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https://github.com/Ninjdai1/pokeemerald.git
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Merge pull request #1912 from GriffinRichards/moves-mask
Handful of fixes related to MAX_MON_MOVES
This commit is contained in:
commit
d67914e114
@ -392,7 +392,7 @@ struct BattleStruct
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u8 expGetterBattlerId;
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u8 expGetterBattlerId;
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u8 unused_5;
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u8 unused_5;
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u8 absentBattlerFlags;
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u8 absentBattlerFlags;
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u8 palaceFlags; // First 4 bits are "is < 50% HP and not asleep" for each battler, last 4 bits are selected moves to pass to AI
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u8 palaceFlags; // First 4 bits are "is <= 50% HP and not asleep" for each battler, last 4 bits are selected moves to pass to AI
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u8 field_93; // related to choosing pokemon?
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u8 field_93; // related to choosing pokemon?
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u8 wallyBattleState;
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u8 wallyBattleState;
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u8 wallyMovesState;
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u8 wallyMovesState;
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@ -440,6 +440,11 @@ struct BattleStruct
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u8 alreadyStatusedMoveAttempt; // As bits for battlers; For example when using Thunder Wave on an already paralyzed pokemon.
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u8 alreadyStatusedMoveAttempt; // As bits for battlers; For example when using Thunder Wave on an already paralyzed pokemon.
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};
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};
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// The palaceFlags member of struct BattleStruct contains 1 flag per move to indicate which moves the AI should consider,
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// and 1 flag per battler to indicate whether the battler is awake and at <= 50% HP (which affects move choice).
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// The assert below is to ensure palaceFlags is large enough to store these flags without overlap.
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STATIC_ASSERT(sizeof(((struct BattleStruct *)0)->palaceFlags) * 8 >= MAX_BATTLERS_COUNT + MAX_MON_MOVES, PalaceFlagsTooSmall)
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#define F_DYNAMIC_TYPE_1 (1 << 6)
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#define F_DYNAMIC_TYPE_1 (1 << 6)
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#define F_DYNAMIC_TYPE_2 (1 << 7)
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#define F_DYNAMIC_TYPE_2 (1 << 7)
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#define DYNAMIC_TYPE_MASK (F_DYNAMIC_TYPE_1 - 1)
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#define DYNAMIC_TYPE_MASK (F_DYNAMIC_TYPE_1 - 1)
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@ -80,6 +80,7 @@
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#define TRAINER_ID_LENGTH 4
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#define TRAINER_ID_LENGTH 4
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#define MAX_MON_MOVES 4
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#define MAX_MON_MOVES 4
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#define ALL_MOVES_MASK ((1 << MAX_MON_MOVES) - 1)
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#define CONTESTANT_COUNT 4
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#define CONTESTANT_COUNT 4
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#define CONTEST_CATEGORY_COOL 0
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#define CONTEST_CATEGORY_COOL 0
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@ -85,6 +85,12 @@
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#define SAFE_DIV(a, b) ((a) / (b))
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#define SAFE_DIV(a, b) ((a) / (b))
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#endif
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#endif
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// The below macro does a%n, but (to match) will switch to a&(n-1) if n is a power of 2.
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// There are cases where GF does a&(n-1) where we would really like to have a%n, because
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// if n is changed to a value that isn't a power of 2 then a&(n-1) is unlikely to work as
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// intended, and a%n for powers of 2 isn't always optimized to use &.
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#define MOD(a, n)(((n) & ((n)-1)) ? ((a) % (n)) : ((a) & ((n)-1)))
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// Extracts the upper 16 bits of a 32-bit number
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// Extracts the upper 16 bits of a 32-bit number
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#define HIHALF(n) (((n) & 0xFFFF0000) >> 16)
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#define HIHALF(n) (((n) & 0xFFFF0000) >> 16)
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@ -478,9 +478,9 @@ static u8 ChooseMoveOrAction_Doubles(void)
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else
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else
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{
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{
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if (gBattleTypeFlags & BATTLE_TYPE_PALACE)
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if (gBattleTypeFlags & BATTLE_TYPE_PALACE)
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BattleAI_SetupAIData(gBattleStruct->palaceFlags >> 4);
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BattleAI_SetupAIData(gBattleStruct->palaceFlags >> MAX_BATTLERS_COUNT);
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else
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else
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BattleAI_SetupAIData((1 << MAX_MON_MOVES) - 1);
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BattleAI_SetupAIData(ALL_MOVES_MASK);
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gBattlerTarget = i;
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gBattlerTarget = i;
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@ -1555,7 +1555,7 @@ static void OpponentHandleChooseMove(void)
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if (gBattleTypeFlags & (BATTLE_TYPE_TRAINER | BATTLE_TYPE_FIRST_BATTLE | BATTLE_TYPE_SAFARI | BATTLE_TYPE_ROAMER))
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if (gBattleTypeFlags & (BATTLE_TYPE_TRAINER | BATTLE_TYPE_FIRST_BATTLE | BATTLE_TYPE_SAFARI | BATTLE_TYPE_ROAMER))
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{
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{
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BattleAI_SetupAIData(0xF);
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BattleAI_SetupAIData(ALL_MOVES_MASK);
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chosenMoveId = BattleAI_ChooseMoveOrAction();
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chosenMoveId = BattleAI_ChooseMoveOrAction();
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switch (chosenMoveId)
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switch (chosenMoveId)
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@ -1588,7 +1588,7 @@ static void OpponentHandleChooseMove(void)
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u16 move;
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u16 move;
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do
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do
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{
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{
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chosenMoveId = Random() & 3;
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chosenMoveId = MOD(Random(), MAX_MON_MOVES);
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move = moveInfo->moves[chosenMoveId];
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move = moveInfo->moves[chosenMoveId];
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} while (move == MOVE_NONE);
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} while (move == MOVE_NONE);
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@ -1515,7 +1515,7 @@ static void PlayerPartnerHandleChooseMove(void)
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u8 chosenMoveId;
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u8 chosenMoveId;
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struct ChooseMoveStruct *moveInfo = (struct ChooseMoveStruct *)(&gBattleBufferA[gActiveBattler][4]);
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struct ChooseMoveStruct *moveInfo = (struct ChooseMoveStruct *)(&gBattleBufferA[gActiveBattler][4]);
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BattleAI_SetupAIData(0xF);
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BattleAI_SetupAIData(ALL_MOVES_MASK);
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chosenMoveId = BattleAI_ChooseMoveOrAction();
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chosenMoveId = BattleAI_ChooseMoveOrAction();
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if (gBattleMoves[moveInfo->moves[chosenMoveId]].target & (MOVE_TARGET_USER | MOVE_TARGET_USER_OR_SELECTED))
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if (gBattleMoves[moveInfo->moves[chosenMoveId]].target & (MOVE_TARGET_USER | MOVE_TARGET_USER_OR_SELECTED))
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@ -121,9 +121,9 @@ u16 ChooseMoveAndTargetInBattlePalace(void)
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#define selectedGroup percent
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#define selectedGroup percent
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#define selectedMoves var2
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#define selectedMoves var2
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#define moveTarget var1
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#define moveTarget var1
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#define validMoveFlags var1
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#define numMovesPerGroup var1
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#define numValidMoveGroups var2
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#define numMultipleMoveGroups var2
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#define validMoveGroup var2
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#define randSelectGroup var2
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// If battler is < 50% HP and not asleep, use second set of move group likelihoods
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// If battler is < 50% HP and not asleep, use second set of move group likelihoods
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// otherwise use first set
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// otherwise use first set
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@ -157,8 +157,10 @@ u16 ChooseMoveAndTargetInBattlePalace(void)
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// Pass selected moves to AI, pick one
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// Pass selected moves to AI, pick one
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if (selectedMoves != 0)
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if (selectedMoves != 0)
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{
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{
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gBattleStruct->palaceFlags &= 0xF;
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// Lower 4 bits of palaceFlags are flags for each battler.
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gBattleStruct->palaceFlags |= (selectedMoves << 4);
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// Clear the rest of palaceFlags, then set the selected moves in the upper 4 bits.
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gBattleStruct->palaceFlags &= (1 << MAX_BATTLERS_COUNT) - 1;
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gBattleStruct->palaceFlags |= (selectedMoves << MAX_BATTLERS_COUNT);
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BattleAI_SetupAIData(selectedMoves);
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BattleAI_SetupAIData(selectedMoves);
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chosenMoveId = BattleAI_ChooseMoveOrAction();
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chosenMoveId = BattleAI_ChooseMoveOrAction();
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}
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}
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@ -168,34 +170,47 @@ u16 ChooseMoveAndTargetInBattlePalace(void)
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// If a move is chosen this way, there's a 50% chance that it will be unable to use it anyway
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// If a move is chosen this way, there's a 50% chance that it will be unable to use it anyway
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if (chosenMoveId == -1)
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if (chosenMoveId == -1)
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{
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{
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if (unusableMovesBits != 0xF)
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if (unusableMovesBits != ALL_MOVES_MASK)
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{
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{
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validMoveFlags = 0, numValidMoveGroups = 0;
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numMovesPerGroup = 0, numMultipleMoveGroups = 0;
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for (i = 0; i < MAX_MON_MOVES; i++)
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for (i = 0; i < MAX_MON_MOVES; i++)
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{
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{
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// validMoveFlags is used here as a bitfield for which moves can be used for each move group type
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// Count the number of usable moves the battler has in each move group.
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// first 4 bits are for attack (1 for each move), then 4 bits for defense, and 4 for support
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// The totals will be stored separately in 3 groups of 4 bits each in numMovesPerGroup.
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if (GetBattlePalaceMoveGroup(moveInfo->moves[i]) == PALACE_MOVE_GROUP_ATTACK && !(gBitTable[i] & unusableMovesBits))
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if (GetBattlePalaceMoveGroup(moveInfo->moves[i]) == PALACE_MOVE_GROUP_ATTACK && !(gBitTable[i] & unusableMovesBits))
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validMoveFlags += (1 << 0);
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numMovesPerGroup += (1 << 0);
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if (GetBattlePalaceMoveGroup(moveInfo->moves[i]) == PALACE_MOVE_GROUP_DEFENSE && !(gBitTable[i] & unusableMovesBits))
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if (GetBattlePalaceMoveGroup(moveInfo->moves[i]) == PALACE_MOVE_GROUP_DEFENSE && !(gBitTable[i] & unusableMovesBits))
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validMoveFlags += (1 << 4);
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numMovesPerGroup += (1 << 4);
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if (GetBattlePalaceMoveGroup(moveInfo->moves[i]) == PALACE_MOVE_GROUP_SUPPORT && !(gBitTable[i] & unusableMovesBits))
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if (GetBattlePalaceMoveGroup(moveInfo->moves[i]) == PALACE_MOVE_GROUP_SUPPORT && !(gBitTable[i] & unusableMovesBits))
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validMoveFlags += (1 << 8);
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numMovesPerGroup += (1 << 8);
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}
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}
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// Count the move groups the pokemon has
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// Count the number of move groups for which the battler has at least 2 usable moves.
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if ((validMoveFlags & 0xF) > 1)
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// This is a roundabout way to determine if there is a move group that should be
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numValidMoveGroups++;
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// preferred, because it has multiple move options and the others do not.
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if ((validMoveFlags & 0xF0) > 0x1F)
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// The condition intended to check the total for the Support group is accidentally
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numValidMoveGroups++;
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// checking the Defense total, and is never true. As a result the preferences for
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if ((validMoveFlags & 0xF0) > 0x1FF)
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// random move selection here will skew away from the Support move group.
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numValidMoveGroups++;
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if ((numMovesPerGroup & 0xF) >= 2)
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numMultipleMoveGroups++;
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if ((numMovesPerGroup & (0xF << 4)) >= (2 << 4))
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numMultipleMoveGroups++;
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#ifdef BUGFIX
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if ((numMovesPerGroup & (0xF << 8)) >= (2 << 8))
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#else
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if ((numMovesPerGroup & (0xF << 4)) >= (2 << 8))
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#endif
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numMultipleMoveGroups++;
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// If more than 1 possible move group, or no possible move groups
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// By this point we already know the battler only has usable moves from at most 2 of the 3 move groups,
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// then choose move randomly
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// because they had no usable moves from the move group that was selected based on Nature.
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if (numValidMoveGroups > 1 || numValidMoveGroups == 0)
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//
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// The below condition is effectively 'numMultipleMoveGroups != 1'.
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// There is no stand-out group with multiple moves to choose from, so we pick randomly.
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// Note that because of the bug above the battler may actually have any number of Support moves.
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if (numMultipleMoveGroups > 1 || numMultipleMoveGroups == 0)
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{
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{
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do
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do
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{
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{
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@ -204,27 +219,36 @@ u16 ChooseMoveAndTargetInBattlePalace(void)
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chosenMoveId = i;
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chosenMoveId = i;
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} while (chosenMoveId == -1);
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} while (chosenMoveId == -1);
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}
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}
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// Otherwise randomly choose move of only available move group
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else
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else
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{
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{
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if ((validMoveFlags & 0xF) > 1)
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// The battler has just 1 move group with multiple move options to choose from.
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validMoveGroup = PALACE_MOVE_GROUP_ATTACK;
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// Choose a move randomly from this group.
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if ((validMoveFlags & 0xF0) > 0x1F)
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validMoveGroup = PALACE_MOVE_GROUP_DEFENSE;
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// Same bug as the previous set of conditions (the condition for Support is never true).
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if ((validMoveFlags & 0xF0) > 0x1FF)
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// This bug won't cause a softlock below, because if Support is the only group with multiple
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validMoveGroup = PALACE_MOVE_GROUP_SUPPORT;
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// moves then it won't have been counted, and the 'numMultipleMoveGroups == 0' above will be true.
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if ((numMovesPerGroup & 0xF) >= 2)
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randSelectGroup = PALACE_MOVE_GROUP_ATTACK;
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if ((numMovesPerGroup & (0xF << 4)) >= (2 << 4))
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randSelectGroup = PALACE_MOVE_GROUP_DEFENSE;
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#ifdef BUGFIX
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if ((numMovesPerGroup & (0xF << 8)) >= (2 << 8))
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#else
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if ((numMovesPerGroup & (0xF << 4)) >= (2 << 8))
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#endif
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randSelectGroup = PALACE_MOVE_GROUP_SUPPORT;
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do
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do
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{
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{
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i = Random() % MAX_MON_MOVES;
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i = Random() % MAX_MON_MOVES;
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if (!(gBitTable[i] & unusableMovesBits) && validMoveGroup == GetBattlePalaceMoveGroup(moveInfo->moves[i]))
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if (!(gBitTable[i] & unusableMovesBits) && randSelectGroup == GetBattlePalaceMoveGroup(moveInfo->moves[i]))
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chosenMoveId = i;
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chosenMoveId = i;
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} while (chosenMoveId == -1);
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} while (chosenMoveId == -1);
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}
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}
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// If a move was selected (and in this case was not from the Nature-chosen group)
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// Because the selected move was not from the Nature-chosen move group there's a 50% chance
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// then there's a 50% chance it won't be used anyway
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// that it will be unable to use it. This could have been checked earlier to avoid the above work.
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if (Random() % 100 > 49)
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if (Random() % 100 >= 50)
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{
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{
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gProtectStructs[gActiveBattler].palaceUnableToUseMove = TRUE;
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gProtectStructs[gActiveBattler].palaceUnableToUseMove = TRUE;
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return 0;
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return 0;
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@ -232,6 +256,7 @@ u16 ChooseMoveAndTargetInBattlePalace(void)
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}
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}
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else
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else
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{
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{
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// All the battler's moves were flagged as unusable.
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gProtectStructs[gActiveBattler].palaceUnableToUseMove = TRUE;
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gProtectStructs[gActiveBattler].palaceUnableToUseMove = TRUE;
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return 0;
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return 0;
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}
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}
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@ -264,9 +289,9 @@ u16 ChooseMoveAndTargetInBattlePalace(void)
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#undef selectedGroup
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#undef selectedGroup
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#undef selectedMoves
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#undef selectedMoves
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#undef moveTarget
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#undef moveTarget
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#undef validMoveFlags
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#undef numMovesPerGroup
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#undef numValidMoveGroups
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#undef numMultipleMoveGroups
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#undef validMoveGroup
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#undef randSelectGroup
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static u8 GetBattlePalaceMoveGroup(u16 move)
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static u8 GetBattlePalaceMoveGroup(u16 move)
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{
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{
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@ -38,7 +38,7 @@
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#include "constants/moves.h"
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#include "constants/moves.h"
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#include "constants/trainers.h"
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#include "constants/trainers.h"
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#define NUM_LAYOUT_OFFSETS 8 // Assumed to be a power of 2
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#define NUM_LAYOUT_OFFSETS 8
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extern const struct MapLayout *const gMapLayouts[];
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extern const struct MapLayout *const gMapLayouts[];
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@ -1904,7 +1904,7 @@ static void GetPyramidFloorLayoutOffsets(u8 *layoutOffsets)
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|
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for (i = 0; i < NUM_PYRAMID_FLOOR_SQUARES; i++)
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for (i = 0; i < NUM_PYRAMID_FLOOR_SQUARES; i++)
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{
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{
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layoutOffsets[i] = sPyramidFloorTemplates[id].layoutOffsets[rand & (NUM_LAYOUT_OFFSETS - 1)];
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layoutOffsets[i] = sPyramidFloorTemplates[id].layoutOffsets[MOD(rand, NUM_LAYOUT_OFFSETS)];
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rand >>= 3;
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rand >>= 3;
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if (i == 7)
|
if (i == 7)
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{
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{
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@ -849,7 +849,7 @@ static const u8 sBallCatchBonuses[] =
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// In Battle Palace, moves are chosen based on the pokemons nature rather than by the player
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// In Battle Palace, moves are chosen based on the pokemons nature rather than by the player
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// Moves are grouped into "Attack", "Defense", or "Support" (see PALACE_MOVE_GROUP_*)
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// Moves are grouped into "Attack", "Defense", or "Support" (see PALACE_MOVE_GROUP_*)
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// Each nature has a certain percent chance of selecting a move from a particular group
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// Each nature has a certain percent chance of selecting a move from a particular group
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// and a separate percent chance for each group when below 50% HP
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// and a separate percent chance for each group when at or below 50% HP
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// The table below doesn't list percentages for Support because you can subtract the other two
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// The table below doesn't list percentages for Support because you can subtract the other two
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// Support percentages are listed in comments off to the side instead
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// Support percentages are listed in comments off to the side instead
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#define PALACE_STYLE(atk, def, atkLow, defLow) {atk, atk + def, atkLow, atkLow + defLow}
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#define PALACE_STYLE(atk, def, atkLow, defLow) {atk, atk + def, atkLow, atkLow + defLow}
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@ -7350,7 +7350,7 @@ static void Cmd_tryconversiontypechange(void)
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{
|
{
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do
|
do
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{
|
{
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while ((moveChecked = Random() & (MAX_MON_MOVES - 1)) >= validMoves);
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while ((moveChecked = MOD(Random(), MAX_MON_MOVES)) >= validMoves);
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|
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moveType = gBattleMoves[gBattleMons[gBattlerAttacker].moves[moveChecked]].type;
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moveType = gBattleMoves[gBattleMons[gBattlerAttacker].moves[moveChecked]].type;
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@ -8179,7 +8179,7 @@ static void Cmd_trychoosesleeptalkmove(void)
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}
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}
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|
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unusableMovesBits = CheckMoveLimitations(gBattlerAttacker, unusableMovesBits, ~MOVE_LIMITATION_PP);
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unusableMovesBits = CheckMoveLimitations(gBattlerAttacker, unusableMovesBits, ~MOVE_LIMITATION_PP);
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if (unusableMovesBits == (1 << MAX_MON_MOVES) - 1) // all 4 moves cannot be chosen
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if (unusableMovesBits == ALL_MOVES_MASK) // all 4 moves cannot be chosen
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{
|
{
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gBattlescriptCurrInstr += 5;
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gBattlescriptCurrInstr += 5;
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}
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}
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||||||
@ -8189,7 +8189,7 @@ static void Cmd_trychoosesleeptalkmove(void)
|
|||||||
|
|
||||||
do
|
do
|
||||||
{
|
{
|
||||||
movePosition = Random() & (MAX_MON_MOVES - 1);
|
movePosition = MOD(Random(), MAX_MON_MOVES);
|
||||||
} while ((gBitTable[movePosition] & unusableMovesBits));
|
} while ((gBitTable[movePosition] & unusableMovesBits));
|
||||||
|
|
||||||
gCalledMove = gBattleMons[gBattlerAttacker].moves[movePosition];
|
gCalledMove = gBattleMons[gBattlerAttacker].moves[movePosition];
|
||||||
|
@ -1110,7 +1110,6 @@ u8 CheckMoveLimitations(u8 battlerId, u8 unusableMoves, u8 check)
|
|||||||
return unusableMoves;
|
return unusableMoves;
|
||||||
}
|
}
|
||||||
|
|
||||||
#define ALL_MOVES_MASK ((1 << MAX_MON_MOVES) - 1)
|
|
||||||
bool8 AreAllMovesUnusable(void)
|
bool8 AreAllMovesUnusable(void)
|
||||||
{
|
{
|
||||||
u8 unusable = CheckMoveLimitations(gActiveBattler, 0, MOVE_LIMITATIONS_ALL);
|
u8 unusable = CheckMoveLimitations(gActiveBattler, 0, MOVE_LIMITATIONS_ALL);
|
||||||
@ -1127,7 +1126,6 @@ bool8 AreAllMovesUnusable(void)
|
|||||||
|
|
||||||
return (unusable == ALL_MOVES_MASK);
|
return (unusable == ALL_MOVES_MASK);
|
||||||
}
|
}
|
||||||
#undef ALL_MOVES_MASK
|
|
||||||
|
|
||||||
u8 GetImprisonedMovesCount(u8 battlerId, u16 move)
|
u8 GetImprisonedMovesCount(u8 battlerId, u16 move)
|
||||||
{
|
{
|
||||||
@ -2775,11 +2773,12 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u8 ability, u8 special, u16 moveA
|
|||||||
{
|
{
|
||||||
do
|
do
|
||||||
{
|
{
|
||||||
|
// Pick either MOVE_EFFECT_SLEEP, MOVE_EFFECT_POISON or MOVE_EFFECT_BURN
|
||||||
gBattleCommunication[MOVE_EFFECT_BYTE] = Random() & 3;
|
gBattleCommunication[MOVE_EFFECT_BYTE] = Random() & 3;
|
||||||
} while (gBattleCommunication[MOVE_EFFECT_BYTE] == 0);
|
} while (gBattleCommunication[MOVE_EFFECT_BYTE] == 0);
|
||||||
|
// Replace MOVE_EFFECT_BURN with MOVE_EFFECT_PARALYSIS
|
||||||
if (gBattleCommunication[MOVE_EFFECT_BYTE] == MOVE_EFFECT_BURN)
|
if (gBattleCommunication[MOVE_EFFECT_BYTE] == MOVE_EFFECT_BURN)
|
||||||
gBattleCommunication[MOVE_EFFECT_BYTE] += 2; // 5 MOVE_EFFECT_PARALYSIS
|
gBattleCommunication[MOVE_EFFECT_BYTE] += (MOVE_EFFECT_PARALYSIS - MOVE_EFFECT_BURN);
|
||||||
|
|
||||||
gBattleCommunication[MOVE_EFFECT_BYTE] += MOVE_EFFECT_AFFECTS_USER;
|
gBattleCommunication[MOVE_EFFECT_BYTE] += MOVE_EFFECT_AFFECTS_USER;
|
||||||
BattleScriptPushCursor();
|
BattleScriptPushCursor();
|
||||||
@ -3954,11 +3953,11 @@ u8 IsMonDisobedient(void)
|
|||||||
if (calc < obedienceLevel)
|
if (calc < obedienceLevel)
|
||||||
{
|
{
|
||||||
calc = CheckMoveLimitations(gBattlerAttacker, gBitTable[gCurrMovePos], MOVE_LIMITATIONS_ALL);
|
calc = CheckMoveLimitations(gBattlerAttacker, gBitTable[gCurrMovePos], MOVE_LIMITATIONS_ALL);
|
||||||
if (calc == 0xF) // all moves cannot be used
|
if (calc == ALL_MOVES_MASK) // all moves cannot be used
|
||||||
{
|
{
|
||||||
// Randomly select, then print a disobedient string
|
// Randomly select, then print a disobedient string
|
||||||
// B_MSG_LOAFING, B_MSG_WONT_OBEY, B_MSG_TURNED_AWAY, or B_MSG_PRETEND_NOT_NOTICE
|
// B_MSG_LOAFING, B_MSG_WONT_OBEY, B_MSG_TURNED_AWAY, or B_MSG_PRETEND_NOT_NOTICE
|
||||||
gBattleCommunication[MULTISTRING_CHOOSER] = Random() & (NUM_LOAF_STRINGS - 1);
|
gBattleCommunication[MULTISTRING_CHOOSER] = MOD(Random(), NUM_LOAF_STRINGS);
|
||||||
gBattlescriptCurrInstr = BattleScript_MoveUsedLoafingAround;
|
gBattlescriptCurrInstr = BattleScript_MoveUsedLoafingAround;
|
||||||
return 1;
|
return 1;
|
||||||
}
|
}
|
||||||
@ -3966,7 +3965,7 @@ u8 IsMonDisobedient(void)
|
|||||||
{
|
{
|
||||||
do
|
do
|
||||||
{
|
{
|
||||||
gCurrMovePos = gChosenMovePos = Random() & (MAX_MON_MOVES - 1);
|
gCurrMovePos = gChosenMovePos = MOD(Random(), MAX_MON_MOVES);
|
||||||
} while (gBitTable[gCurrMovePos] & calc);
|
} while (gBitTable[gCurrMovePos] & calc);
|
||||||
|
|
||||||
gCalledMove = gBattleMons[gBattlerAttacker].moves[gCurrMovePos];
|
gCalledMove = gBattleMons[gBattlerAttacker].moves[gCurrMovePos];
|
||||||
@ -4009,7 +4008,7 @@ u8 IsMonDisobedient(void)
|
|||||||
{
|
{
|
||||||
// Randomly select, then print a disobedient string
|
// Randomly select, then print a disobedient string
|
||||||
// B_MSG_LOAFING, B_MSG_WONT_OBEY, B_MSG_TURNED_AWAY, or B_MSG_PRETEND_NOT_NOTICE
|
// B_MSG_LOAFING, B_MSG_WONT_OBEY, B_MSG_TURNED_AWAY, or B_MSG_PRETEND_NOT_NOTICE
|
||||||
gBattleCommunication[MULTISTRING_CHOOSER] = Random() & (NUM_LOAF_STRINGS - 1);
|
gBattleCommunication[MULTISTRING_CHOOSER] = MOD(Random(), NUM_LOAF_STRINGS);
|
||||||
gBattlescriptCurrInstr = BattleScript_MoveUsedLoafingAround;
|
gBattlescriptCurrInstr = BattleScript_MoveUsedLoafingAround;
|
||||||
return 1;
|
return 1;
|
||||||
}
|
}
|
||||||
|
@ -326,7 +326,7 @@ u8 ContestAI_GetActionToUse(void)
|
|||||||
{
|
{
|
||||||
// Randomly choose a move index. If it's the move
|
// Randomly choose a move index. If it's the move
|
||||||
// with the highest (or tied highest) score, return
|
// with the highest (or tied highest) score, return
|
||||||
u8 moveIdx = Random() & (MAX_MON_MOVES - 1); // % MAX_MON_MOVES doesn't match
|
u8 moveIdx = MOD(Random(), MAX_MON_MOVES);
|
||||||
u8 score = eContestAI.moveScores[moveIdx];
|
u8 score = eContestAI.moveScores[moveIdx];
|
||||||
int i;
|
int i;
|
||||||
for (i = 0; i < MAX_MON_MOVES; i++)
|
for (i = 0; i < MAX_MON_MOVES; i++)
|
||||||
|
@ -1163,7 +1163,7 @@ void CB2_InitCopyrightScreenAfterTitleScreen(void)
|
|||||||
static void Task_Scene1_Load(u8 taskId)
|
static void Task_Scene1_Load(u8 taskId)
|
||||||
{
|
{
|
||||||
SetVBlankCallback(NULL);
|
SetVBlankCallback(NULL);
|
||||||
sIntroCharacterGender = Random() & 1;
|
sIntroCharacterGender = MOD(Random(), GENDER_COUNT);
|
||||||
IntroResetGpuRegs();
|
IntroResetGpuRegs();
|
||||||
SetGpuReg(REG_OFFSET_BG3VOFS, 0);
|
SetGpuReg(REG_OFFSET_BG3VOFS, 0);
|
||||||
SetGpuReg(REG_OFFSET_BG2VOFS, 80);
|
SetGpuReg(REG_OFFSET_BG2VOFS, 80);
|
||||||
|
@ -1067,7 +1067,7 @@ static void SpriteCB_InputArrow(struct Sprite *sprite)
|
|||||||
if (sprite->sDelay == 0 || --sprite->sDelay == 0)
|
if (sprite->sDelay == 0 || --sprite->sDelay == 0)
|
||||||
{
|
{
|
||||||
sprite->sDelay = 8;
|
sprite->sDelay = 8;
|
||||||
sprite->sXPosId = (sprite->sXPosId + 1) & (ARRAY_COUNT(x) - 1);
|
sprite->sXPosId = MOD(sprite->sXPosId + 1, ARRAY_COUNT(x));
|
||||||
}
|
}
|
||||||
sprite->x2 = x[sprite->sXPosId];
|
sprite->x2 = x[sprite->sXPosId];
|
||||||
}
|
}
|
||||||
@ -1097,7 +1097,7 @@ static void SpriteCB_Underscore(struct Sprite *sprite)
|
|||||||
sprite->sDelay++;
|
sprite->sDelay++;
|
||||||
if (sprite->sDelay > 8)
|
if (sprite->sDelay > 8)
|
||||||
{
|
{
|
||||||
sprite->sYPosId = (sprite->sYPosId + 1) & (ARRAY_COUNT(y) - 1);
|
sprite->sYPosId = MOD(sprite->sYPosId + 1, ARRAY_COUNT(y));
|
||||||
sprite->sDelay = 0;
|
sprite->sDelay = 0;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
Loading…
Reference in New Issue
Block a user