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https://github.com/Ninjdai1/pokeemerald.git
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Post cherrypick corrections and improvements
-Made BattleScript_EffectTakeHeart use modifybattlerstatstage -Optimized usage of BattleScript_EffectInfernalParade -Tweaked the way in which Triple Arrows' increased crit. hit chance is handled -Optimized syntax for case MOVE_EFFECT_TRIPLE_ARROWS in SetMoveEffect -Optimized case EFFECT_INFERNAL_PARADE in CalcMoveBasePower -Infernal Parade is not known to interact with Comatose, so Eduardo and I will extrapolate that here -Added AI conditionals for some of the effects -Made Triage notice Jungle Healing and moves that use its effect
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@ -479,27 +479,14 @@ BattleScript_AxeKickHitFromAtkString:
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end
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BattleScript_EffectTakeHeart::
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@ TO DO: Use modifybattlerstatstage here once PR #2470 is merged.
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printstring STRINGID_EMPTYSTRING3
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playstatchangeanimation BS_ATTACKER, BIT_SPATK, 0
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setstatchanger STAT_SPATK, 1, FALSE
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statbuffchange STAT_CHANGE_ALLOW_PTR, BattleScript_TakeHeartTrySpDef
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printfromtable gStatUpStringIds
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waitmessage B_WAIT_TIME_LONG
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modifybattlerstatstage BS_ATTACKER, STAT_SPATK, INCREASE, 1, BattleScript_TakeHeartTrySpDef, ANIM_ON
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BattleScript_TakeHeartTrySpDef:
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printstring STRINGID_EMPTYSTRING3
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playstatchangeanimation BS_ATTACKER, BIT_SPDEF, 0
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setstatchanger STAT_SPDEF, 1, FALSE
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statbuffchange STAT_CHANGE_ALLOW_PTR, BattleScript_TakeHeart_MoveEnd
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printfromtable gStatUpStringIds
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waitmessage B_WAIT_TIME_LONG
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modifybattlerstatstage BS_ATTACKER, STAT_SPDEF, INCREASE, 1, BattleScript_TakeHeart_MoveEnd, ANIM_ON
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BattleScript_TakeHeart_MoveEnd:
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goto BattleScript_MoveEnd
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BattleScript_EffectInfernalParade::
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setmoveeffect MOVE_EFFECT_BURN
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goto BattleScript_EffectHit
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BattleScript_EffectTripleArrows::
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setmoveeffect MOVE_EFFECT_TRIPLE_ARROWS
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goto BattleScript_EffectHit
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@ -3527,6 +3514,7 @@ BattleScript_AbsorbHealBlock::
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tryfaintmon BS_TARGET
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goto BattleScript_MoveEnd
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BattleScript_EffectInfernalParade::
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BattleScript_EffectBurnHit::
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setmoveeffect MOVE_EFFECT_BURN
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goto BattleScript_EffectHit
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@ -457,11 +457,11 @@ extern const u8 BattleScript_DampPreventsAftermath[];
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extern const u8 BattleScript_HealingWishActivates[];
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extern const u8 BattleScript_LunarDanceActivates[];
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extern const u8 BattleScript_ShellTrapSetUp[];
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extern const u8 BattleScript_DefDown[];
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extern const u8 BattleScript_CouldntFullyProtect[];
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extern const u8 BattleScript_MoveEffectStockpileWoreOff[];
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extern const u8 BattleScript_StealthRockActivates[];
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extern const u8 BattleScript_SpikesActivates[];
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extern const u8 BattleScript_DefDown[];
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// zmoves
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extern const u8 BattleScript_ZMoveActivateDamaging[];
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@ -1788,6 +1788,7 @@ static s16 AI_CheckBadMove(u8 battlerAtk, u8 battlerDef, u16 move, s16 score)
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case EFFECT_RESTORE_HP:
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case EFFECT_SOFTBOILED:
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case EFFECT_ROOST:
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case EFFECT_JUNGLE_HEALING:
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if (AtMaxHp(battlerAtk))
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score -= 10;
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else if (AI_DATA->hpPercents[battlerAtk] >= 90)
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@ -2610,6 +2611,10 @@ static s16 AI_CheckBadMove(u8 battlerAtk, u8 battlerDef, u16 move, s16 score)
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if (gBattleMons[battlerAtk].hp <= gBattleMons[battlerAtk].maxHP / 3)
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score -= 10;
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break;*/
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case EFFECT_TAKE_HEART:
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if (!AnyPartyMemberStatused(battlerAtk, FALSE) || PartnerHasSameMoveEffectWithoutTarget(BATTLE_PARTNER(battlerAtk), move, AI_DATA->partnerMove))
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score -= 10;
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break;
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case EFFECT_PLACEHOLDER:
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return 0; // cannot even select
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} // move effect checks
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@ -3475,6 +3480,11 @@ static s16 AI_CheckViability(u8 battlerAtk, u8 battlerDef, u16 move, s16 score)
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if (AI_DATA->holdEffects[battlerAtk] == HOLD_EFFECT_BIG_ROOT)
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score++;
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break;
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case EFFECT_JUNGLE_HEALING:
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if (ShouldRecover(battlerAtk, battlerDef, move, 25)
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|| (ShouldRecover(BATTLE_PARTNER(battlerAtk), battlerDef, move, 25) && ShouldRecover(BATTLE_PARTNER(battlerAtk), BATTLE_PARTNER(battlerDef), move, 25)))
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score += 3;
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break;
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case EFFECT_TOXIC:
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case EFFECT_POISON:
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case EFFECT_BARB_BARRAGE:
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@ -3721,8 +3731,9 @@ static s16 AI_CheckViability(u8 battlerAtk, u8 battlerDef, u16 move, s16 score)
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break;
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case EFFECT_WISH:
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case EFFECT_HEAL_BELL:
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case EFFECT_TAKE_HEART:
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if (ShouldUseWishAromatherapy(battlerAtk, battlerDef, move))
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score += 7;
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score += 3;
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break;
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case EFFECT_THIEF:
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{
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@ -4726,6 +4726,7 @@ s8 GetMovePriority(u32 battlerId, u16 move)
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case EFFECT_SOFTBOILED:
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case EFFECT_ABSORB:
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case EFFECT_ROOST:
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case EFFECT_JUNGLE_HEALING:
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priority += 3;
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break;
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}
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@ -2082,8 +2082,7 @@ s32 CalcCritChanceStage(u8 battlerAtk, u8 battlerDef, u32 move, bool32 recordAbi
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#if B_AFFECTION_MECHANICS == TRUE
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+ 2 * (GetBattlerFriendshipScore(gBattlerAttacker) >= FRIENDSHIP_200_TO_254)
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#endif
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+ (abilityAtk == ABILITY_SUPER_LUCK)
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+ (gBattleMoves[move].effect == EFFECT_TRIPLE_ARROWS);
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+ (abilityAtk == ABILITY_SUPER_LUCK);
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if (critChance >= ARRAY_COUNT(sCriticalHitChance))
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critChance = ARRAY_COUNT(sCriticalHitChance) - 1;
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@ -3802,7 +3801,7 @@ void SetMoveEffect(bool32 primary, u32 certain)
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break;
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case MOVE_EFFECT_TRIPLE_ARROWS:
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{
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u32 randomChance = Random() % 100;
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u8 randomChance = Random() % 100;
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if (randomChance < 50) // Chance to reduce a foe's Defense by 1 stat stage.
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{
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BattleScriptPush(gBattlescriptCurrInstr + 1);
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@ -3810,15 +3809,12 @@ void SetMoveEffect(bool32 primary, u32 certain)
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}
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if (randomChance >= 50 && randomChance <= 80) // Chance to cause a foe to flinch.
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{
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if (battlerAbility == ABILITY_INNER_FOCUS)
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if (battlerAbility == ABILITY_INNER_FOCUS && (primary == TRUE || certain == MOVE_EFFECT_CERTAIN))
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{
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if (primary == TRUE || certain == MOVE_EFFECT_CERTAIN)
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{
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gLastUsedAbility = ABILITY_INNER_FOCUS;
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gBattlerAbility = gEffectBattler;
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RecordAbilityBattle(gEffectBattler, ABILITY_INNER_FOCUS);
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gBattlescriptCurrInstr = BattleScript_FlinchPrevention;
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}
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gLastUsedAbility = ABILITY_INNER_FOCUS;
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gBattlerAbility = gEffectBattler;
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RecordAbilityBattle(gEffectBattler, ABILITY_INNER_FOCUS);
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gBattlescriptCurrInstr = BattleScript_FlinchPrevention;
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}
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else
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{
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@ -8627,6 +8627,7 @@ static u16 CalcMoveBasePower(u16 move, u8 battlerAtk, u8 battlerDef)
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basePower = 120 * gBattleMons[battlerDef].hp / gBattleMons[battlerDef].maxHP;
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break;
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case EFFECT_HEX:
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case EFFECT_INFERNAL_PARADE:
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if (gBattleMons[battlerDef].status1 & STATUS1_ANY || GetBattlerAbility(battlerDef) == ABILITY_COMATOSE)
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basePower *= 2;
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break;
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@ -8780,10 +8781,6 @@ static u16 CalcMoveBasePower(u16 move, u8 battlerAtk, u8 battlerDef)
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if (IsBattlerTerrainAffected(gBattlerAttacker, STATUS_FIELD_ELECTRIC_TERRAIN))
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MulModifier(&basePower, UQ_4_12(1.5));
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break;
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case EFFECT_INFERNAL_PARADE:
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if (gBattleMons[battlerDef].status1 & STATUS1_ANY)
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basePower *= 2;
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break;
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}
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// Move-specific base power changes
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@ -12737,7 +12737,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_Z] =
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.secondaryEffectChance = 100,
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.target = MOVE_TARGET_SELECTED,
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.priority = 0,
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.flags = FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGS_ROCK_AFFECTED | FLAG_SHEER_FORCE_BOOST,
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.flags = FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGS_ROCK_AFFECTED | FLAG_SHEER_FORCE_BOOST | FLAG_HIGH_CRIT,
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.split = SPLIT_PHYSICAL,
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.zMoveEffect = Z_EFFECT_NONE,
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},
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