Created macro + config for always critting when using high-crit moves

This commit is contained in:
Eduardo Quezada D'Ottone 2021-11-15 23:21:46 -03:00
parent a1bd6bd52f
commit cc833ebb59
2 changed files with 10 additions and 6 deletions

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@ -186,6 +186,7 @@
#define B_HEAVY_BALL_MODIFIER GEN_7 // In Gen7+, Heavy Ball's ranges change. See Cmd_handleballthrow.
#define B_DREAM_BALL_MODIFIER GEN_8 // In Gen8, Dream Ball's catch multiplier is x4 when the target is asleep or has the ability Comatose.
#define B_SERENE_GRACE_BOOST GEN_7 // In Gen5+, Serene Grace boosts the added flinch chance of King's Rock and Razor Fang.
#define B_LEEK_ALWAYS_CRIT GEN_7 // In Gen6+, if a Farfetch'd or Sirfetch'd holding a Leek use a move with increased Critical Hit ratio, it will always result in a Critical Hit.
// Flag settings
// To use the following features in scripting, replace the 0s with the flag ID you're assigning it to.

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@ -1861,11 +1861,13 @@ static void Cmd_ppreduce(void)
static const u8 sCriticalHitChance[] = {16, 8, 4, 3, 2}; // Gens 2,3,4,5
#endif // B_CRIT_CHANCE
#define BENEFITS_FROM_LEEK(battler, holdEffect)((holdEffect == HOLD_EFFECT_LEEK) && (GET_BASE_SPECIES_ID(gBattleMons[battler].species) == SPECIES_FARFETCHD || gBattleMons[battler].species == SPECIES_SIRFETCHD))
s32 CalcCritChanceStage(u8 battlerAtk, u8 battlerDef, u32 move, bool32 recordAbility)
{
s32 critChance = 0;
u32 abilityAtk = GetBattlerAbility(gBattlerAttacker);
u32 abilityDef = GetBattlerAbility(gBattlerTarget);
u32 holdEffectAtk = GetBattlerHoldEffect(battlerAtk, TRUE);
if (gSideStatuses[battlerDef] & SIDE_STATUS_LUCKY_CHANT
|| gStatuses3[gBattlerAttacker] & STATUS3_CANT_SCORE_A_CRIT)
@ -1881,21 +1883,21 @@ s32 CalcCritChanceStage(u8 battlerAtk, u8 battlerDef, u32 move, bool32 recordAbi
else if (gStatuses3[battlerAtk] & STATUS3_LASER_FOCUS
|| gBattleMoves[move].effect == EFFECT_ALWAYS_CRIT
|| (abilityAtk == ABILITY_MERCILESS && gBattleMons[battlerDef].status1 & STATUS1_PSN_ANY)
|| move == MOVE_SURGING_STRIKES)
|| move == MOVE_SURGING_STRIKES
#if B_LEEK_ALWAYS_CRIT >= GEN_6
|| ((gBattleMoves[gCurrentMove].flags & FLAG_HIGH_CRIT) && BENEFITS_FROM_LEEK(battlerAtk, holdEffectAtk))
#endif
)
{
critChance = -2;
}
else
{
u32 holdEffectAtk = GetBattlerHoldEffect(battlerAtk, TRUE);
critChance = 2 * ((gBattleMons[gBattlerAttacker].status2 & STATUS2_FOCUS_ENERGY) != 0)
+ ((gBattleMoves[gCurrentMove].flags & FLAG_HIGH_CRIT) != 0)
+ (holdEffectAtk == HOLD_EFFECT_SCOPE_LENS)
+ 2 * (holdEffectAtk == HOLD_EFFECT_LUCKY_PUNCH && gBattleMons[gBattlerAttacker].species == SPECIES_CHANSEY)
+ 2 * (holdEffectAtk == HOLD_EFFECT_LEEK
&& (GET_BASE_SPECIES_ID(gBattleMons[gBattlerAttacker].species) == SPECIES_FARFETCHD
|| gBattleMons[gBattlerAttacker].species == SPECIES_SIRFETCHD))
+ 2 * BENEFITS_FROM_LEEK(battlerAtk, holdEffectAtk)
+ (abilityAtk == ABILITY_SUPER_LUCK);
if (critChance >= ARRAY_COUNT(sCriticalHitChance))
@ -1904,6 +1906,7 @@ s32 CalcCritChanceStage(u8 battlerAtk, u8 battlerDef, u32 move, bool32 recordAbi
return critChance;
}
#undef BenefitsFromLeek
s8 GetInverseCritChance(u8 battlerAtk, u8 battlerDef, u32 move)
{