mirror of
https://github.com/Ninjdai1/pokeemerald.git
synced 2024-12-26 03:34:15 +01:00
Updated the Mimicry reimplementation
Mimicry is now a proud member of ABILITYEFFECT_ON_TERRAIN. Misc. changes: -Ditched the dependency on and usage of gBattlerAttacker for the effects inside ABILITYEFFECT_ON_WEATHER and ABILITYEFFECT_ON_TERRAIN. -Made Cmd_switchineffects activate ABILITYEFFECT_ON_TERRAIN to take into account overworld weather-induced field terrains. -Updated the text strings printed by the battle scripts inside the aforementioned AbilityBattleEffects caseIDs. -Removed constant label of unused VARIOUS_TRY_TO_APPLY_MIMICRY which I forgot about. -Updated ChangeTypeBasedOnTerrain, partly as a result of the aforementioned changes but also for optimization purposes. -There was never a reason to establish an empty scope, or to use GET_MOVE_TYPE and the variables that complemented it. -Removed case ABILITY_QUARK_DRIVE from AbilityBattleEffects' case ABILITYEFFECT_ON_SWITCHIN.
This commit is contained in:
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@ -2037,10 +2037,6 @@
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various \battler, VARIOUS_ACTIVATE_TERRAIN_CHANGE_ABILITIES
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.endm
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.macro applymimicry battler:req
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various \battler, VARIOUS_APPLY_MIMICRY
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.endm
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@ helpful macros
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.macro setstatchanger stat:req, stages:req, down:req
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setbyte sSTATCHANGER, \stat | \stages << 3 | \down << 7
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@ -2526,26 +2526,8 @@ BattleScript_EffectPsychicTerrain:
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playanimation BS_ATTACKER, B_ANIM_RESTORE_BG
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call BattleScript_ActivateTerrainAbilities
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call BattleScript_TerrainSeedLoop
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call BattleScript_TryToApplyMimicry
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goto BattleScript_MoveEnd
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BattleScript_TryToApplyMimicry:
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savetarget
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setbyte gBattlerTarget, 0
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BattleScript_TryToApplyMimicry_Loop:
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jumpifword CMP_NOT_EQUAL, gFieldStatuses, STATUS_FIELD_TERRAIN_ANY, BattleScript_TryToApplyMimicry_Increment
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jumpifability BS_TARGET, ABILITY_MIMICRY, BattleScript_TryToApplyMimicry_Effect
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BattleScript_TryToApplyMimicry_Effect:
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pause B_WAIT_TIME_SHORT
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call BattleScript_AbilityPopUp
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applymimicry BS_TARGET
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printstring STRINGID_BATTLERTYPECHANGEDTO
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waitmessage B_WAIT_TIME_SHORT
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BattleScript_TryToApplyMimicry_Increment:
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addbyte gBattlerTarget, 1
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jumpifbytenotequal gBattlerTarget, gBattlersCount, BattleScript_TryToApplyMimicry_Loop
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return
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BattleScript_EffectTopsyTurvy:
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attackcanceler
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attackstring
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@ -192,6 +192,7 @@ struct SpecialStatus
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u8 dancerUsedMove:1;
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u8 dancerOriginalTarget:3;
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// End of byte
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u8 terrainAbilityDone:1;
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};
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struct SideTimer
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@ -216,46 +216,44 @@
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#define VARIOUS_JUMP_IF_WEATHER_AFFECTED 125
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#define VARIOUS_JUMP_IF_LEAF_GUARD_PROTECTED 126
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#define VARIOUS_SET_ATTACKER_STICKY_WEB_USER 127
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#define VARIOUS_TRY_TO_APPLY_MIMICRY 128
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#define VARIOUS_PHOTON_GEYSER_CHECK 129
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#define VARIOUS_SHELL_SIDE_ARM_CHECK 130
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#define VARIOUS_TRY_NO_RETREAT 131
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#define VARIOUS_TRY_TAR_SHOT 132
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#define VARIOUS_CAN_TAR_SHOT_WORK 133
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#define VARIOUS_CHECK_POLTERGEIST 134
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#define VARIOUS_SET_OCTOLOCK 135
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#define VARIOUS_CUT_1_3_HP_RAISE_STATS 136
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#define VARIOUS_TRY_END_NEUTRALIZING_GAS 137
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#define VARIOUS_JUMP_IF_UNDER_200 138
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#define VARIOUS_SET_SKY_DROP 139
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#define VARIOUS_CLEAR_SKY_DROP 140
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#define VARIOUS_SKY_DROP_YAWN 141
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#define VARIOUS_JUMP_IF_CANT_FLING 142
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#define VARIOUS_JUMP_IF_HOLD_EFFECT 143
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#define VARIOUS_CURE_CERTAIN_STATUSES 144
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#define VARIOUS_TRY_RESET_NEGATIVE_STAT_STAGES 145
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#define VARIOUS_JUMP_IF_LAST_USED_ITEM_BERRY 146
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#define VARIOUS_JUMP_IF_LAST_USED_ITEM_HOLD_EFFECT 147
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#define VARIOUS_SAVE_BATTLER_ITEM 148
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#define VARIOUS_RESTORE_BATTLER_ITEM 149
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#define VARIOUS_BATTLER_ITEM_TO_LAST_USED_ITEM 150
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#define VARIOUS_SET_BEAK_BLAST 151
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#define VARIOUS_SWAP_SIDE_STATUSES 152
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#define VARIOUS_SET_Z_EFFECT 153
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#define VARIOUS_TRY_SYMBIOSIS 154
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#define VARIOUS_CAN_TELEPORT 155
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#define VARIOUS_GET_BATTLER_SIDE 156
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#define VARIOUS_CHECK_PARENTAL_BOND_COUNTER 157
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#define VARIOUS_SWAP_STATS 158
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#define VARIOUS_JUMP_IF_ROD 159
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#define VARIOUS_JUMP_IF_ABSORB 160
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#define VARIOUS_JUMP_IF_MOTOR 161
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#define VARIOUS_TEATIME_INVUL 162
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#define VARIOUS_TEATIME_TARGETS 163
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#define VARIOUS_TRY_WIND_RIDER_POWER 164
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#define VARIOUS_ACTIVATE_WEATHER_CHANGE_ABILITIES 165
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#define VARIOUS_ACTIVATE_TERRAIN_CHANGE_ABILITIES 166
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#define VARIOUS_APPLY_MIMICRY 167
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#define VARIOUS_PHOTON_GEYSER_CHECK 128
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#define VARIOUS_SHELL_SIDE_ARM_CHECK 129
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#define VARIOUS_TRY_NO_RETREAT 130
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#define VARIOUS_TRY_TAR_SHOT 131
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#define VARIOUS_CAN_TAR_SHOT_WORK 132
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#define VARIOUS_CHECK_POLTERGEIST 133
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#define VARIOUS_SET_OCTOLOCK 134
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#define VARIOUS_CUT_1_3_HP_RAISE_STATS 135
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#define VARIOUS_TRY_END_NEUTRALIZING_GAS 136
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#define VARIOUS_JUMP_IF_UNDER_200 137
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#define VARIOUS_SET_SKY_DROP 138
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#define VARIOUS_CLEAR_SKY_DROP 139
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#define VARIOUS_SKY_DROP_YAWN 140
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#define VARIOUS_JUMP_IF_CANT_FLING 141
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#define VARIOUS_JUMP_IF_HOLD_EFFECT 142
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#define VARIOUS_CURE_CERTAIN_STATUSES 143
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#define VARIOUS_TRY_RESET_NEGATIVE_STAT_STAGES 144
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#define VARIOUS_JUMP_IF_LAST_USED_ITEM_BERRY 145
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#define VARIOUS_JUMP_IF_LAST_USED_ITEM_HOLD_EFFECT 146
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#define VARIOUS_SAVE_BATTLER_ITEM 147
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#define VARIOUS_RESTORE_BATTLER_ITEM 148
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#define VARIOUS_BATTLER_ITEM_TO_LAST_USED_ITEM 149
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#define VARIOUS_SET_BEAK_BLAST 150
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#define VARIOUS_SWAP_SIDE_STATUSES 151
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#define VARIOUS_SET_Z_EFFECT 152
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#define VARIOUS_TRY_SYMBIOSIS 153
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#define VARIOUS_CAN_TELEPORT 154
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#define VARIOUS_GET_BATTLER_SIDE 155
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#define VARIOUS_CHECK_PARENTAL_BOND_COUNTER 156
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#define VARIOUS_SWAP_STATS 157
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#define VARIOUS_JUMP_IF_ROD 158
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#define VARIOUS_JUMP_IF_ABSORB 159
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#define VARIOUS_JUMP_IF_MOTOR 160
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#define VARIOUS_TEATIME_INVUL 161
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#define VARIOUS_TEATIME_TARGETS 162
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#define VARIOUS_TRY_WIND_RIDER_POWER 163
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#define VARIOUS_ACTIVATE_WEATHER_CHANGE_ABILITIES 164
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#define VARIOUS_ACTIVATE_TERRAIN_CHANGE_ABILITIES 165
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// Cmd_manipulatedamage
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#define DMG_CHANGE_SIGN 0
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@ -740,7 +740,7 @@ static const u8 sText_AbilityAllowsOnlyMove[] = _("{B_ATK_ABILITY} allows the\nu
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static const u8 sText_SwappedAbilities[] = _("{B_DEF_NAME_WITH_PREFIX} swapped Abilities\nwith its target!");
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static const u8 sText_PastelVeilProtected[] = _("{B_DEF_NAME_WITH_PREFIX} is protected\nby a pastel veil!");
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static const u8 sText_PastelVeilEnters[] = _("{B_DEF_NAME_WITH_PREFIX} was cured\nof its poisoning!");
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static const u8 sText_BattlerTypeChangedTo[] = _("{B_BUFF1}'s type\nchanged to {B_BUFF2}!");
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static const u8 sText_BattlerTypeChangedTo[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s type\nchanged to {B_BUFF1}!");
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static const u8 sText_BothCanNoLongerEscape[] = _("Neither Pokémon can run away!");
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static const u8 sText_CantEscapeDueToUsedMove[] = _("{B_ATK_NAME_WITH_PREFIX} can no longer escape\nbecause it used {B_CURRENT_MOVE}!");
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static const u8 sText_PkmnBecameWeakerToFire[] = _("{B_DEF_NAME_WITH_PREFIX} became\nweaker to fire!");
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@ -762,9 +762,9 @@ static const u8 sText_TargetToughedItOut[] = _("{B_DEF_NAME_WITH_PREFIX} toughed
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static const u8 sText_AttackerLostElectricType[] = _("{B_ATK_NAME_WITH_PREFIX} used up all\nof its electricity!");
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static const u8 sText_AttackerSwitchedStatWithTarget[] = _("{B_ATK_NAME_WITH_PREFIX} switched {B_BUFF1}\nwith its target!");
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static const u8 sText_BeingHitChargedPkmnWithPower[] = _("Being hit by {B_CURRENT_MOVE}\ncharged {B_ATK_NAME_WITH_PREFIX} with power!");
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static const u8 sText_SunlightActivatedAbility[] = _("The harsh sunlight activated\n{B_ATK_NAME_WITH_PREFIX}'s {B_ATK_ABILITY}!");
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static const u8 sText_StatWasHeightened[] = _("{B_ATK_NAME_WITH_PREFIX}'s {B_BUFF1} was heightened!");
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static const u8 sText_ElectricTerrainActivatedAbility[] = _("The Electric Terrain activated\n{B_ATK_NAME_WITH_PREFIX}'s {B_ATK_ABILITY}!");
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static const u8 sText_SunlightActivatedAbility[] = _("The harsh sunlight activated\n{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_LAST_ABILITY}!");
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static const u8 sText_StatWasHeightened[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_BUFF1} was heightened!");
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static const u8 sText_ElectricTerrainActivatedAbility[] = _("The Electric Terrain activated\n{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_LAST_ABILITY}!");
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static const u8 sText_AbilityWeakenedSurroundingMonsStat[] = _("{B_ATK_NAME_WITH_PREFIX}'s {B_ATK_ABILITY}\nweakened the {B_BUFF1} of\lall surrounding Pokémon!\p");
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static const u8 sText_AttackerGainedStrengthFromTheFallen[] = _("{B_ATK_NAME_WITH_PREFIX} gained strength\nfrom the fallen!");
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gDisableStructs[gActiveBattler].truantSwitchInHack = 0;
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if (AbilityBattleEffects(ABILITYEFFECT_ON_SWITCHIN, gActiveBattler, 0, 0, 0)
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|| ItemBattleEffects(ITEMEFFECT_ON_SWITCH_IN, gActiveBattler, FALSE)
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|| AbilityBattleEffects(ABILITYEFFECT_TRACE2, 0, 0, 0, 0)
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|| AbilityBattleEffects(ABILITYEFFECT_WEATHER_FORM, 0, 0, 0, 0))
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|| (gFieldStatuses & STATUS_FIELD_TERRAIN_ANY && AbilityBattleEffects(ABILITYEFFECT_ON_TERRAIN, gActiveBattler, 0, 0, 0))
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|| ItemBattleEffects(ITEMEFFECT_ON_SWITCH_IN, gActiveBattler, FALSE)
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|| AbilityBattleEffects(ABILITYEFFECT_TRACE2, 0, 0, 0, 0)
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|| AbilityBattleEffects(ABILITYEFFECT_WEATHER_FORM, 0, 0, 0, 0))
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return;
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gSideStatuses[GetBattlerSide(gActiveBattler)] &= ~(SIDE_STATUS_SPIKES_DAMAGED | SIDE_STATUS_TOXIC_SPIKES_DAMAGED | SIDE_STATUS_STEALTH_ROCK_DAMAGED | SIDE_STATUS_STICKY_WEB_DAMAGED);
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@ -10209,9 +10210,6 @@ static void Cmd_various(void)
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gBattlescriptCurrInstr += 3;
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AbilityBattleEffects(ABILITYEFFECT_ON_TERRAIN, gActiveBattler, 0, 0, 0);
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return;
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case VARIOUS_APPLY_MIMICRY:
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ChangeTypeBasedOnTerrain(gActiveBattler);
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break;
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} // End of switch (gBattlescriptCurrInstr[2])
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gBattlescriptCurrInstr += 3;
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void ChangeTypeBasedOnTerrain(u8 battlerId)
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{
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u16 moveType, move;
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u8 battlerType;
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u16 terrainFlags = VarGet(VAR_TERRAIN) & STATUS_FIELD_TERRAIN_ANY;
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if (terrainFlags && gFieldStatuses & STATUS_FIELD_TERRAIN_ANY)
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gFieldStatuses = terrainFlags | STATUS_FIELD_TERRAIN_PERMANENT; // terrain is permanent
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GET_MOVE_TYPE(move, moveType);
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{
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if (gFieldStatuses & STATUS_FIELD_ELECTRIC_TERRAIN)
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moveType = TYPE_ELECTRIC;
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else if (gFieldStatuses & STATUS_FIELD_GRASSY_TERRAIN)
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moveType = TYPE_GRASS;
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else if (gFieldStatuses & STATUS_FIELD_MISTY_TERRAIN)
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moveType = TYPE_FAIRY;
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else if (gFieldStatuses & STATUS_FIELD_PSYCHIC_TERRAIN)
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moveType = TYPE_PSYCHIC;
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else // failsafe
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moveType = gSpeciesInfo[battlerId].type1;
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}
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SET_BATTLER_TYPE(battlerId, moveType);
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PREPARE_MON_NICK_WITH_PREFIX_BUFFER(gBattleTextBuff1, battlerId, gBattlerPartyIndexes[battlerId])
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PREPARE_TYPE_BUFFER(gBattleTextBuff2, moveType);
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if (gFieldStatuses & STATUS_FIELD_ELECTRIC_TERRAIN)
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battlerType = TYPE_ELECTRIC;
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else if (gFieldStatuses & STATUS_FIELD_GRASSY_TERRAIN)
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battlerType = TYPE_GRASS;
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else if (gFieldStatuses & STATUS_FIELD_MISTY_TERRAIN)
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battlerType = TYPE_FAIRY;
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else if (gFieldStatuses & STATUS_FIELD_PSYCHIC_TERRAIN)
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battlerType = TYPE_PSYCHIC;
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else // failsafe
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battlerType = gSpeciesInfo[battlerId].type1;
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SET_BATTLER_TYPE(battlerId, battlerType);
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PREPARE_TYPE_BUFFER(gBattleTextBuff1, battlerType);
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}
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u8 AbilityBattleEffects(u8 caseID, u8 battler, u16 ability, u8 special, u16 moveArg)
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@ -4821,15 +4817,6 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u16 ability, u8 special, u16 move
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effect++;
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}
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break;
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case ABILITY_MIMICRY:
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if (gFieldStatuses & STATUS_FIELD_TERRAIN_ANY && !gSpecialStatuses[battler].switchInAbilityDone)
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{
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ChangeTypeBasedOnTerrain(battler);
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BattleScriptPushCursorAndCallback(BattleScript_MimicryActivates_End3);
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gSpecialStatuses[battler].switchInAbilityDone = TRUE;
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effect++;
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}
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break;
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case ABILITY_PROTOSYNTHESIS:
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if (!gSpecialStatuses[battler].switchInAbilityDone && gBattleWeather & B_WEATHER_SUN)
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{
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@ -4839,15 +4826,6 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u16 ability, u8 special, u16 move
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effect++;
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}
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break;
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case ABILITY_QUARK_DRIVE:
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if (!gSpecialStatuses[battler].switchInAbilityDone && gFieldStatuses & STATUS_FIELD_ELECTRIC_TERRAIN)
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{
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gSpecialStatuses[battler].switchInAbilityDone = TRUE;
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PREPARE_STAT_BUFFER(gBattleTextBuff1, GetHighestStatId(battler));
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BattleScriptPushCursorAndCallback(BattleScript_QuarkDriveActivates);
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effect++;
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}
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break;
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case ABILITY_VESSEL_OF_RUIN:
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if (!gSpecialStatuses[battler].switchInAbilityDone)
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{
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@ -6197,7 +6175,7 @@ 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_ON_WEATHER: // For ability effects that activate when the battle weather changes.
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battler = gBattlerAbility = gBattlerAttacker = gBattleScripting.battler;
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battler = gBattlerAbility = gBattleScripting.battler;
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switch (GetBattlerAbility(battler))
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{
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case ABILITY_FORECAST:
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@ -6224,12 +6202,22 @@ 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_ON_TERRAIN: // For ability effects that activate when the field terrain changes.
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battler = gBattlerAbility = gBattlerAttacker = gBattleScripting.battler;
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battler = gBattlerAbility = gBattleScripting.battler;
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switch (GetBattlerAbility(battler))
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{
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case ABILITY_QUARK_DRIVE:
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if (IsBattlerTerrainAffected(battler, STATUS_FIELD_ELECTRIC_TERRAIN))
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case ABILITY_MIMICRY:
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if (!gSpecialStatuses[battler].terrainAbilityDone)
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{
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gSpecialStatuses[battler].terrainAbilityDone = TRUE;
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ChangeTypeBasedOnTerrain(battler);
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BattleScriptPushCursorAndCallback(BattleScript_MimicryActivates_End3);
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effect++;
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}
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break;
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case ABILITY_QUARK_DRIVE:
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if (!gSpecialStatuses[battler].terrainAbilityDone && IsBattlerTerrainAffected(battler, STATUS_FIELD_ELECTRIC_TERRAIN))
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{
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gSpecialStatuses[battler].terrainAbilityDone = TRUE;
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PREPARE_STAT_BUFFER(gBattleTextBuff1, GetHighestStatId(battler));
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BattleScriptPushCursorAndCallback(BattleScript_QuarkDriveActivates);
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effect++;
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