-Undeclared size for certain trainer slide-in variables at struct BattleStruct for reasons.
-Added a BattlerHPPercentage function to make HP threshold checks in ShouldDoTrainerSlide a bit more readable.
Inline GetBattlerPartyData into its callers because its name is
confusing and we couldn't think of a better one.
This seems to fix a bug in one place where GetBattlerPartyData was being
used as if it had GetBattlerParty semantics.
* items that can be used in battle now use battlescripts
* removed ExecuteTableBasedItemEffect_
* taught AI how to use items, removed AI_itemtype/flag
* X-Items store stages raised in holdEffectParam
* USE_ITEM in tests
Now they can say something:
-When their last Pokémon's HP is between 25% and 50%.
-When a critical hit is dealt to their first Pokémon for the first time.
-When a super effective hit is dealt to their first Pokémon for the first time.
-When a STAB move is used against (but doesn't faint) the opponent's Pokémon.
-When the Player's Pokémon's move doesn't affect the opponent's Pokémon.
-When they're about to trigger a Mega Evolution.
-When they're about to trigger a Z-Move.
Misc. changes:
-Split GetEnemyMonCount for readability's sake.
-Optimized the size allocated to trainerSlideLowHpMsgDone.
-Foolproofed the ability checks in ABILITYEFFECT_ON_WEATHER and ABILITYEFFECT_ON_TERRAIN
-Made BattleScript_OverworldWeatherStarts and BattleScript_OverworldTerrain call the battle scripts that handle weather form changes, weather abilities, terrain seeds and terrain abilities.
-Consequentially, I removed the activation for weather and terrain abilities that I added to TryDoEventsBeforeFirstTurn, and the activation of Protosynthesis in ABILITYEFFECT_ON_SWITCHIN.
-Added a weatherAbilityDone to prevent abilities that lack self-checks like Protosynthesis from getting stuck in a loop.
-Removed now pointless ABILITYEFFECT_WEATHER_FORM. I think Duke/Sneed69 added it to fix Castform's form change, but it no longer serves a purpose.
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.