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https://github.com/Ninjdai1/pokeemerald.git
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85 lines
3.7 KiB
C
85 lines
3.7 KiB
C
#ifndef GUARD_BATTLE_UTIL_H
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#define GUARD_BATTLE_UTIL_H
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#define MOVE_LIMITATION_ZEROMOVE (1 << 0)
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#define MOVE_LIMITATION_PP (1 << 1)
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#define MOVE_LIMITATION_DISABLED (1 << 2)
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#define MOVE_LIMITATION_TORMENTED (1 << 3)
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#define MOVE_LIMITATION_TAUNT (1 << 4)
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#define MOVE_LIMITATION_IMPRISION (1 << 5)
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#define ABILITYEFFECT_ON_SWITCHIN 0x0
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#define ABILITYEFFECT_ENDTURN 0x1
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#define ABILITYEFFECT_MOVES_BLOCK 0x2
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#define ABILITYEFFECT_ABSORBING 0x3
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#define ABILITYEFFECT_CONTACT 0x4
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#define ABILITYEFFECT_IMMUNITY 0x5
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#define ABILITYEFFECT_FORECAST 0x6
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#define ABILITYEFFECT_SYNCHRONIZE 0x7
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#define ABILITYEFFECT_ATK_SYNCHRONIZE 0x8
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#define ABILITYEFFECT_INTIMIDATE1 0x9
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#define ABILITYEFFECT_INTIMIDATE2 0xA
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#define ABILITYEFFECT_TRACE 0xB
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#define ABILITYEFFECT_CHECK_OTHER_SIDE 0xC
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#define ABILITYEFFECT_CHECK_BANK_SIDE 0xD
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#define ABILITYEFFECT_FIELD_SPORT 0xE
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#define ABILITYEFFECT_CHECK_FIELD_EXCEPT_BANK 0xF
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#define ABILITYEFFECT_COUNT_OTHER_SIDE 0x10
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#define ABILITYEFFECT_COUNT_BANK_SIDE 0x11
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#define ABILITYEFFECT_COUNT_ON_FIELD 0x12
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#define ABILITYEFFECT_CHECK_ON_FIELD 0x13
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#define ABILITYEFFECT_SWITCH_IN_WEATHER 0xFF
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#define ITEMEFFECT_ON_SWITCH_IN 0x0
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#define WEATHER_HAS_EFFECT ((!AbilityBattleEffects(ABILITYEFFECT_CHECK_ON_FIELD, 0, ABILITY_CLOUD_NINE, 0, 0) && !AbilityBattleEffects(ABILITYEFFECT_CHECK_ON_FIELD, 0, ABILITY_AIR_LOCK, 0, 0)))
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#define WEATHER_HAS_EFFECT2 ((!AbilityBattleEffects(ABILITYEFFECT_FIELD_SPORT, 0, ABILITY_CLOUD_NINE, 0, 0) && !AbilityBattleEffects(ABILITYEFFECT_FIELD_SPORT, 0, ABILITY_AIR_LOCK, 0, 0)))
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#define BS_GET_TARGET 0
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#define BS_GET_ATTACKER 1
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#define BS_GET_EFFECT_BANK 2
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#define BS_GET_SCRIPTING_BANK 10
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#define BS_GET_PLAYER1 11
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#define BS_GET_OPPONENT1 12
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#define BS_GET_PLAYER2 13
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#define BS_GET_OPPONENT2 14
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u8 GetBattleBank(u8 caseId);
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void PressurePPLose(u8 bankDef, u8 bankAtk, u16 move);
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void PressurePPLoseOnUsingPerishSong(u8 bankAtk);
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void PressurePPLoseOnUsingImprision(u8 bankAtk);
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void MarkAllBufferBanksForExecution(void); // unused
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void MarkBufferBankForExecution(u8 bank);
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void sub_803F850(u8 arg0);
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void CancelMultiTurnMoves(u8 bank);
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bool8 WasUnableToUseMove(u8 bank);
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void PrepareStringBattle(u16 stringId, u8 bank);
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void ResetSentPokesToOpponentValue(void);
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void sub_803F9EC(u8 bank);
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void sub_803FA70(u8 bank);
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void BattleScriptPush(const u8* bsPtr);
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void BattleScriptPushCursor(void);
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void BattleScriptPop(void);
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u8 TrySetCantSelectMoveBattleScript(void);
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u8 CheckMoveLimitations(u8 bank, u8 unusableMoves, u8 check);
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bool8 AreAllMovesUnusable(void);
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u8 GetImprisonedMovesCount(u8 bank, u16 move);
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u8 UpdateTurnCounters(void);
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u8 TurnBasedEffects(void);
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bool8 sub_8041364(void);
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bool8 sub_8041728(void);
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void TryClearRageStatuses(void);
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u8 AtkCanceller_UnableToUseMove(void);
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bool8 sub_80423F4(u8 bank, u8 r1, u8 r2);
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u8 CastformDataTypeChange(u8 bank);
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u8 AbilityBattleEffects(u8 caseID, u8 bank, u8 ability, u8 special, u16 moveArg);
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void BattleScriptExecute(const u8* BS_ptr);
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void BattleScriptPushCursorAndCallback(const u8* BS_ptr);
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u8 ItemBattleEffects(u8 caseID, u8 bank, bool8 moveTurn);
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void ClearFuryCutterDestinyBondGrudge(u8 bank);
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void HandleAction_RunBattleScript(void);
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u8 GetMoveTarget(u16 move, u8 useMoveTarget);
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u8 IsPokeDisobedient(void);
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#endif // GUARD_BATTLE_UTIL_H
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