreased by 50% instead of 75%. #define B_PARALYSIS_SPEED GEN_7 // In Gen7+, Speed is decreased by 50% instead of 75%.
#define B_TERRAIN_TYPE_BOOST GEN_8 // In Gen8, damage is boosted by 30% instead of 50%.
#define B_CONFUSION_SELF_DMG_CHANCE GEN_7 // In Gen7+, confusion has a 33.3% of self-damage, instead of 50%. #define B_CONFUSION_SELF_DMG_CHANCE GEN_7 // In Gen7+, confusion has a 33.3% of self-damage, instead of 50%.
#define B_MULTI_HIT_CHANCE GEN_7 // In Gen5+, multi-hit moves have different %. See Cmd_setmultihitcounter for values. #define B_MULTI_HIT_CHANCE GEN_7 // In Gen5+, multi-hit moves have different %. See Cmd_setmultihitcounter for values.
@ -184,26 +183,31 @@
// Eg: Replace with VAR_UNUSED_0x40F7 so you can use VAR_TERRAIN for that feature. // Eg: Replace with VAR_UNUSED_0x40F7 so you can use VAR_TERRAIN for that feature.
#define VAR_TERRAIN 0 // If this var has a value, assigning a STATUS_FIELD_xx_TERRAIN to it before battle causes the battle to start with that terrain active #define VAR_TERRAIN 0 // If this var has a value, assigning a STATUS_FIELD_xx_TERRAIN to it before battle causes the battle to start with that terrain active
// Terrain settings
#define B_TERRAIN_BG_CHANGE TRUE // If set to TRUE, terrain moves permanently change the default battle background until the effect fades.
#define B_THUNDERSTORM_TERRAIN TRUE // If TRUE, overworld Thunderstorm generates Rain and Electric Terrain as in Gen 8.
#define B_TERRAIN_TYPE_BOOST GEN_8 // In Gen8, damage is boosted by 30% instead of 50%.
#define B_SECRET_POWER_EFFECT GEN_7 // Secret Power's effects change depending on terrain and generation. See GetSecretPowerMoveEffect.
#define B_SECRET_POWER_ANIMATION GEN_7 // Secret Power's animations change depending on terrain and generation.
#define B_NATURE_POWER_MOVES GEN_8 // Nature Power calls different moves depending on terrain and generation. See sNaturePowerMoves.
#define B_CAMOUFLAGE_TYPES GEN_7 // Camouflage changes the user to different types depending on terrain and generation. See sTerrainToType.
// Interface settings // Interface settings
#define B_ABILITY_POP_UP TRUE // In Gen5+, the Pokémon abilities are displayed in a pop-up, when they activate in battle. #define B_ABILITY_POP_UP TRUE // In Gen5+, the Pokémon abilities are displayed in a pop-up, when they activate in battle.
#define B_FAST_INTRO TRUE // If set to TRUE, battle intro texts print at the same time as animation of a Pokémon, as opposing to waiting for the animation to end. #define B_FAST_INTRO TRUE // If set to TRUE, battle intro texts print at the same time as animation of a Pokémon, as opposing to waiting for the animation to end.
#define B_SHOW_TARGETS TRUE // If set to TRUE, all available targets, for moves hitting 2 or 3 Pokémon, will be shown before selecting a move. #define B_SHOW_TARGETS TRUE // If set to TRUE, all available targets, for moves hitting 2 or 3 Pokémon, will be shown before selecting a move.
#define B_SHOW_SPLIT_ICON TRUE // If set to TRUE, it will show an icon in the summary showing the move's category split. #define B_SHOW_SPLIT_ICON TRUE // If set to TRUE, it will show an icon in the summary showing the move's category split.
#define B_HIDE_HEALTHBOX_IN_ANIMS TRUE // If set to TRUE, hides healthboxes during move animations. #define B_HIDE_HEALTHBOX_IN_ANIMS TRUE // If set to TRUE, hides healthboxes during move animations.
#define B_TERRAIN_BG_CHANGE TRUE // If set to TRUE, terrain moves permanently change the default battle background until the effect fades.
// Critical Capture // Catching settings
#define B_CRITICAL_CAPTURE TRUE // If set to TRUE, Critical Capture will be enabled. #define B_SEMI_INVULNERABLE_CATCH GEN_7 // In Gen4+, you cannot throw a ball against a Pokemon that is in a semi-invulnerable state (dig/fly/etc)
#define B_CATCHING_CHARM_BOOST 20 // % boost in Critical Capture odds if player has the Catching Charm. #define B_CATCHING_CHARM_BOOST 20 // % boost in Critical Capture odds if player has the Catching Charm.
#define B_CRITICAL_CAPTURE TRUE // If set to TRUE, Critical Capture will be enabled.
// Last Used Ball
#define B_LAST_USED_BALL TRUE // If TRUE, the "last used ball" feature from Gen 7 will be implemented #define B_LAST_USED_BALL TRUE // If TRUE, the "last used ball" feature from Gen 7 will be implemented
#define B_LAST_USED_BALL_BUTTON R_BUTTON // If last used ball is implemented, this button (or button combo) will trigger throwing the last used ball. #define B_LAST_USED_BALL_BUTTON R_BUTTON // If last used ball is implemented, this button (or button combo) will trigger throwing the last used ball.
// Other // Other
#define B_DOUBLE_WILD_CHANCE 0 // % chance of encountering two Pokémon in a Wild Encounter. #define B_DOUBLE_WILD_CHANCE 0 // % chance of encountering two Pokémon in a Wild Encounter.
#define B_THUNDERSTORM_TERRAIN TRUE // If TRUE, overworld Thunderstorm generates Rain and Electric Terrain as in Gen 8.
#define B_SEMI_INVULNERABLE_CATCH GEN_7 // In Gen4+, you cannot throw a ball against a Pokemon that is in a semi-invulnerable state (dig/fly/etc)
// Animation Settings // Animation Settings
#define B_NEW_SWORD_PARTICLE FALSE // If set to TRUE, it updates Swords Dance's particle. #define B_NEW_SWORD_PARTICLE FALSE // If set to TRUE, it updates Swords Dance's particle.

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@ -378,7 +378,8 @@
#define EFFECT_AURA_WHEEL 372 #define EFFECT_AURA_WHEEL 372
#define EFFECT_PHOTON_GEYSER 373 #define EFFECT_PHOTON_GEYSER 373
#define EFFECT_SHELL_SIDE_ARM 374 #define EFFECT_SHELL_SIDE_ARM 374
#define EFFECT_TERRAIN_PULSE 375
#define NUM_BATTLE_MOVE_EFFECTS 375 #define NUM_BATTLE_MOVE_EFFECTS 376
#endif // GUARD_CONSTANTS_BATTLE_MOVE_EFFECTS_H #endif // GUARD_CONSTANTS_BATTLE_MOVE_EFFECTS_H

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@ -5073,3 +5073,25 @@ void AnimTask_ShellSideArm(u8 taskId)
gBattleAnimArgs[0] = FALSE; gBattleAnimArgs[0] = FALSE;
DestroyAnimVisualTask(taskId); DestroyAnimVisualTask(taskId);
} }
void AnimTask_TerrainPulse(u8 taskId)
{
if (IsBattlerTerrainAffected(gBattleAnimAttacker, STATUS_FIELD_TERRAIN_ANY))
{
if (gFieldStatuses & STATUS_FIELD_ELECTRIC_TERRAIN)
gBattleAnimArgs[0] = TYPE_ELECTRIC;
else if (gFieldStatuses & STATUS_FIELD_GRASSY_TERRAIN)
gBattleAnimArgs[0] = TYPE_GRASS;
else if (gFieldStatuses & STATUS_FIELD_MISTY_TERRAIN)
gBattleAnimArgs[0] = TYPE_FAIRY;
else if (gFieldStatuses & STATUS_FIELD_PSYCHIC_TERRAIN)
gBattleAnimArgs[0] = TYPE_PSYCHIC;
else //failsafe
gBattleAnimArgs[0] = 0;
}
else
{
gBattleAnimArgs[0] = 0;
}
DestroyAnimVisualTask(taskId);
}

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@ -136,6 +136,7 @@ void AnimTask_SetCamouflageBlend(u8 taskId)
gBattleAnimArgs[4] = RGB(31, 31, 31); gBattleAnimArgs[4] = RGB(31, 31, 31);
break; break;
case BATTLE_TERRAIN_PLAIN: case BATTLE_TERRAIN_PLAIN:
default:
gBattleAnimArgs[4] = RGB(31, 31, 31); gBattleAnimArgs[4] = RGB(31, 31, 31);
break; break;
} }
@ -904,6 +905,12 @@ void AnimTask_GetBattleTerrain(u8 taskId)
DestroyAnimVisualTask(taskId); DestroyAnimVisualTask(taskId);
} }
void AnimTask_GetFieldTerrain(u8 taskId)
{
gBattleAnimArgs[0] = gFieldStatuses & STATUS_FIELD_TERRAIN_ANY;
DestroyAnimVisualTask(taskId);
}
void AnimTask_AllocBackupPalBuffer(u8 taskId) void AnimTask_AllocBackupPalBuffer(u8 taskId)
{ {
gMonSpritesGfxPtr->buffer = AllocZeroed(0x2000); gMonSpritesGfxPtr->buffer = AllocZeroed(0x2000);

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@ -5192,6 +5192,22 @@ void SetTypeBeforeUsingMove(u16 move, u8 battlerAtk)
if (ItemId_GetPocket(gBattleMons[battlerAtk].item) == POCKET_BERRIES) if (ItemId_GetPocket(gBattleMons[battlerAtk].item) == POCKET_BERRIES)
gBattleStruct->dynamicMoveType = gNaturalGiftTable[ITEM_TO_BERRY(gBattleMons[battlerAtk].item)].type; gBattleStruct->dynamicMoveType = gNaturalGiftTable[ITEM_TO_BERRY(gBattleMons[battlerAtk].item)].type;
} }
else if (gBattleMoves[move].effect == EFFECT_TERRAIN_PULSE)
{
if (IsBattlerTerrainAffected(battlerAtk, STATUS_FIELD_TERRAIN_ANY))
{
if (gFieldStatuses & STATUS_FIELD_ELECTRIC_TERRAIN)
gBattleStruct->dynamicMoveType = TYPE_ELECTRIC | 0x80;
else if (gFieldStatuses & STATUS_FIELD_GRASSY_TERRAIN)
gBattleStruct->dynamicMoveType = TYPE_GRASS | 0x80;
else if (gFieldStatuses & STATUS_FIELD_MISTY_TERRAIN)
gBattleStruct->dynamicMoveType = TYPE_FAIRY | 0x80;
else if (gFieldStatuses & STATUS_FIELD_PSYCHIC_TERRAIN)
gBattleStruct->dynamicMoveType = TYPE_PSYCHIC | 0x80;
else //failsafe
gBattleStruct->dynamicMoveType = TYPE_NORMAL | 0x80;
}
}
attackerAbility = GetBattlerAbility(battlerAtk); attackerAbility = GetBattlerAbility(battlerAtk);
GET_MOVE_TYPE(move, moveType); GET_MOVE_TYPE(move, moveType);

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@ -1097,18 +1097,76 @@ static const u16 sMoveEffectsForbiddenToInstruct[] =
FORBIDDEN_INSTRUCT_END FORBIDDEN_INSTRUCT_END
}; };
static const u16 sNaturePowerMoves[] = static const u16 sNaturePowerMoves[BATTLE_TERRAIN_COUNT] =
{ {
#if B_NATURE_POWER_MOVES >= GEN_7
[BATTLE_TERRAIN_GRASS] = MOVE_ENERGY_BALL, [BATTLE_TERRAIN_GRASS] = MOVE_ENERGY_BALL,
[BATTLE_TERRAIN_LONG_GRASS] = MOVE_ENERGY_BALL, [BATTLE_TERRAIN_LONG_GRASS] = MOVE_ENERGY_BALL,
[BATTLE_TERRAIN_SAND] = MOVE_EARTH_POWER, [BATTLE_TERRAIN_SAND] = MOVE_EARTH_POWER,
[BATTLE_TERRAIN_UNDERWATER] = MOVE_HYDRO_PUMP,
[BATTLE_TERRAIN_WATER] = MOVE_HYDRO_PUMP, [BATTLE_TERRAIN_WATER] = MOVE_HYDRO_PUMP,
[BATTLE_TERRAIN_POND] = MOVE_HYDRO_PUMP, [BATTLE_TERRAIN_POND] = MOVE_HYDRO_PUMP,
[BATTLE_TERRAIN_MOUNTAIN] = MOVE_EARTH_POWER, [BATTLE_TERRAIN_MOUNTAIN] = MOVE_EARTH_POWER,
[BATTLE_TERRAIN_CAVE] = MOVE_POWER_GEM, [BATTLE_TERRAIN_CAVE] = MOVE_EARTH_POWER,
[BATTLE_TERRAIN_BUILDING] = MOVE_TRI_ATTACK, [BATTLE_TERRAIN_BUILDING] = MOVE_TRI_ATTACK,
[BATTLE_TERRAIN_PLAIN] = MOVE_TRI_ATTACK [BATTLE_TERRAIN_PLAIN] = MOVE_TRI_ATTACK,
[BATTLE_TERRAIN_SNOW] = MOVE_ICE_BEAM,
#elif B_NATURE_POWER_MOVES == GEN_6
[BATTLE_TERRAIN_GRASS] = MOVE_ENERGY_BALL,
[BATTLE_TERRAIN_LONG_GRASS] = MOVE_ENERGY_BALL,
[BATTLE_TERRAIN_SAND] = MOVE_EARTH_POWER,
[BATTLE_TERRAIN_WATER] = MOVE_HYDRO_PUMP,
[BATTLE_TERRAIN_POND] = MOVE_HYDRO_PUMP,
[BATTLE_TERRAIN_MOUNTAIN] = MOVE_EARTH_POWER,
[BATTLE_TERRAIN_CAVE] = MOVE_EARTH_POWER,
[BATTLE_TERRAIN_BUILDING] = MOVE_TRI_ATTACK,
[BATTLE_TERRAIN_PLAIN] = MOVE_TRI_ATTACK,
[BATTLE_TERRAIN_SNOW] = MOVE_FROST_BREATH,
#elif B_NATURE_POWER_MOVES == GEN_5
[BATTLE_TERRAIN_GRASS] = MOVE_SEED_BOMB,
[BATTLE_TERRAIN_LONG_GRASS] = MOVE_SEED_BOMB,
[BATTLE_TERRAIN_SAND] = MOVE_EARTHQUAKE,
[BATTLE_TERRAIN_WATER] = MOVE_HYDRO_PUMP,
[BATTLE_TERRAIN_POND] = MOVE_HYDRO_PUMP,
[BATTLE_TERRAIN_MOUNTAIN] = MOVE_EARTHQUAKE,
[BATTLE_TERRAIN_CAVE] = MOVE_EARTHQUAKE,
[BATTLE_TERRAIN_BUILDING] = MOVE_TRI_ATTACK,
[BATTLE_TERRAIN_PLAIN] = MOVE_EARTHQUAKE,
[BATTLE_TERRAIN_SNOW] = MOVE_BLIZZARD,
#elif B_NATURE_POWER_MOVES == GEN_4
[BATTLE_TERRAIN_GRASS] = MOVE_SEED_BOMB,
[BATTLE_TERRAIN_LONG_GRASS] = MOVE_SEED_BOMB,
[BATTLE_TERRAIN_SAND] = MOVE_EARTHQUAKE,
[BATTLE_TERRAIN_WATER] = MOVE_HYDRO_PUMP,
[BATTLE_TERRAIN_POND] = MOVE_HYDRO_PUMP,
[BATTLE_TERRAIN_MOUNTAIN] = MOVE_ROCK_SLIDE,
[BATTLE_TERRAIN_CAVE] = MOVE_ROCK_SLIDE,
[BATTLE_TERRAIN_BUILDING] = MOVE_TRI_ATTACK,
[BATTLE_TERRAIN_PLAIN] = MOVE_EARTHQUAKE,
[BATTLE_TERRAIN_SNOW] = MOVE_BLIZZARD,
#else // Gen 1-3
[BATTLE_TERRAIN_GRASS] = MOVE_STUN_SPORE,
[BATTLE_TERRAIN_LONG_GRASS] = MOVE_RAZOR_LEAF,
[BATTLE_TERRAIN_SAND] = MOVE_EARTHQUAKE,
[BATTLE_TERRAIN_WATER] = MOVE_SURF,
[BATTLE_TERRAIN_POND] = MOVE_BUBBLE_BEAM,
[BATTLE_TERRAIN_MOUNTAIN] = MOVE_ROCK_SLIDE,
[BATTLE_TERRAIN_CAVE] = MOVE_SHADOW_BALL,
[BATTLE_TERRAIN_BUILDING] = MOVE_SWIFT,
[BATTLE_TERRAIN_PLAIN] = MOVE_SWIFT,
[BATTLE_TERRAIN_SNOW] = MOVE_BLIZZARD,
#endif
[BATTLE_TERRAIN_UNDERWATER] = MOVE_HYDRO_PUMP,
[BATTLE_TERRAIN_SOARING] = MOVE_AIR_SLASH,
[BATTLE_TERRAIN_SKY_PILLAR] = MOVE_AIR_SLASH,
[BATTLE_TERRAIN_BURIAL_GROUND] = MOVE_SHADOW_BALL,
[BATTLE_TERRAIN_PUDDLE] = MOVE_MUD_BOMB,
[BATTLE_TERRAIN_MARSH] = MOVE_MUD_BOMB,
[BATTLE_TERRAIN_SWAMP] = MOVE_MUD_BOMB,
[BATTLE_TERRAIN_ICE] = MOVE_ICE_BEAM,
[BATTLE_TERRAIN_VOLCANO] = MOVE_LAVA_PLUME,
[BATTLE_TERRAIN_DISTORTION_WORLD] = MOVE_TRI_ATTACK,
[BATTLE_TERRAIN_SPACE] = MOVE_DRACO_METEOR,
[BATTLE_TERRAIN_ULTRA_SPACE] = MOVE_PSYSHOCK,
}; };
static const u16 sPickupItems[] = static const u16 sPickupItems[] =
@ -1153,7 +1211,7 @@ static const u8 sPickupProbabilities[] =
30, 40, 50, 60, 70, 80, 90, 94, 98 30, 40, 50, 60, 70, 80, 90, 94, 98
}; };
static const u8 sTerrainToType[] = static const u8 sTerrainToType[BATTLE_TERRAIN_COUNT] =
{ {
[BATTLE_TERRAIN_GRASS] = TYPE_GRASS, [BATTLE_TERRAIN_GRASS] = TYPE_GRASS,
[BATTLE_TERRAIN_LONG_GRASS] = TYPE_GRASS, [BATTLE_TERRAIN_LONG_GRASS] = TYPE_GRASS,
@ -1161,10 +1219,30 @@ static const u8 sTerrainToType[] =
[BATTLE_TERRAIN_UNDERWATER] = TYPE_WATER, [BATTLE_TERRAIN_UNDERWATER] = TYPE_WATER,
[BATTLE_TERRAIN_WATER] = TYPE_WATER, [BATTLE_TERRAIN_WATER] = TYPE_WATER,
[BATTLE_TERRAIN_POND] = TYPE_WATER, [BATTLE_TERRAIN_POND] = TYPE_WATER,
[BATTLE_TERRAIN_MOUNTAIN] = TYPE_GROUND,
[BATTLE_TERRAIN_CAVE] = TYPE_ROCK, [BATTLE_TERRAIN_CAVE] = TYPE_ROCK,
[BATTLE_TERRAIN_BUILDING] = TYPE_NORMAL, [BATTLE_TERRAIN_BUILDING] = TYPE_NORMAL,
[BATTLE_TERRAIN_SOARING] = TYPE_FLYING,
[BATTLE_TERRAIN_SKY_PILLAR] = TYPE_FLYING,
[BATTLE_TERRAIN_BURIAL_GROUND] = TYPE_GHOST,
[BATTLE_TERRAIN_PUDDLE] = TYPE_GROUND,
[BATTLE_TERRAIN_MARSH] = TYPE_GROUND,
[BATTLE_TERRAIN_SWAMP] = TYPE_GROUND,
[BATTLE_TERRAIN_SNOW] = TYPE_ICE,
[BATTLE_TERRAIN_ICE] = TYPE_ICE,
[BATTLE_TERRAIN_VOLCANO] = TYPE_FIRE,
[BATTLE_TERRAIN_DISTORTION_WORLD] = TYPE_NORMAL,
[BATTLE_TERRAIN_SPACE] = TYPE_DRAGON,
[BATTLE_TERRAIN_ULTRA_SPACE] = TYPE_PSYCHIC,
#if B_CAMOUFLAGE_TYPES >= GEN_5
[BATTLE_TERRAIN_MOUNTAIN] = TYPE_GROUND,
[BATTLE_TERRAIN_PLAIN] = TYPE_GROUND,
#elif B_CAMOUFLAGE_TYPES == GEN_4
[BATTLE_TERRAIN_MOUNTAIN] = TYPE_ROCK,
[BATTLE_TERRAIN_PLAIN] = TYPE_GROUND,
#else
[BATTLE_TERRAIN_MOUNTAIN] = TYPE_ROCK,
[BATTLE_TERRAIN_PLAIN] = TYPE_NORMAL, [BATTLE_TERRAIN_PLAIN] = TYPE_NORMAL,
#endif
}; };
// - ITEM_ULTRA_BALL skips Master Ball and ITEM_NONE // - ITEM_ULTRA_BALL skips Master Ball and ITEM_NONE
@ -7250,19 +7328,19 @@ static void HandleTerrainMove(u32 moveEffect)
switch (moveEffect) switch (moveEffect)
{ {
case EFFECT_MISTY_TERRAIN: case EFFECT_MISTY_TERRAIN:
statusFlag = STATUS_FIELD_MISTY_TERRAIN, timer = &gFieldTimers.mistyTerrainTimer; statusFlag = STATUS_FIELD_MISTY_TERRAIN, timer = &gFieldTimers.terrainTimer;
gBattleCommunication[MULTISTRING_CHOOSER] = 0; gBattleCommunication[MULTISTRING_CHOOSER] = 0;
break; break;
case EFFECT_GRASSY_TERRAIN: case EFFECT_GRASSY_TERRAIN:
statusFlag = STATUS_FIELD_GRASSY_TERRAIN, timer = &gFieldTimers.grassyTerrainTimer; statusFlag = STATUS_FIELD_GRASSY_TERRAIN, timer = &gFieldTimers.terrainTimer;
gBattleCommunication[MULTISTRING_CHOOSER] = 1; gBattleCommunication[MULTISTRING_CHOOSER] = 1;
break; break;
case EFFECT_ELECTRIC_TERRAIN: case EFFECT_ELECTRIC_TERRAIN:
statusFlag = STATUS_FIELD_ELECTRIC_TERRAIN, timer = &gFieldTimers.electricTerrainTimer; statusFlag = STATUS_FIELD_ELECTRIC_TERRAIN, timer = &gFieldTimers.terrainTimer;
gBattleCommunication[MULTISTRING_CHOOSER] = 2; gBattleCommunication[MULTISTRING_CHOOSER] = 2;
break; break;
case EFFECT_PSYCHIC_TERRAIN: case EFFECT_PSYCHIC_TERRAIN:
statusFlag = STATUS_FIELD_PSYCHIC_TERRAIN, timer = &gFieldTimers.psychicTerrainTimer; statusFlag = STATUS_FIELD_PSYCHIC_TERRAIN, timer = &gFieldTimers.terrainTimer;
gBattleCommunication[MULTISTRING_CHOOSER] = 3; gBattleCommunication[MULTISTRING_CHOOSER] = 3;
break; break;
} }
@ -8859,22 +8937,19 @@ static void Cmd_various(void)
gBattlescriptCurrInstr += 7; // can heal gBattlescriptCurrInstr += 7; // can heal
return; return;
case VARIOUS_REMOVE_TERRAIN: case VARIOUS_REMOVE_TERRAIN:
gFieldTimers.terrainTimer = 0;
switch (gFieldStatuses & STATUS_FIELD_TERRAIN_ANY) switch (gFieldStatuses & STATUS_FIELD_TERRAIN_ANY)
{ {
case STATUS_FIELD_MISTY_TERRAIN: case STATUS_FIELD_MISTY_TERRAIN:
gFieldTimers.mistyTerrainTimer = 0;
gBattleCommunication[MULTISTRING_CHOOSER] = 0; gBattleCommunication[MULTISTRING_CHOOSER] = 0;
break; break;
case STATUS_FIELD_GRASSY_TERRAIN: case STATUS_FIELD_GRASSY_TERRAIN:
gFieldTimers.grassyTerrainTimer = 0;
gBattleCommunication[MULTISTRING_CHOOSER] = 1; gBattleCommunication[MULTISTRING_CHOOSER] = 1;
break; break;
case STATUS_FIELD_ELECTRIC_TERRAIN: case STATUS_FIELD_ELECTRIC_TERRAIN:
gFieldTimers.electricTerrainTimer = 0;
gBattleCommunication[MULTISTRING_CHOOSER] = 2; gBattleCommunication[MULTISTRING_CHOOSER] = 2;
break; break;
case STATUS_FIELD_PSYCHIC_TERRAIN: case STATUS_FIELD_PSYCHIC_TERRAIN:
gFieldTimers.psychicTerrainTimer = 0;
gBattleCommunication[MULTISTRING_CHOOSER] = 3; gBattleCommunication[MULTISTRING_CHOOSER] = 3;
break; break;
default: default:
@ -11866,6 +11941,8 @@ u16 GetNaturePowerMove(void)
return MOVE_ENERGY_BALL; return MOVE_ENERGY_BALL;
else if (gFieldStatuses & STATUS_FIELD_PSYCHIC_TERRAIN) else if (gFieldStatuses & STATUS_FIELD_PSYCHIC_TERRAIN)
return MOVE_PSYCHIC; return MOVE_PSYCHIC;
else if (sNaturePowerMoves == MOVE_NONE)
return MOVE_TRI_ATTACK;
return sNaturePowerMoves[gBattleTerrain]; return sNaturePowerMoves[gBattleTerrain];
} }
@ -12448,38 +12525,113 @@ static void Cmd_jumpifhasnohp(void)
} }
static void Cmd_getsecretpowereffect(void) static void Cmd_getsecretpowereffect(void)
{
gBattleScripting.moveEffect = GetSecretPowerMoveEffect();
gBattlescriptCurrInstr++;
}
u16 GetSecretPowerMoveEffect(void)
{
u16 moveEffect;
u32 fieldTerrain = gFieldStatuses & STATUS_FIELD_TERRAIN_ANY;
if (fieldTerrain)
{
switch (fieldTerrain)
{
case STATUS_FIELD_MISTY_TERRAIN:
moveEffect = MOVE_EFFECT_SP_ATK_MINUS_1;
break;
case STATUS_FIELD_GRASSY_TERRAIN:
moveEffect = MOVE_EFFECT_SLEEP;
break;
case STATUS_FIELD_ELECTRIC_TERRAIN:
moveEffect = MOVE_EFFECT_PARALYSIS;
break;
case STATUS_FIELD_PSYCHIC_TERRAIN:
moveEffect = MOVE_EFFECT_SPD_MINUS_1;
break;
default:
moveEffect = MOVE_EFFECT_PARALYSIS;
break;
}
}
else
{ {
switch (gBattleTerrain) switch (gBattleTerrain)
{ {
case BATTLE_TERRAIN_GRASS: case BATTLE_TERRAIN_GRASS:
gBattleScripting.moveEffect = MOVE_EFFECT_SLEEP; #if B_SECRET_POWER_EFFECT >= GEN_4
moveEffect = MOVE_EFFECT_SLEEP;
#else
moveEffect = MOVE_EFFECT_POISON;
#endif
break; break;
case BATTLE_TERRAIN_LONG_GRASS: case BATTLE_TERRAIN_LONG_GRASS:
gBattleScripting.moveEffect = MOVE_EFFECT_SLEEP; moveEffect = MOVE_EFFECT_SLEEP;
break; break;
case BATTLE_TERRAIN_SAND: case BATTLE_TERRAIN_SAND:
gBattleScripting.moveEffect = MOVE_EFFECT_ACC_MINUS_1; moveEffect = MOVE_EFFECT_ACC_MINUS_1;
break; break;
case BATTLE_TERRAIN_UNDERWATER: case BATTLE_TERRAIN_UNDERWATER:
gBattleScripting.moveEffect = MOVE_EFFECT_ATK_MINUS_1; #if B_SECRET_POWER_EFFECT >= GEN_6
moveEffect = MOVE_EFFECT_ATK_MINUS_1;
#else
moveEffect = MOVE_EFFECT_DEF_MINUS_1;
#endif
break; break;
case BATTLE_TERRAIN_WATER: case BATTLE_TERRAIN_WATER:
gBattleScripting.moveEffect = MOVE_EFFECT_ATK_MINUS_1; moveEffect = MOVE_EFFECT_ATK_MINUS_1;
break; break;
case BATTLE_TERRAIN_POND: case BATTLE_TERRAIN_POND:
gBattleScripting.moveEffect = MOVE_EFFECT_ATK_MINUS_1; #if B_SECRET_POWER_EFFECT >= GEN_4
moveEffect = MOVE_EFFECT_ATK_MINUS_1;
#else
moveEffect = MOVE_EFFECT_SPD_MINUS_1;
#endif
break; break;
case BATTLE_TERRAIN_MOUNTAIN: case BATTLE_TERRAIN_MOUNTAIN:
gBattleScripting.moveEffect = MOVE_EFFECT_ACC_MINUS_1; #if B_SECRET_POWER_EFFECT >= GEN_5
moveEffect = MOVE_EFFECT_ACC_MINUS_1;
#elif B_SECRET_POWER_EFFECT == GEN_4
moveEffect = MOVE_EFFECT_FLINCH;
#else
moveEffect = MOVE_EFFECT_CONFUSION;
#endif
break; break;
case BATTLE_TERRAIN_CAVE: case BATTLE_TERRAIN_CAVE:
gBattleScripting.moveEffect = MOVE_EFFECT_FLINCH; case BATTLE_TERRAIN_BURIAL_GROUND:
case BATTLE_TERRAIN_SPACE:
moveEffect = MOVE_EFFECT_FLINCH;
break;
case BATTLE_TERRAIN_SOARING:
case BATTLE_TERRAIN_SKY_PILLAR:
case BATTLE_TERRAIN_MARSH:
case BATTLE_TERRAIN_SWAMP:
moveEffect = MOVE_EFFECT_SPD_MINUS_1;
break;
case BATTLE_TERRAIN_PUDDLE:
#if B_SECRET_POWER_EFFECT >= GEN_5
moveEffect = MOVE_EFFECT_SPD_MINUS_1;
#else
moveEffect = MOVE_EFFECT_ACC_MINUS_1;
#endif
break;
case BATTLE_TERRAIN_SNOW:
case BATTLE_TERRAIN_ICE:
moveEffect = MOVE_EFFECT_FREEZE;
break;
case BATTLE_TERRAIN_VOLCANO:
moveEffect = MOVE_EFFECT_BURN;
break;
case BATTLE_TERRAIN_ULTRA_SPACE:
moveEffect = MOVE_EFFECT_DEF_MINUS_1;
break; break;
default: default:
gBattleScripting.moveEffect = MOVE_EFFECT_PARALYSIS; moveEffect = MOVE_EFFECT_PARALYSIS;
break; break;
} }
gBattlescriptCurrInstr++; }
return moveEffect;
} }
static void Cmd_pickup(void) static void Cmd_pickup(void)
@ -12709,10 +12861,30 @@ bool32 CanCamouflage(u8 battlerId)
static void Cmd_settypetoterrain(void) static void Cmd_settypetoterrain(void)
{ {
if (!IS_BATTLER_OF_TYPE(gBattlerAttacker, sTerrainToType[gBattleTerrain])) u8 terrainType;
switch(gFieldStatuses & STATUS_FIELD_TERRAIN_ANY)
{ {
SET_BATTLER_TYPE(gBattlerAttacker, sTerrainToType[gBattleTerrain]); case STATUS_FIELD_ELECTRIC_TERRAIN:
PREPARE_TYPE_BUFFER(gBattleTextBuff1, sTerrainToType[gBattleTerrain]); terrainType = TYPE_ELECTRIC;
break;
case STATUS_FIELD_GRASSY_TERRAIN:
terrainType = TYPE_GRASS;
break;
case STATUS_FIELD_MISTY_TERRAIN:
terrainType = TYPE_FAIRY;
break;
case STATUS_FIELD_PSYCHIC_TERRAIN:
terrainType = TYPE_PSYCHIC;
break;
default:
terrainType = sTerrainToType[gBattleTerrain];
break;
}
if (!IS_BATTLER_OF_TYPE(gBattlerAttacker, terrainType))
{
SET_BATTLER_TYPE(gBattlerAttacker, terrainType);
PREPARE_TYPE_BUFFER(gBattleTextBuff1, terrainType);
gBattlescriptCurrInstr += 5; gBattlescriptCurrInstr += 5;
} }

View File

@ -2326,7 +2326,7 @@ u8 DoFieldEndTurnEffects(void)
break; break;
case ENDTURN_ELECTRIC_TERRAIN: case ENDTURN_ELECTRIC_TERRAIN:
if (gFieldStatuses & STATUS_FIELD_ELECTRIC_TERRAIN if (gFieldStatuses & STATUS_FIELD_ELECTRIC_TERRAIN
&& (!(gFieldStatuses & STATUS_FIELD_TERRAIN_PERMANENT) && --gFieldTimers.electricTerrainTimer == 0)) && (!(gFieldStatuses & STATUS_FIELD_TERRAIN_PERMANENT) && --gFieldTimers.terrainTimer == 0))
{ {
gFieldStatuses &= ~(STATUS_FIELD_ELECTRIC_TERRAIN | STATUS_FIELD_TERRAIN_PERMANENT); gFieldStatuses &= ~(STATUS_FIELD_ELECTRIC_TERRAIN | STATUS_FIELD_TERRAIN_PERMANENT);
TryToRevertMimicry(); TryToRevertMimicry();
@ -2337,7 +2337,7 @@ u8 DoFieldEndTurnEffects(void)
break; break;
case ENDTURN_MISTY_TERRAIN: case ENDTURN_MISTY_TERRAIN:
if (gFieldStatuses & STATUS_FIELD_MISTY_TERRAIN if (gFieldStatuses & STATUS_FIELD_MISTY_TERRAIN
&& (!(gFieldStatuses & STATUS_FIELD_TERRAIN_PERMANENT) && --gFieldTimers.mistyTerrainTimer == 0)) && (!(gFieldStatuses & STATUS_FIELD_TERRAIN_PERMANENT) && --gFieldTimers.terrainTimer == 0))
{ {
gFieldStatuses &= ~(STATUS_FIELD_MISTY_TERRAIN); gFieldStatuses &= ~(STATUS_FIELD_MISTY_TERRAIN);
TryToRevertMimicry(); TryToRevertMimicry();
@ -2350,7 +2350,7 @@ u8 DoFieldEndTurnEffects(void)
if (gFieldStatuses & STATUS_FIELD_GRASSY_TERRAIN) if (gFieldStatuses & STATUS_FIELD_GRASSY_TERRAIN)
{ {
if (!(gFieldStatuses & STATUS_FIELD_TERRAIN_PERMANENT) if (!(gFieldStatuses & STATUS_FIELD_TERRAIN_PERMANENT)
&& (gFieldTimers.grassyTerrainTimer == 0 || --gFieldTimers.grassyTerrainTimer == 0)) && (gFieldTimers.terrainTimer == 0 || --gFieldTimers.terrainTimer == 0))
{ {
gFieldStatuses &= ~(STATUS_FIELD_GRASSY_TERRAIN); gFieldStatuses &= ~(STATUS_FIELD_GRASSY_TERRAIN);
TryToRevertMimicry(); TryToRevertMimicry();
@ -2362,7 +2362,7 @@ u8 DoFieldEndTurnEffects(void)
break; break;
case ENDTURN_PSYCHIC_TERRAIN: case ENDTURN_PSYCHIC_TERRAIN:
if (gFieldStatuses & STATUS_FIELD_PSYCHIC_TERRAIN if (gFieldStatuses & STATUS_FIELD_PSYCHIC_TERRAIN
&& (!(gFieldStatuses & STATUS_FIELD_TERRAIN_PERMANENT) && --gFieldTimers.psychicTerrainTimer == 0)) && (!(gFieldStatuses & STATUS_FIELD_TERRAIN_PERMANENT) && --gFieldTimers.terrainTimer == 0))
{ {
gFieldStatuses &= ~(STATUS_FIELD_PSYCHIC_TERRAIN); gFieldStatuses &= ~(STATUS_FIELD_PSYCHIC_TERRAIN);
TryToRevertMimicry(); TryToRevertMimicry();
@ -4338,28 +4338,28 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u16 ability, u8 special, u16 move
} }
break; break;
case ABILITY_ELECTRIC_SURGE: case ABILITY_ELECTRIC_SURGE:
if (TryChangeBattleTerrain(battler, STATUS_FIELD_ELECTRIC_TERRAIN, &gFieldTimers.electricTerrainTimer)) if (TryChangeBattleTerrain(battler, STATUS_FIELD_ELECTRIC_TERRAIN, &gFieldTimers.terrainTimer))
{ {
BattleScriptPushCursorAndCallback(BattleScript_ElectricSurgeActivates); BattleScriptPushCursorAndCallback(BattleScript_ElectricSurgeActivates);
effect++; effect++;
} }
break; break;
case ABILITY_GRASSY_SURGE: case ABILITY_GRASSY_SURGE:
if (TryChangeBattleTerrain(battler, STATUS_FIELD_GRASSY_TERRAIN, &gFieldTimers.grassyTerrainTimer)) if (TryChangeBattleTerrain(battler, STATUS_FIELD_GRASSY_TERRAIN, &gFieldTimers.terrainTimer))
{ {
BattleScriptPushCursorAndCallback(BattleScript_GrassySurgeActivates); BattleScriptPushCursorAndCallback(BattleScript_GrassySurgeActivates);
effect++; effect++;
} }
break; break;
case ABILITY_MISTY_SURGE: case ABILITY_MISTY_SURGE:
if (TryChangeBattleTerrain(battler, STATUS_FIELD_MISTY_TERRAIN, &gFieldTimers.mistyTerrainTimer)) if (TryChangeBattleTerrain(battler, STATUS_FIELD_MISTY_TERRAIN, &gFieldTimers.terrainTimer))
{ {
BattleScriptPushCursorAndCallback(BattleScript_MistySurgeActivates); BattleScriptPushCursorAndCallback(BattleScript_MistySurgeActivates);
effect++; effect++;
} }
break; break;
case ABILITY_PSYCHIC_SURGE: case ABILITY_PSYCHIC_SURGE:
if (TryChangeBattleTerrain(battler, STATUS_FIELD_PSYCHIC_TERRAIN, &gFieldTimers.psychicTerrainTimer)) if (TryChangeBattleTerrain(battler, STATUS_FIELD_PSYCHIC_TERRAIN, &gFieldTimers.terrainTimer))
{ {
BattleScriptPushCursorAndCallback(BattleScript_PsychicSurgeActivates); BattleScriptPushCursorAndCallback(BattleScript_PsychicSurgeActivates);
effect++; effect++;
@ -7865,6 +7865,11 @@ static u16 CalcMoveBasePower(u16 move, u8 battlerAtk, u8 battlerDef)
if (gFieldStatuses & STATUS_FIELD_GRAVITY) if (gFieldStatuses & STATUS_FIELD_GRAVITY)
MulModifier(&basePower, UQ_4_12(1.5)); MulModifier(&basePower, UQ_4_12(1.5));
break; break;
case EFFECT_TERRAIN_PULSE:
if ((gFieldStatuses & STATUS_FIELD_TERRAIN_ANY)
&& IsBattlerGrounded(gBattlerAttacker))
basePower *= 2;
break;
} }
// move-specific base power changes // move-specific base power changes

View File

@ -11347,7 +11347,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
[MOVE_TERRAIN_PULSE] = [MOVE_TERRAIN_PULSE] =
{ {
.effect = EFFECT_PLACEHOLDER, //TODO .effect = EFFECT_TERRAIN_PULSE,
.power = 50, .power = 50,
.type = TYPE_NORMAL, .type = TYPE_NORMAL,
.accuracy = 100, .accuracy = 100,