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Added Well Baked Body's effect and misc. changes
-Added a modifybattlerstatstage macro to handle stat stages in battle. -Rewrote the checks inside the case ABILITYEFFECT_MOVES_BLOCK of AbilityBattleEffects.
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@ -2157,3 +2157,34 @@
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.macro trysymbiosis
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various BS_ATTACKER, VARIOUS_TRY_SYMBIOSIS
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.endm
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@ Tries to increase or decrease a battler's stat's stat stage by a specified amount. If impossible, jumps to \script.
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.macro modifybattlerstatstage battler:req, stat:req, mode:req, amount:req, script:req, animation:req, customString
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@ \mode parameters
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INCREASE = FALSE
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DECREASE = TRUE
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@ \animation parameters
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ANIM_OFF = FALSE
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ANIM_ON = TRUE
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setstatchanger \stat, \amount, \mode
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statbuffchange STAT_CHANGE_ALLOW_PTR, \script
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setgraphicalstatchangevalues
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.if \animation == TRUE
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playanimation \battler, B_ANIM_STATS_CHANGE, sB_ANIM_ARG1
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.endif
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.ifnb \customString
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printstring \customString
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.else
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.if \mode == DECREASE
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printfromtable gStatDownStringIds
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.else
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.if \mode == INCREASE
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printfromtable gStatUpStringIds
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.endif
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.endif
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.endif
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waitmessage B_WAIT_TIME_LONG
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.endm
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@ -9800,6 +9800,18 @@ BattleScript_DarkTypePreventsPrankster::
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orhalfword gMoveResultFlags, MOVE_RESULT_NO_EFFECT
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goto BattleScript_MoveEnd
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BattleScript_WellBakedBodyActivates::
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attackstring
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ppreduce
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showabilitypopup BS_TARGET
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pause B_WAIT_TIME_MED
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printstring STRINGID_ITDOESNTAFFECT
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waitmessage B_WAIT_TIME_MED
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orhalfword gMoveResultFlags, MOVE_RESULT_NO_EFFECT
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modifybattlerstatstage BS_TARGET, STAT_DEF, INCREASE, 1, BattleScript_WellBakedBodyEnd, ANIM_ON
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BattleScript_WellBakedBodyEnd:
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goto BattleScript_MoveEnd
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BattleScript_PastelVeilActivates::
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setbyte gBattleCommunication, 0
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setbyte gBattleCommunication + 1, 0
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@ -435,6 +435,7 @@ extern const u8 BattleScript_BurnUpRemoveType[];
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extern const u8 BattleScript_TargetAbilityStatRaiseRet[];
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extern const u8 BattleScript_SeedSowerActivates[];
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extern const u8 BattleScript_AngerShellActivates[];
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extern const u8 BattleScript_WellBakedBodyActivates[];
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// zmoves
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extern const u8 BattleScript_ZMoveActivateDamaging[];
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@ -5079,40 +5079,44 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u16 ability, u8 special, u16 move
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}
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break;
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case ABILITYEFFECT_MOVES_BLOCK: // 2
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{
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u16 moveTarget = GetBattlerMoveTargetType(battler, move);
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{
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u16 moveTarget = GetBattlerMoveTargetType(battler, move);
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u16 battlerAbility = GetBattlerAbility(battler);
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u16 targetAbility = GetBattlerAbility(gBattlerTarget);
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if ((gLastUsedAbility == ABILITY_SOUNDPROOF && gBattleMoves[move].flags & FLAG_SOUND && !(moveTarget & MOVE_TARGET_USER))
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|| (gLastUsedAbility == ABILITY_BULLETPROOF && gBattleMoves[move].flags & FLAG_BALLISTIC))
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{
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if (gBattleMons[gBattlerAttacker].status2 & STATUS2_MULTIPLETURNS)
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gHitMarker |= HITMARKER_NO_PPDEDUCT;
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gBattlescriptCurrInstr = BattleScript_SoundproofProtected;
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effect = 1;
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if ((gLastUsedAbility == ABILITY_SOUNDPROOF && gBattleMoves[move].flags & FLAG_SOUND && !(moveTarget & MOVE_TARGET_USER))
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|| (gLastUsedAbility == ABILITY_BULLETPROOF && gBattleMoves[move].flags & FLAG_BALLISTIC))
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{
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if (gBattleMons[gBattlerAttacker].status2 & STATUS2_MULTIPLETURNS)
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gHitMarker |= HITMARKER_NO_PPDEDUCT;
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gBattlescriptCurrInstr = BattleScript_SoundproofProtected;
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effect = 1;
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}
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else if ((gLastUsedAbility == ABILITY_DAZZLING || gLastUsedAbility == ABILITY_QUEENLY_MAJESTY || IsBattlerAlive(battler ^= BIT_FLANK))
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&& (battlerAbility == ABILITY_DAZZLING || battlerAbility == ABILITY_QUEENLY_MAJESTY)
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&& GetChosenMovePriority(gBattlerAttacker) > 0
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&& GetBattlerSide(gBattlerAttacker) != GetBattlerSide(battler))
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{
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if (gBattleMons[gBattlerAttacker].status2 & STATUS2_MULTIPLETURNS)
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gHitMarker |= HITMARKER_NO_PPDEDUCT;
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gBattlescriptCurrInstr = BattleScript_DazzlingProtected;
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effect = 1;
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}
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else if (BlocksPrankster(move, gBattlerAttacker, gBattlerTarget, TRUE) && !(IS_MOVE_STATUS(move) && targetAbility == ABILITY_MAGIC_BOUNCE))
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{
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if (!(gBattleTypeFlags & BATTLE_TYPE_DOUBLE) || !(moveTarget & (MOVE_TARGET_BOTH | MOVE_TARGET_FOES_AND_ALLY)))
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CancelMultiTurnMoves(gBattlerAttacker); // Don't cancel moves that can hit two targets bc one target might not be protected
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gBattleScripting.battler = gBattlerAbility = gBattlerTarget;
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gBattlescriptCurrInstr = BattleScript_DarkTypePreventsPrankster;
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effect = 1;
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}
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else if (targetAbility == ABILITY_WELL_BAKED_BODY && gBattleMoves[gCurrentMove].type == TYPE_FIRE)
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{
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gBattlescriptCurrInstr = BattleScript_WellBakedBodyActivates;
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effect = 1;
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}
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break;
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}
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else if ((((gLastUsedAbility == ABILITY_DAZZLING || gLastUsedAbility == ABILITY_QUEENLY_MAJESTY
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|| (IsBattlerAlive(battler ^= BIT_FLANK)
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&& ((GetBattlerAbility(battler) == ABILITY_DAZZLING) || GetBattlerAbility(battler) == ABILITY_QUEENLY_MAJESTY)))
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))
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&& GetChosenMovePriority(gBattlerAttacker) > 0
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&& GetBattlerSide(gBattlerAttacker) != GetBattlerSide(battler))
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{
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if (gBattleMons[gBattlerAttacker].status2 & STATUS2_MULTIPLETURNS)
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gHitMarker |= HITMARKER_NO_PPDEDUCT;
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gBattlescriptCurrInstr = BattleScript_DazzlingProtected;
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effect = 1;
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}
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else if (BlocksPrankster(move, gBattlerAttacker, gBattlerTarget, TRUE)
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&& !(IS_MOVE_STATUS(move) && GetBattlerAbility(gBattlerTarget) == ABILITY_MAGIC_BOUNCE))
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{
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if (!(gBattleTypeFlags & BATTLE_TYPE_DOUBLE) || !(moveTarget & (MOVE_TARGET_BOTH | MOVE_TARGET_FOES_AND_ALLY)))
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CancelMultiTurnMoves(gBattlerAttacker); // Don't cancel moves that can hit two targets bc one target might not be protected
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gBattleScripting.battler = gBattlerAbility = gBattlerTarget;
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gBattlescriptCurrInstr = BattleScript_DarkTypePreventsPrankster;
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effect = 1;
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}
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break;
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}
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case ABILITYEFFECT_ABSORBING: // 3
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if (move != MOVE_NONE)
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{
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