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atk 48 is really troublesome
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@ -784,6 +784,11 @@ extern struct BattleStruct* gBattleStruct;
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#define B_ANIM_x1C 0x1C
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#define B_ANIM_x1D 0x1D
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#define ATK48_STAT_NEGATIVE 0x1
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#define ATK48_STAT_BY_TWO 0x2
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#define ATK48_BIT_x4 0x4
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#define ATK48_LOWER_FAIL_CHECK 0x8
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#define GET_STAT_BUFF_ID(n)((n & 0xF)) // first four bits 0x1, 0x2, 0x4, 0x8
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#define GET_STAT_BUFF_VALUE(n)((n & 0xF0) >> 4) // 0x10, 0x20, 0x40
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#define STAT_BUFF_NEGATIVE 0x80 // 0x80, the sign bit
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@ -4271,48 +4271,49 @@ void atk47_setgraphicalstatchangevalues(void)
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void atk48_playstatchangeanimation(void)
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{
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s32 currStat = 0;
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u32 currStat = 0;
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s16 statAnimId = 0;
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s32 checkingStatAnimId = 0;
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s16 checkingStatAnimId = 0;
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s32 changeableStats = 0;
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u32 statsToCheck = 0;
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gActiveBank = GetBattleBank(BSScriptRead8(gBattlescriptCurrInstr + 1));
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statsToCheck = BSScriptRead8(gBattlescriptCurrInstr + 2);
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gActiveBank = GetBattleBank(gBattlescriptCurrInstr[1]);
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statsToCheck = gBattlescriptCurrInstr[2];
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if (gBattlescriptCurrInstr[3] & 1) // goes down
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if (gBattlescriptCurrInstr[3] & ATK48_STAT_NEGATIVE) // goes down
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{
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for (checkingStatAnimId = (gBattlescriptCurrInstr[3] & 0x2) ? 0x2D : 0x15;
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statsToCheck != 0;
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statsToCheck >>= 1, checkingStatAnimId += 1, currStat++)
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checkingStatAnimId = (gBattlescriptCurrInstr[3] & ATK48_STAT_BY_TWO) ? 0x2D : 0x15;
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while (statsToCheck != 0)
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{
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if (!(statsToCheck & 1))
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continue;
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if (!(gBattlescriptCurrInstr[3] & 8))
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if (statsToCheck & 1)
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{
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if (gBattleMons[gActiveBank].statStages[currStat] > 0)
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if (!(gBattlescriptCurrInstr[3] & ATK48_LOWER_FAIL_CHECK))
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{
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statAnimId = checkingStatAnimId;
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changeableStats++;
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}
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}
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else if (!gSideTimers[GET_BANK_SIDE(gActiveBank)].mistTimer
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&& gBattleMons[gActiveBank].ability != ABILITY_CLEAR_BODY
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&& gBattleMons[gActiveBank].ability != ABILITY_WHITE_SMOKE
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&& !(gBattleMons[gActiveBank].ability == ABILITY_KEEN_EYE && currStat == STAT_STAGE_ACC)
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&& !(gBattleMons[gActiveBank].ability == ABILITY_HYPER_CUTTER && currStat == STAT_STAGE_ATK))
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{
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if (gBattleMons[gActiveBank].statStages[currStat] > 0)
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{
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statAnimId = checkingStatAnimId;
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changeableStats++;
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if (gBattleMons[gActiveBank].statStages[currStat] > 0)
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{
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statAnimId = checkingStatAnimId;
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changeableStats++;
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}
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}
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else if (!gSideTimers[GET_BANK_SIDE(gActiveBank)].mistTimer
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&& gBattleMons[gActiveBank].ability != ABILITY_CLEAR_BODY
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&& gBattleMons[gActiveBank].ability != ABILITY_WHITE_SMOKE
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&& !(gBattleMons[gActiveBank].ability == ABILITY_KEEN_EYE && currStat == STAT_STAGE_ACC)
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&& !(gBattleMons[gActiveBank].ability == ABILITY_HYPER_CUTTER && currStat == STAT_STAGE_ATK))
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{
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if (gBattleMons[gActiveBank].statStages[currStat] > 0)
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{
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statAnimId = checkingStatAnimId;
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changeableStats++;
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}
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}
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}
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statsToCheck >>= 1, checkingStatAnimId++, currStat++;
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}
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if (changeableStats > 1) // more than one stat, so the color is gray
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{
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if (gBattlescriptCurrInstr[3] & 2)
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if (gBattlescriptCurrInstr[3] & ATK48_STAT_BY_TWO)
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statAnimId = 0x3A;
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else
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statAnimId = 0x39;
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@ -4320,27 +4321,27 @@ void atk48_playstatchangeanimation(void)
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}
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else // goes up
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{
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for (checkingStatAnimId = (gBattlescriptCurrInstr[3] & 0x2) ? 0x26 : 0xE;
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statsToCheck != 0;
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statsToCheck >>= 1, checkingStatAnimId += 1, currStat++)
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checkingStatAnimId = (gBattlescriptCurrInstr[3] & ATK48_STAT_BY_TWO) ? 0x26 : 0xE;
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while (statsToCheck != 0)
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{
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if (statsToCheck & 1 && gBattleMons[gActiveBank].statStages[currStat] < 0xC)
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{
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statAnimId = checkingStatAnimId;
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changeableStats++;
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}
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statsToCheck >>= 1, checkingStatAnimId += 1, currStat++;
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}
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if (changeableStats > 1) // more than one stat, so the color is gray
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{
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if (gBattlescriptCurrInstr[3] & 2)
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if (gBattlescriptCurrInstr[3] & ATK48_STAT_BY_TWO)
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statAnimId = 0x38;
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else
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statAnimId = 0x37;
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}
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}
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if (gBattlescriptCurrInstr[3] & 4 && changeableStats < 2)
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if (gBattlescriptCurrInstr[3] & ATK48_BIT_x4 && changeableStats < 2)
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{
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gBattlescriptCurrInstr += 4;
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}
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@ -4348,7 +4349,7 @@ void atk48_playstatchangeanimation(void)
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{
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EmitBattleAnimation(0, B_ANIM_STATS_CHANGE, statAnimId);
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MarkBufferBankForExecution(gActiveBank);
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if (gBattlescriptCurrInstr[3] & 4 && changeableStats > 1)
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if (gBattlescriptCurrInstr[3] & ATK48_BIT_x4 && changeableStats > 1)
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gBattleScripting.field_1B = 1;
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gBattlescriptCurrInstr += 4;
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}
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