Merge pull request #1242 from ghoulslash/totem

Totem Boosts
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ultima-soul 2021-01-10 18:43:46 -08:00 committed by GitHub
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@ -1759,6 +1759,11 @@
.macro destroyabilitypopup .macro destroyabilitypopup
various BS_ABILITY_BATTLER, VARIOUS_DESTROY_ABILITY_POPUP various BS_ABILITY_BATTLER, VARIOUS_DESTROY_ABILITY_POPUP
.endm .endm
.macro gettotemboost ptr:req
various BS_ATTACKER, VARIOUS_TOTEM_BOOST
.4byte \ptr
.endm
@ helpful macros @ helpful macros
.macro setstatchanger stat:req, stages:req, down:req .macro setstatchanger stat:req, stages:req, down:req

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@ -1784,3 +1784,65 @@
setfieldeffectargument 2, \priority setfieldeffectargument 2, \priority
dofieldeffect FLDEFF_SPARKLE dofieldeffect FLDEFF_SPARKLE
.endm .endm
@ Set up a totem boost for the next battle.
@ 'battler' is the position of the mon you want to gain a boost. see B_POSITION_xx in include/constants/battle.h.
@ The rest of the arguments are the stat change values to each stat.
@ For example, giving the first opponent +1 to atk and -2 to speed would be: settotemboost B_POSITION_OPPONENT_LEFT, 1, 0, -2
.macro settotemboost battler:req, atk=0,def=0,speed=0,spatk=0,spdef=0,acc=0,evas=0
setvar VAR_0x8000, \battler
setvar VAR_0x8001, \atk
setvar VAR_0x8002, \def
setvar VAR_0x8003, \speed
setvar VAR_0x8004, \spatk
setvar VAR_0x8005, \spdef
setvar VAR_0x8006, \acc
setvar VAR_0x8007, \evas
special SetTotemBoost
.endm
@ useful totem boost macros
.macro totemboost_atk1 battler:req
settotemboost \battler, 1
.endm
.macro totemboost_def1 battler:req
settotemboost \battler, 0, 1
.endm
.macro totemboost_speed1 battler:req
settotemboost \battler, 0, 0, 1
.endm
.macro totemboost_spatk1 battler:req
settotemboost \battler, 0, 0, 0, 1
.endm
.macro totemboost_spdef1 battler:req
settotemboost \battler, 0, 0, 0, 0, 1
.endm
.macro totemboost_acc1 battler:req
settotemboost \battler, 0, 0, 0, 0, 0, 1
.endm
.macro totemboost_evas1 battler:req
settotemboost \battler, 0, 0, 0, 0, 0, 0, 1
.endm
.macro totemboost_atk2 battler:req
settotemboost \battler, 2
.endm
.macro totemboost_def2 battler:req
settotemboost \battler, 0, 2
.endm
.macro totemboost_speed2 battler:req
settotemboost \battler, 0, 0, 2
.endm
.macro totemboost_spatk2 battler:req
settotemboost \battler, 0, 0, 0, 2
.endm
.macro totemboost_spdef2 battler:req
settotemboost \battler, 0, 0, 0, 0, 2
.endm
.macro totemboost_acc2 battler:req
settotemboost \battler, 0, 0, 0, 0, 0, 2
.endm
.macro totemboost_evas2 battler:req
settotemboost \battler, 0, 0, 0, 0, 0, 0, 2
.endm

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@ -825,6 +825,7 @@ gBattleAnims_General::
.4byte General_FormChange .4byte General_FormChange
.4byte General_SlideOffScreen .4byte General_SlideOffScreen
.4byte General_RestoreBg .4byte General_RestoreBg
.4byte General_TotemFlare
.align 2 .align 2
gBattleAnims_Special:: gBattleAnims_Special::
@ -24400,6 +24401,36 @@ General_RestoreBg:
waitbgfadein waitbgfadein
end end
General_TotemFlare::
loadspritegfx ANIM_TAG_FOCUS_ENERGY
loadspritegfx ANIM_TAG_WHIP_HIT @green color
loadspritegfx ANIM_TAG_SWEAT_BEAD @blue color
loadspritegfx ANIM_TAG_PAW_PRINT @yellow color
monbg ANIM_ATTACKER
setblends 0x80c
playsewithpan SE_M_DRAGON_RAGE, SOUND_PAN_ATTACKER
launchtask AnimTask_BlendColorCycle 0x2 0x6 ANIM_PAL_ATK 0x0 0x6 0x0 0xb 0x1f
call RainbowEndureEffect
call RainbowEndureEffect
call RainbowEndureEffect
call RainbowEndureEffect
call RainbowEndureEffect
waitforvisualfinish
blendoff
clearmonbg ANIM_ATTACKER
end
RainbowEndureEffect:
launchtemplate gBlueEndureEnergySpriteTemplate 0x2 0x4 0x0 0xffe8 0x1a 0x2
delay 0x3
launchtemplate gEndureEnergySpriteTemplate 0x2 0x4 0x0 0xe 0x1c 0x1 @Red Buff
delay 0x3
launchtemplate gGreenEndureEnergySpriteTemplate 0x2 0x4 0x0 0xfffb 0xa 0x2
delay 0x3
launchtemplate gYellowEndureEnergySpriteTemplate 0x2 0x4 0x0 0x1c 0x1a 0x3
delay 0x3
return
SnatchMoveTrySwapFromSubstitute: SnatchMoveTrySwapFromSubstitute:
createvisualtask AnimTask_IsAttackerBehindSubstitute, 2 createvisualtask AnimTask_IsAttackerBehindSubstitute, 2
jumprettrue SnatchMoveSwapSubstituteForMon jumprettrue SnatchMoveSwapSubstituteForMon

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@ -7767,6 +7767,25 @@ BattleScript_PrintPlayerForfeitedLinkBattle::
waitmessage 0x40 waitmessage 0x40
end2 end2
BattleScript_TotemFlaredToLife::
playanimation BS_ATTACKER, B_ANIM_TOTEM_FLARE, NULL
printstring STRINGID_AURAFLAREDTOLIFE
waitmessage 0x40
goto BattleScript_ApplyTotemVarBoost
BattleScript_TotemVar::
gettotemboost BattleScript_ApplyTotemVarBoost
BattleScript_TotemVarEnd:
end2
BattleScript_ApplyTotemVarBoost:
statbuffchange STAT_BUFF_ALLOW_PTR, BattleScript_TotemVarEnd
setgraphicalstatchangevalues
playanimation BS_SCRIPTING, B_ANIM_STATS_CHANGE, sB_ANIM_ARG1
BattleScript_TotemVarPrintStatMsg:
printfromtable gStatUpStringIds
waitmessage 0x40
goto BattleScript_TotemVar @loop until stats bitfield is empty
BattleScript_AnnounceAirLockCloudNine:: BattleScript_AnnounceAirLockCloudNine::
call BattleScript_AbilityPopUp call BattleScript_AbilityPopUp
printstring STRINGID_AIRLOCKACTIVATES printstring STRINGID_AIRLOCKACTIVATES

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@ -535,3 +535,4 @@ gSpecials:: @ 81DBA64
def_special RemoveRecordsWindow def_special RemoveRecordsWindow
def_special CloseDeptStoreElevatorWindow def_special CloseDeptStoreElevatorWindow
def_special TrySetBattleTowerLinkType def_special TrySetBattleTowerLinkType
def_special SetTotemBoost

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@ -715,6 +715,12 @@ struct MonSpritesGfx
u16 *buffer; u16 *buffer;
}; };
struct TotemBoost
{
u8 stats; // bitfield for each battle stat that is set if the stat changes
s8 statChanges[NUM_BATTLE_STATS - 1]; // highest bit being set decreases the stat
}; /* size = 8 */
// All battle variables are declared in battle_main.c // All battle variables are declared in battle_main.c
extern u16 gBattle_BG0_X; extern u16 gBattle_BG0_X;
extern u16 gBattle_BG0_Y; extern u16 gBattle_BG0_Y;
@ -823,6 +829,7 @@ extern u32 gFieldStatuses;
extern struct FieldTimer gFieldTimers; extern struct FieldTimer gFieldTimers;
extern u8 gBattlerAbility; extern u8 gBattlerAbility;
extern u16 gPartnerSpriteId; extern u16 gPartnerSpriteId;
extern struct TotemBoost gTotemBoosts[MAX_BATTLERS_COUNT];
extern void (*gPreBattleCallback1)(void); extern void (*gPreBattleCallback1)(void);
extern void (*gBattleMainFunc)(void); extern void (*gBattleMainFunc)(void);

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@ -349,6 +349,8 @@ extern const u8 BattleScript_EmergencyExitNoPopUp[];
extern const u8 BattleScript_EmergencyExitWild[]; extern const u8 BattleScript_EmergencyExitWild[];
extern const u8 BattleScript_EmergencyExitWildNoPopUp[]; extern const u8 BattleScript_EmergencyExitWildNoPopUp[];
extern const u8 BattleScript_CheekPouchActivates[]; extern const u8 BattleScript_CheekPouchActivates[];
extern const u8 BattleScript_TotemVar[];
extern const u8 BattleScript_TotemFlaredToLife[];
extern const u8 BattleScript_AnnounceAirLockCloudNine[]; extern const u8 BattleScript_AnnounceAirLockCloudNine[];
extern const u8 BattleScript_BattlerAbilityStatRaiseOnSwitchIn[]; extern const u8 BattleScript_BattlerAbilityStatRaiseOnSwitchIn[];
extern const u8 BattleScript_CottonDownActivates[]; extern const u8 BattleScript_CottonDownActivates[];

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@ -526,6 +526,7 @@
#define B_ANIM_FORM_CHANGE 0x1D #define B_ANIM_FORM_CHANGE 0x1D
#define B_ANIM_SLIDE_OFFSCREEN 0x1E // for Emergency Exit #define B_ANIM_SLIDE_OFFSCREEN 0x1E // for Emergency Exit
#define B_ANIM_RESTORE_BG 0x1F // for Terrain Endings #define B_ANIM_RESTORE_BG 0x1F // for Terrain Endings
#define B_ANIM_TOTEM_FLARE 0x20 // Totem boosts aura flare
// special animations table // special animations table
#define B_ANIM_LVL_UP 0x0 #define B_ANIM_LVL_UP 0x0

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@ -167,6 +167,7 @@
#define VARIOUS_PARALYZE_TYPE_IMMUNITY 100 #define VARIOUS_PARALYZE_TYPE_IMMUNITY 100
#define VARIOUS_JUMP_IF_ABSENT 101 #define VARIOUS_JUMP_IF_ABSENT 101
#define VARIOUS_DESTROY_ABILITY_POPUP 102 #define VARIOUS_DESTROY_ABILITY_POPUP 102
#define VARIOUS_TOTEM_BOOST 103
// Cmd_manipulatedamage // Cmd_manipulatedamage
#define DMG_CHANGE_SIGN 0 #define DMG_CHANGE_SIGN 0

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@ -563,8 +563,9 @@
#define STRINGID_ASANDSTORMKICKEDUP 559 #define STRINGID_ASANDSTORMKICKEDUP 559
#define STRINGID_PKMNSWILLPERISHIN3TURNS 560 #define STRINGID_PKMNSWILLPERISHIN3TURNS 560
#define STRINGID_ABILITYRAISEDSTATDRASTICALLY 561 #define STRINGID_ABILITYRAISEDSTATDRASTICALLY 561
#define STRINGID_AURAFLAREDTOLIFE 562
#define BATTLESTRINGS_COUNT 562 #define BATTLESTRINGS_COUNT 563
//// multichoice message IDs //// multichoice message IDs
// switch in ability message // switch in ability message

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@ -1926,6 +1926,39 @@ const struct SpriteTemplate gEndureEnergySpriteTemplate =
.callback = AnimEndureEnergy, .callback = AnimEndureEnergy,
}; };
const struct SpriteTemplate gBlueEndureEnergySpriteTemplate =
{
.tileTag = ANIM_TAG_FOCUS_ENERGY,
.paletteTag = ANIM_TAG_SWEAT_BEAD,
.oam = &gOamData_AffineOff_ObjNormal_16x32,
.anims = gEndureEnergyAnimTable,
.images = NULL,
.affineAnims = gDummySpriteAffineAnimTable,
.callback = AnimEndureEnergy,
};
const struct SpriteTemplate gGreenEndureEnergySpriteTemplate =
{
.tileTag = ANIM_TAG_FOCUS_ENERGY,
.paletteTag = ANIM_TAG_WHIP_HIT,
.oam = &gOamData_AffineOff_ObjNormal_16x32,
.anims = gEndureEnergyAnimTable,
.images = NULL,
.affineAnims = gDummySpriteAffineAnimTable,
.callback = AnimEndureEnergy,
};
const struct SpriteTemplate gYellowEndureEnergySpriteTemplate =
{
.tileTag = ANIM_TAG_FOCUS_ENERGY,
.paletteTag = ANIM_TAG_PAW_PRINT,
.oam = &gOamData_AffineOff_ObjNormal_16x32,
.anims = gEndureEnergyAnimTable,
.images = NULL,
.affineAnims = gDummySpriteAffineAnimTable,
.callback = AnimEndureEnergy,
};
const union AnimCmd gSharpenSphereAnimCmds[] = const union AnimCmd gSharpenSphereAnimCmds[] =
{ {
ANIMCMD_FRAME(0, 18), ANIMCMD_FRAME(0, 18),

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@ -228,6 +228,7 @@ EWRAM_DATA u32 gFieldStatuses = 0;
EWRAM_DATA struct FieldTimer gFieldTimers = {0}; EWRAM_DATA struct FieldTimer gFieldTimers = {0};
EWRAM_DATA u8 gBattlerAbility = 0; EWRAM_DATA u8 gBattlerAbility = 0;
EWRAM_DATA u16 gPartnerSpriteId = 0; EWRAM_DATA u16 gPartnerSpriteId = 0;
EWRAM_DATA struct TotemBoost gTotemBoosts[MAX_BATTLERS_COUNT] = {0};
EWRAM_DATA bool8 gHasFetchedBall = FALSE; EWRAM_DATA bool8 gHasFetchedBall = FALSE;
EWRAM_DATA u8 gLastUsedBall = 0; EWRAM_DATA u8 gLastUsedBall = 0;
@ -3488,6 +3489,19 @@ static void TryDoEventsBeforeFirstTurn(void)
gBattleStruct->overworldWeatherDone = TRUE; gBattleStruct->overworldWeatherDone = TRUE;
return; return;
} }
// Totem boosts
for (i = 0; i < gBattlersCount; i++)
{
if (gTotemBoosts[i].stats != 0)
{
gBattlerAttacker = i;
BattleScriptExecute(BattleScript_TotemVar);
return;
}
}
memset(gTotemBoosts, 0, sizeof(gTotemBoosts)); // erase all totem boosts just to be safe
// Check all switch in abilities happening from the fastest mon to slowest. // Check all switch in abilities happening from the fastest mon to slowest.
while (gBattleStruct->switchInAbilitiesCounter < gBattlersCount) while (gBattleStruct->switchInAbilitiesCounter < gBattlersCount)
{ {
@ -3505,6 +3519,7 @@ static void TryDoEventsBeforeFirstTurn(void)
if (ItemBattleEffects(ITEMEFFECT_ON_SWITCH_IN, gBattlerByTurnOrder[gBattleStruct->switchInItemsCounter++], FALSE)) if (ItemBattleEffects(ITEMEFFECT_ON_SWITCH_IN, gBattlerByTurnOrder[gBattleStruct->switchInItemsCounter++], FALSE))
return; return;
} }
for (i = 0; i < MAX_BATTLERS_COUNT; i++) for (i = 0; i < MAX_BATTLERS_COUNT; i++)
{ {
*(gBattleStruct->monToSwitchIntoId + i) = PARTY_SIZE; *(gBattleStruct->monToSwitchIntoId + i) = PARTY_SIZE;
@ -5054,3 +5069,23 @@ void SetTypeBeforeUsingMove(u16 move, u8 battlerAtk)
gSpecialStatuses[battlerAtk].gemBoost = 1; gSpecialStatuses[battlerAtk].gemBoost = 1;
} }
} }
// special to set a field's totem boost(s)
// inputs:
// var8000: battlerId
// var8001 - var8007: stat changes
void SetTotemBoost(void)
{
u8 battlerId = gSpecialVar_0x8000;
u8 i;
for (i = 0; i < (NUM_BATTLE_STATS - 1); i++)
{
if (*(&gSpecialVar_0x8001 + i))
{
gTotemBoosts[battlerId].stats |= (1 << i);
gTotemBoosts[battlerId].statChanges[i] = *(&gSpecialVar_0x8001 + i);
gTotemBoosts[battlerId].stats |= 0x80; // used as a flag for the "totem flared to life" script
}
}
}

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@ -678,6 +678,7 @@ static const u8 sText_NoOneWillBeAbleToRun[] = _("No one will be able to run awa
static const u8 sText_DestinyKnotActivates[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX} fell in love\nfrom the {B_LAST_ITEM}!"); static const u8 sText_DestinyKnotActivates[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX} fell in love\nfrom the {B_LAST_ITEM}!");
static const u8 sText_CloakedInAFreezingLight[] = _("{B_ATK_NAME_WITH_PREFIX} became cloaked\nin a freezing light!"); static const u8 sText_CloakedInAFreezingLight[] = _("{B_ATK_NAME_WITH_PREFIX} became cloaked\nin a freezing light!");
static const u8 sText_StatWasNotLowered[] = _("{B_DEF_NAME_WITH_PREFIX}'s {B_BUFF1}\nwas not lowered!"); static const u8 sText_StatWasNotLowered[] = _("{B_DEF_NAME_WITH_PREFIX}'s {B_BUFF1}\nwas not lowered!");
static const u8 sText_AuraFlaredToLife[] = _("{B_DEF_NAME_WITH_PREFIX}'s aura flared to life!");
static const u8 sText_AirLockActivates[] = _("The effects of weather\ndisappeared."); static const u8 sText_AirLockActivates[] = _("The effects of weather\ndisappeared.");
static const u8 sText_PressureActivates[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX} is exerting its\npressure!"); static const u8 sText_PressureActivates[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX} is exerting its\npressure!");
static const u8 sText_DarkAuraActivates[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX} is radiating\na dark aura!"); static const u8 sText_DarkAuraActivates[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX} is radiating\na dark aura!");
@ -1236,6 +1237,7 @@ const u8 *const gBattleStringsTable[BATTLESTRINGS_COUNT] =
[STRINGID_GRASSYTERRAINHEALS - 12] = sText_GrassyTerrainHeals, [STRINGID_GRASSYTERRAINHEALS - 12] = sText_GrassyTerrainHeals,
[STRINGID_ELECTRICTERRAINPREVENTS - 12] = sText_ElectricTerrainPreventsSleep, [STRINGID_ELECTRICTERRAINPREVENTS - 12] = sText_ElectricTerrainPreventsSleep,
[STRINGID_PSYCHICTERRAINPREVENTS - 12] = sText_PsychicTerrainPreventsPriority, [STRINGID_PSYCHICTERRAINPREVENTS - 12] = sText_PsychicTerrainPreventsPriority,
[STRINGID_AURAFLAREDTOLIFE - 12] = sText_AuraFlaredToLife,
[STRINGID_AIRLOCKACTIVATES - 12] = sText_AirLockActivates, [STRINGID_AIRLOCKACTIVATES - 12] = sText_AirLockActivates,
[STRINGID_PRESSUREENTERS - 12] = sText_PressureActivates, [STRINGID_PRESSUREENTERS - 12] = sText_PressureActivates,
[STRINGID_DARKAURAENTERS - 12] = sText_DarkAuraActivates, [STRINGID_DARKAURAENTERS - 12] = sText_DarkAuraActivates,

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@ -8298,6 +8298,41 @@ static void Cmd_various(void)
case VARIOUS_DESTROY_ABILITY_POPUP: case VARIOUS_DESTROY_ABILITY_POPUP:
DestroyAbilityPopUp(gActiveBattler); DestroyAbilityPopUp(gActiveBattler);
break; break;
case VARIOUS_TOTEM_BOOST:
gActiveBattler = gBattlerAttacker;
if (gTotemBoosts[gActiveBattler].stats == 0)
{
gBattlescriptCurrInstr += 7; // stats done, exit
}
else
{
for (i = 0; i < (NUM_BATTLE_STATS - 1); i++)
{
if (gTotemBoosts[gActiveBattler].stats & (1 << i))
{
if (gTotemBoosts[gActiveBattler].statChanges[i] <= -1)
SET_STATCHANGER(i + 1, abs(gTotemBoosts[gActiveBattler].statChanges[i]), TRUE);
else
SET_STATCHANGER(i + 1, gTotemBoosts[gActiveBattler].statChanges[i], FALSE);
gTotemBoosts[gActiveBattler].stats &= ~(1 << i);
gBattleScripting.battler = gActiveBattler;
gBattlerTarget = gActiveBattler;
if (gTotemBoosts[gActiveBattler].stats & 0x80)
{
gTotemBoosts[gActiveBattler].stats &= ~0x80; // set 'aura flared to life' flag
gBattlescriptCurrInstr = BattleScript_TotemFlaredToLife;
}
else
{
gBattlescriptCurrInstr = T1_READ_PTR(gBattlescriptCurrInstr + 3); // do boost
}
return;
}
}
gBattlescriptCurrInstr += 7; // exit if loop failed (failsafe)
}
return;
} }
gBattlescriptCurrInstr += 3; gBattlescriptCurrInstr += 3;