Update BS constants for Cmd rename

This commit is contained in:
GriffinR 2019-09-15 17:58:12 -04:00
parent 869d0eebc0
commit bb236b490d
5 changed files with 35 additions and 35 deletions

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@ -671,7 +671,7 @@ BattleScript_MultiHitEnd::
seteffectwithchance seteffectwithchance
tryfaintmon BS_TARGET, FALSE, NULL tryfaintmon BS_TARGET, FALSE, NULL
moveendcase MOVEEND_SYNCHRONIZE_TARGET moveendcase MOVEEND_SYNCHRONIZE_TARGET
moveendfrom MOVEEND_STATUS_IMMUNITY_ABILITIES moveendfrom MOVEEND_IMMUNITY_ABILITIES
end end
BattleScript_EffectConversion:: BattleScript_EffectConversion::
@ -882,7 +882,7 @@ BattleScript_MoveMissedDoDamage::
damagecalc damagecalc
typecalc typecalc
adjustnormaldamage adjustnormaldamage
manipulatedamage DMG_HALF_BY_TWO_NOT_MORE_THAN_HALF_MAX_HP manipulatedamage DMG_RECOIL_FROM_MISS
bicbyte gMoveResultFlags, MOVE_RESULT_MISSED bicbyte gMoveResultFlags, MOVE_RESULT_MISSED
orword gHitMarker, HITMARKER_IGNORE_SUBSTITUTE orword gHitMarker, HITMARKER_IGNORE_SUBSTITUTE
healthbarupdate BS_ATTACKER healthbarupdate BS_ATTACKER
@ -1716,7 +1716,7 @@ BattleScript_EffectBatonPass::
attackstring attackstring
ppreduce ppreduce
jumpifbattletype BATTLE_TYPE_ARENA, BattleScript_ButItFailed jumpifbattletype BATTLE_TYPE_ARENA, BattleScript_ButItFailed
jumpifcantswitch DONT_CHECK_STATUSES | BS_ATTACKER, BattleScript_ButItFailed jumpifcantswitch SWITCH_IGNORE_ESCAPE_PREVENTION | BS_ATTACKER, BattleScript_ButItFailed
attackanimation attackanimation
waitanimation waitanimation
openpartyscreen 0x1, BattleScript_ButItFailed openpartyscreen 0x1, BattleScript_ButItFailed
@ -2232,7 +2232,7 @@ BattleScript_EffectMemento::
waitanimation waitanimation
jumpifstatus2 BS_TARGET, STATUS2_SUBSTITUTE, BattleScript_EffectMementoPrintNoEffect jumpifstatus2 BS_TARGET, STATUS2_SUBSTITUTE, BattleScript_EffectMementoPrintNoEffect
setbyte sSTAT_ANIM_PLAYED, FALSE setbyte sSTAT_ANIM_PLAYED, FALSE
playstatchangeanimation BS_TARGET, BIT_ATK | BIT_SPATK, STAT_CHANGE_NEGATIVE | STAT_CHANGE_BY_TWO | STAT_CHANGE_ONLY_MULTIPLE playstatchangeanimation BS_TARGET, BIT_ATK | BIT_SPATK, STAT_CHANGE_NEGATIVE | STAT_CHANGE_BY_TWO | STAT_CHANGE_SKIP_NEXT_ANIM
playstatchangeanimation BS_TARGET, BIT_ATK, STAT_CHANGE_NEGATIVE | STAT_CHANGE_BY_TWO playstatchangeanimation BS_TARGET, BIT_ATK, STAT_CHANGE_NEGATIVE | STAT_CHANGE_BY_TWO
setstatchanger STAT_ATK, 2, TRUE setstatchanger STAT_ATK, 2, TRUE
statbuffchange STAT_CHANGE_BS_PTR, BattleScript_EffectMementoTrySpAtk statbuffchange STAT_CHANGE_BS_PTR, BattleScript_EffectMementoTrySpAtk
@ -2677,7 +2677,7 @@ BattleScript_TickleDoMoveAnim::
attackanimation attackanimation
waitanimation waitanimation
setbyte sSTAT_ANIM_PLAYED, FALSE setbyte sSTAT_ANIM_PLAYED, FALSE
playstatchangeanimation BS_TARGET, BIT_ATK | BIT_DEF, STAT_CHANGE_NEGATIVE | STAT_CHANGE_ONLY_MULTIPLE playstatchangeanimation BS_TARGET, BIT_ATK | BIT_DEF, STAT_CHANGE_NEGATIVE | STAT_CHANGE_SKIP_NEXT_ANIM
playstatchangeanimation BS_TARGET, BIT_ATK, STAT_CHANGE_NEGATIVE playstatchangeanimation BS_TARGET, BIT_ATK, STAT_CHANGE_NEGATIVE
setstatchanger STAT_ATK, 1, TRUE setstatchanger STAT_ATK, 1, TRUE
statbuffchange STAT_CHANGE_BS_PTR, BattleScript_TickleTryLowerDef statbuffchange STAT_CHANGE_BS_PTR, BattleScript_TickleTryLowerDef
@ -2865,7 +2865,7 @@ BattleScript_FaintedMonTryChooseAnother::
jumpifbattletype BATTLE_TYPE_DOUBLE, BattleScript_FaintedMonChooseAnother jumpifbattletype BATTLE_TYPE_DOUBLE, BattleScript_FaintedMonChooseAnother
jumpifword CMP_COMMON_BITS, gHitMarker, HITMARKER_x400000, BattleScript_FaintedMonChooseAnother jumpifword CMP_COMMON_BITS, gHitMarker, HITMARKER_x400000, BattleScript_FaintedMonChooseAnother
jumpifbyte CMP_EQUAL, sBATTLE_STYLE, 0x1, BattleScript_FaintedMonChooseAnother jumpifbyte CMP_EQUAL, sBATTLE_STYLE, 0x1, BattleScript_FaintedMonChooseAnother
jumpifcantswitch 11, BattleScript_FaintedMonChooseAnother jumpifcantswitch BS_PLAYER1, BattleScript_FaintedMonChooseAnother
printstring STRINGID_ENEMYABOUTTOSWITCHPKMN printstring STRINGID_ENEMYABOUTTOSWITCHPKMN
setbyte gBattleCommunication, 0x0 setbyte gBattleCommunication, 0x0
yesnobox yesnobox
@ -3128,7 +3128,7 @@ BattleScript_DoSwitchOut::
switchinanim BS_ATTACKER, FALSE switchinanim BS_ATTACKER, FALSE
waitstate waitstate
switchineffects BS_ATTACKER switchineffects BS_ATTACKER
moveendcase MOVEEND_STATUS_IMMUNITY_ABILITIES moveendcase MOVEEND_IMMUNITY_ABILITIES
moveendcase MOVEEND_MIRROR_MOVE moveendcase MOVEEND_MIRROR_MOVE
end2 end2
@ -3152,7 +3152,7 @@ BattleScript_PursuitDmgOnSwitchOut::
resultmessage resultmessage
waitmessage 0x40 waitmessage 0x40
tryfaintmon BS_TARGET, FALSE, NULL tryfaintmon BS_TARGET, FALSE, NULL
moveendfromto MOVEEND_MOVE_END_ABILITIES, MOVEEND_CHOICE_MOVE moveendfromto MOVEEND_CONTACT_ABILITIES, MOVEEND_CHOICE_MOVE
various4 BS_TARGET various4 BS_TARGET
jumpifbyte CMP_EQUAL, gBattleCommunication, 0x0, BattleScript_PursuitDmgOnSwitchOutRet jumpifbyte CMP_EQUAL, gBattleCommunication, 0x0, BattleScript_PursuitDmgOnSwitchOutRet
setbyte sGIVEEXP_STATE, 0x0 setbyte sGIVEEXP_STATE, 0x0
@ -3635,15 +3635,15 @@ BattleScript_PrintMonIsRooted::
BattleScript_AtkDefDown:: BattleScript_AtkDefDown::
setbyte sSTAT_ANIM_PLAYED, FALSE setbyte sSTAT_ANIM_PLAYED, FALSE
playstatchangeanimation BS_ATTACKER, BIT_DEF | BIT_ATK, STAT_CHANGE_DONT_CHECK_LOWER | STAT_CHANGE_NEGATIVE | STAT_CHANGE_ONLY_MULTIPLE playstatchangeanimation BS_ATTACKER, BIT_DEF | BIT_ATK, STAT_CHANGE_IGNORE_ABILITY | STAT_CHANGE_NEGATIVE | STAT_CHANGE_SKIP_NEXT_ANIM
playstatchangeanimation BS_ATTACKER, BIT_ATK, STAT_CHANGE_DONT_CHECK_LOWER | STAT_CHANGE_NEGATIVE playstatchangeanimation BS_ATTACKER, BIT_ATK, STAT_CHANGE_IGNORE_ABILITY | STAT_CHANGE_NEGATIVE
setstatchanger STAT_ATK, 1, TRUE setstatchanger STAT_ATK, 1, TRUE
statbuffchange MOVE_EFFECT_AFFECTS_USER | MOVE_EFFECT_CERTAIN | STAT_CHANGE_BS_PTR, BattleScript_82DB144 statbuffchange MOVE_EFFECT_AFFECTS_USER | MOVE_EFFECT_CERTAIN | STAT_CHANGE_BS_PTR, BattleScript_82DB144
jumpifbyte CMP_EQUAL, cMULTISTRING_CHOOSER, 0x2, BattleScript_82DB144 jumpifbyte CMP_EQUAL, cMULTISTRING_CHOOSER, 0x2, BattleScript_82DB144
printfromtable gStatDownStringIds printfromtable gStatDownStringIds
waitmessage 0x40 waitmessage 0x40
BattleScript_82DB144:: BattleScript_82DB144::
playstatchangeanimation BS_ATTACKER, BIT_DEF, STAT_CHANGE_DONT_CHECK_LOWER | STAT_CHANGE_NEGATIVE playstatchangeanimation BS_ATTACKER, BIT_DEF, STAT_CHANGE_IGNORE_ABILITY | STAT_CHANGE_NEGATIVE
setstatchanger STAT_DEF, 1, TRUE setstatchanger STAT_DEF, 1, TRUE
statbuffchange MOVE_EFFECT_AFFECTS_USER | MOVE_EFFECT_CERTAIN | STAT_CHANGE_BS_PTR, BattleScript_82DB167 statbuffchange MOVE_EFFECT_AFFECTS_USER | MOVE_EFFECT_CERTAIN | STAT_CHANGE_BS_PTR, BattleScript_82DB167
jumpifbyte CMP_EQUAL, cMULTISTRING_CHOOSER, 0x2, BattleScript_82DB167 jumpifbyte CMP_EQUAL, cMULTISTRING_CHOOSER, 0x2, BattleScript_82DB167
@ -3709,7 +3709,7 @@ BattleScript_OneHitKOMsg::
BattleScript_SAtkDown2:: BattleScript_SAtkDown2::
setbyte sSTAT_ANIM_PLAYED, FALSE setbyte sSTAT_ANIM_PLAYED, FALSE
playstatchangeanimation BS_ATTACKER, BIT_SPATK, STAT_CHANGE_DONT_CHECK_LOWER | STAT_CHANGE_NEGATIVE | STAT_CHANGE_BY_TWO playstatchangeanimation BS_ATTACKER, BIT_SPATK, STAT_CHANGE_IGNORE_ABILITY | STAT_CHANGE_NEGATIVE | STAT_CHANGE_BY_TWO
setstatchanger STAT_SPATK, 2, TRUE setstatchanger STAT_SPATK, 2, TRUE
statbuffchange MOVE_EFFECT_AFFECTS_USER | MOVE_EFFECT_CERTAIN | STAT_CHANGE_BS_PTR, BattleScript_SAtkDown2End statbuffchange MOVE_EFFECT_AFFECTS_USER | MOVE_EFFECT_CERTAIN | STAT_CHANGE_BS_PTR, BattleScript_SAtkDown2End
jumpifbyte CMP_EQUAL, cMULTISTRING_CHOOSER, 0x2, BattleScript_SAtkDown2End jumpifbyte CMP_EQUAL, cMULTISTRING_CHOOSER, 0x2, BattleScript_SAtkDown2End

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@ -12,7 +12,7 @@
#define ABILITYEFFECT_ENDTURN 0x1 #define ABILITYEFFECT_ENDTURN 0x1
#define ABILITYEFFECT_MOVES_BLOCK 0x2 #define ABILITYEFFECT_MOVES_BLOCK 0x2
#define ABILITYEFFECT_ABSORBING 0x3 #define ABILITYEFFECT_ABSORBING 0x3
#define ABILITYEFFECT_MOVE_END 0x4 #define ABILITYEFFECT_CONTACT 0x4
#define ABILITYEFFECT_IMMUNITY 0x5 #define ABILITYEFFECT_IMMUNITY 0x5
#define ABILITYEFFECT_FORECAST 0x6 #define ABILITYEFFECT_FORECAST 0x6
#define ABILITYEFFECT_SYNCHRONIZE 0x7 #define ABILITYEFFECT_SYNCHRONIZE 0x7

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@ -39,16 +39,16 @@
#define BS_EFFECT_BATTLER 2 #define BS_EFFECT_BATTLER 2
#define BS_FAINTED 3 #define BS_FAINTED 3
#define BS_BATTLER_0 7 #define BS_BATTLER_0 7
#define BS_ATTACKER_WITH_PARTNER 4 // for atk98_status_icon_update #define BS_ATTACKER_WITH_PARTNER 4 // for Cmd_status_icon_update
#define BS_ATTACKER_SIDE 8 // for atk1E_jumpifability #define BS_ATTACKER_SIDE 8 // for Cmd_jumpifability
#define BS_NOT_ATTACKER_SIDE 9 // for atk1E_jumpifability #define BS_NOT_ATTACKER_SIDE 9 // for Cmd_jumpifability
#define BS_SCRIPTING 10 #define BS_SCRIPTING 10
#define BS_PLAYER1 11 #define BS_PLAYER1 11
#define BS_OPPONENT1 12 #define BS_OPPONENT1 12
#define BS_PLAYER2 13 #define BS_PLAYER2 13
#define BS_OPPONENT2 14 #define BS_OPPONENT2 14
// atk 01, accuracy calc // accuracy calc
#define NO_ACC_CALC 0xFFFE #define NO_ACC_CALC 0xFFFE
#define NO_ACC_CALC_CHECK_LOCK_ON 0xFFFF #define NO_ACC_CALC_CHECK_LOCK_ON 0xFFFF
#define ACC_CURR_MOVE 0 #define ACC_CURR_MOVE 0
@ -85,12 +85,12 @@
#define VARIOUS_PLAY_TRAINER_DEFEATED_MUSIC 26 #define VARIOUS_PLAY_TRAINER_DEFEATED_MUSIC 26
// manipulatedmg // manipulatedmg
#define DMG_CHANGE_SIGN 0 #define DMG_CHANGE_SIGN 0
#define DMG_HALF_BY_TWO_NOT_MORE_THAN_HALF_MAX_HP 1 #define DMG_RECOIL_FROM_MISS 1
#define DMG_DOUBLED 2 #define DMG_DOUBLED 2
// flag used for the jumpifcantswitch command // flag used for the jumpifcantswitch command
#define DONT_CHECK_STATUSES 0x80 #define SWITCH_IGNORE_ESCAPE_PREVENTION 0x80
// statchange defines // statchange defines
#define STAT_CHANGE_BS_PTR 0x1 #define STAT_CHANGE_BS_PTR 0x1
@ -99,15 +99,15 @@
// playstatchangeanimation // playstatchangeanimation
#define STAT_CHANGE_NEGATIVE 0x1 #define STAT_CHANGE_NEGATIVE 0x1
#define STAT_CHANGE_BY_TWO 0x2 #define STAT_CHANGE_BY_TWO 0x2
#define STAT_CHANGE_ONLY_MULTIPLE 0x4 #define STAT_CHANGE_SKIP_NEXT_ANIM 0x4
#define STAT_CHANGE_DONT_CHECK_LOWER 0x8 #define STAT_CHANGE_IGNORE_ABILITY 0x8
// moveend cases // moveend cases
#define MOVEEND_RAGE 0 #define MOVEEND_RAGE 0
#define MOVEEND_DEFROST 1 #define MOVEEND_DEFROST 1
#define MOVEEND_SYNCHRONIZE_TARGET 2 #define MOVEEND_SYNCHRONIZE_TARGET 2
#define MOVEEND_MOVE_END_ABILITIES 3 #define MOVEEND_CONTACT_ABILITIES 3
#define MOVEEND_STATUS_IMMUNITY_ABILITIES 4 #define MOVEEND_IMMUNITY_ABILITIES 4
#define MOVEEND_SYNCHRONIZE_ATTACKER 5 #define MOVEEND_SYNCHRONIZE_ATTACKER 5
#define MOVEEND_CHOICE_MOVE 6 #define MOVEEND_CHOICE_MOVE 6
#define MOVEEND_CHANGED_ITEMS 7 #define MOVEEND_CHANGED_ITEMS 7

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@ -4405,7 +4405,7 @@ static void Cmd_playstatchangeanimation(void)
{ {
if (statsToCheck & 1) if (statsToCheck & 1)
{ {
if (gBattlescriptCurrInstr[3] & STAT_CHANGE_DONT_CHECK_LOWER) if (gBattlescriptCurrInstr[3] & STAT_CHANGE_IGNORE_ABILITY)
{ {
if (gBattleMons[gActiveBattler].statStages[currStat] > 0) if (gBattleMons[gActiveBattler].statStages[currStat] > 0)
{ {
@ -4464,7 +4464,7 @@ static void Cmd_playstatchangeanimation(void)
} }
} }
if (gBattlescriptCurrInstr[3] & STAT_CHANGE_ONLY_MULTIPLE && changeableStatsCount < 2) if (gBattlescriptCurrInstr[3] & STAT_CHANGE_SKIP_NEXT_ANIM && changeableStatsCount < 2)
{ {
gBattlescriptCurrInstr += 4; gBattlescriptCurrInstr += 4;
} }
@ -4472,7 +4472,7 @@ static void Cmd_playstatchangeanimation(void)
{ {
BtlController_EmitBattleAnimation(0, B_ANIM_STATS_CHANGE, statAnimId); BtlController_EmitBattleAnimation(0, B_ANIM_STATS_CHANGE, statAnimId);
MarkBattlerForControllerExec(gActiveBattler); MarkBattlerForControllerExec(gActiveBattler);
if (gBattlescriptCurrInstr[3] & STAT_CHANGE_ONLY_MULTIPLE && changeableStatsCount > 1) if (gBattlescriptCurrInstr[3] & STAT_CHANGE_SKIP_NEXT_ANIM && changeableStatsCount > 1)
gBattleScripting.statAnimPlayed = TRUE; gBattleScripting.statAnimPlayed = TRUE;
gBattlescriptCurrInstr += 4; gBattlescriptCurrInstr += 4;
} }
@ -4547,12 +4547,12 @@ static void Cmd_moveend(void)
effect = TRUE; effect = TRUE;
gBattleScripting.moveendState++; gBattleScripting.moveendState++;
break; break;
case MOVEEND_MOVE_END_ABILITIES: // Such as abilities activating on contact(Poison Spore, Rough Skin, etc.). case MOVEEND_CONTACT_ABILITIES: // Also includes Color Change
if (AbilityBattleEffects(ABILITYEFFECT_MOVE_END, gBattlerTarget, 0, 0, 0)) if (AbilityBattleEffects(ABILITYEFFECT_CONTACT, gBattlerTarget, 0, 0, 0))
effect = TRUE; effect = TRUE;
gBattleScripting.moveendState++; gBattleScripting.moveendState++;
break; break;
case MOVEEND_STATUS_IMMUNITY_ABILITIES: // status immunities case MOVEEND_IMMUNITY_ABILITIES: // status immunities
if (AbilityBattleEffects(ABILITYEFFECT_IMMUNITY, 0, 0, 0, 0)) if (AbilityBattleEffects(ABILITYEFFECT_IMMUNITY, 0, 0, 0, 0))
effect = TRUE; // it loops through all battlers, so we increment after its done with all battlers effect = TRUE; // it loops through all battlers, so we increment after its done with all battlers
else else
@ -4971,9 +4971,9 @@ static void Cmd_jumpifcantswitch(void)
s32 lastMonId; s32 lastMonId;
struct Pokemon *party; struct Pokemon *party;
gActiveBattler = GetBattlerForBattleScript(gBattlescriptCurrInstr[1] & ~(DONT_CHECK_STATUSES)); gActiveBattler = GetBattlerForBattleScript(gBattlescriptCurrInstr[1] & ~(SWITCH_IGNORE_ESCAPE_PREVENTION));
if (!(gBattlescriptCurrInstr[1] & DONT_CHECK_STATUSES) if (!(gBattlescriptCurrInstr[1] & SWITCH_IGNORE_ESCAPE_PREVENTION)
&& ((gBattleMons[gActiveBattler].status2 & (STATUS2_WRAPPED | STATUS2_ESCAPE_PREVENTION)) && ((gBattleMons[gActiveBattler].status2 & (STATUS2_WRAPPED | STATUS2_ESCAPE_PREVENTION))
|| (gStatuses3[gActiveBattler] & STATUS3_ROOTED))) || (gStatuses3[gActiveBattler] & STATUS3_ROOTED)))
{ {
@ -7002,7 +7002,7 @@ static void Cmd_manipulatedamage(void)
case DMG_CHANGE_SIGN: case DMG_CHANGE_SIGN:
gBattleMoveDamage *= -1; gBattleMoveDamage *= -1;
break; break;
case DMG_HALF_BY_TWO_NOT_MORE_THAN_HALF_MAX_HP: case DMG_RECOIL_FROM_MISS:
gBattleMoveDamage /= 2; gBattleMoveDamage /= 2;
if (gBattleMoveDamage == 0) if (gBattleMoveDamage == 0)
gBattleMoveDamage = 1; gBattleMoveDamage = 1;

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@ -2084,7 +2084,7 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u8 ability, u8 special, u16 moveA
} }
} }
break; break;
case ABILITYEFFECT_MOVE_END: // Think contact abilities. case ABILITYEFFECT_CONTACT: // Also includes Color Change
switch (gLastUsedAbility) switch (gLastUsedAbility)
{ {
case ABILITY_COLOR_CHANGE: case ABILITY_COLOR_CHANGE: