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https://github.com/Ninjdai1/pokeemerald.git
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238 lines
10 KiB
C
238 lines
10 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_IMPRISON (1 << 5)
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#define MOVE_LIMITATION_ENCORE (1 << 6)
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#define MOVE_LIMITATION_CHOICE_ITEM (1 << 7)
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#define MOVE_LIMITATION_ASSAULT_VEST (1 << 8)
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#define MOVE_LIMITATION_GRAVITY (1 << 9)
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#define MOVE_LIMITATION_HEAL_BLOCK (1 << 10)
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#define MOVE_LIMITATION_BELCH (1 << 11)
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#define MOVE_LIMITATION_THROAT_CHOP (1 << 12)
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#define MOVE_LIMITATION_STUFF_CHEEKS (1 << 13)
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#define MOVE_LIMITATION_PLACEHOLDER (1 << 15)
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#define MOVE_LIMITATIONS_ALL 0xFFFF
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#define ABILITYEFFECT_ON_SWITCHIN 0
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#define ABILITYEFFECT_ENDTURN 1
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#define ABILITYEFFECT_MOVES_BLOCK 2
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#define ABILITYEFFECT_ABSORBING 3
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#define ABILITYEFFECT_MOVE_END_ATTACKER 4
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#define ABILITYEFFECT_MOVE_END 5
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#define ABILITYEFFECT_IMMUNITY 6
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#define ABILITYEFFECT_SYNCHRONIZE 7
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#define ABILITYEFFECT_ATK_SYNCHRONIZE 8
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#define ABILITYEFFECT_TRACE1 9
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#define ABILITYEFFECT_TRACE2 10
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#define ABILITYEFFECT_MOVE_END_OTHER 11
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#define ABILITYEFFECT_NEUTRALIZINGGAS 12
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#define ABILITYEFFECT_FIELD_SPORT 13 // Only used if B_SPORT_TURNS < GEN_6
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#define ABILITYEFFECT_ON_WEATHER 14
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#define ABILITYEFFECT_ON_TERRAIN 15
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// Special cases
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#define ABILITYEFFECT_MUD_SPORT 252 // Only used if B_SPORT_TURNS < GEN_6
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#define ABILITYEFFECT_WATER_SPORT 253 // Only used if B_SPORT_TURNS < GEN_6
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#define ABILITYEFFECT_SWITCH_IN_TERRAIN 254
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#define ABILITYEFFECT_SWITCH_IN_WEATHER 255
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// For the first argument of ItemBattleEffects, to deteremine which block of item effects to try
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#define ITEMEFFECT_ON_SWITCH_IN 0
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#define ITEMEFFECT_NORMAL 1
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#define ITEMEFFECT_DUMMY 2 // Unused, empty
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#define ITEMEFFECT_MOVE_END 3
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#define ITEMEFFECT_KINGSROCK 4
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#define ITEMEFFECT_TARGET 5
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#define ITEMEFFECT_ORBS 6
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#define ITEMEFFECT_LIFEORB_SHELLBELL 7
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#define ITEMEFFECT_USE_LAST_ITEM 8 // move end effects for just the battler, not whole field
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#define WEATHER_HAS_EFFECT ((!IsAbilityOnField(ABILITY_CLOUD_NINE) && !IsAbilityOnField(ABILITY_AIR_LOCK)))
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#define IS_WHOLE_SIDE_ALIVE(battler)((IsBattlerAlive(battler) && IsBattlerAlive(BATTLE_PARTNER(battler))))
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// for Natural Gift and Fling
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struct TypePower
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{
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u8 type;
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u8 power;
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u16 effect;
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};
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enum
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{
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CANCELLER_FLAGS,
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CANCELLER_SKY_DROP,
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CANCELLER_ASLEEP,
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CANCELLER_FROZEN,
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CANCELLER_TRUANT,
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CANCELLER_RECHARGE,
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CANCELLER_FLINCH,
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CANCELLER_DISABLED,
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CANCELLER_GRAVITY,
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CANCELLER_HEAL_BLOCKED,
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CANCELLER_TAUNTED,
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CANCELLER_IMPRISONED,
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CANCELLER_CONFUSED,
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CANCELLER_PARALYSED,
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CANCELLER_IN_LOVE,
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CANCELLER_BIDE,
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CANCELLER_THAW,
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CANCELLER_POWDER_MOVE,
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CANCELLER_POWDER_STATUS,
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CANCELLER_THROAT_CHOP,
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CANCELLER_MULTIHIT_MOVES,
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CANCELLER_Z_MOVES,
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CANCELLER_END,
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CANCELLER_PSYCHIC_TERRAIN,
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CANCELLER_END2,
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};
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extern const struct TypePower gNaturalGiftTable[];
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void HandleAction_ThrowBall(void);
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bool32 IsAffectedByFollowMe(u32 battlerAtk, u32 defSide, u32 move);
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void HandleAction_UseMove(void);
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void HandleAction_Switch(void);
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void HandleAction_UseItem(void);
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void HandleAction_Run(void);
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void HandleAction_WatchesCarefully(void);
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void HandleAction_SafariZoneBallThrow(void);
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void HandleAction_ThrowPokeblock(void);
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void HandleAction_GoNear(void);
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void HandleAction_SafariZoneRun(void);
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void HandleAction_WallyBallThrow(void);
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void HandleAction_TryFinish(void);
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void HandleAction_NothingIsFainted(void);
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void HandleAction_ActionFinished(void);
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u8 GetBattlerForBattleScript(u8 caseId);
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void PressurePPLose(u8 target, u8 attacker, u16 move);
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void PressurePPLoseOnUsingPerishSong(u8 attacker);
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void PressurePPLoseOnUsingImprison(u8 attacker);
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bool32 IsBattlerMarkedForControllerExec(u8 battlerId);
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void MarkBattlerForControllerExec(u8 battlerId);
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void MarkBattlerReceivedLinkData(u8 battlerId);
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void CancelMultiTurnMoves(u8 battlerId);
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bool8 WasUnableToUseMove(u8 battlerId);
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void PrepareStringBattle(u16 stringId, u8 battlerId);
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void ResetSentPokesToOpponentValue(void);
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void OpponentSwitchInResetSentPokesToOpponentValue(u8 battlerId);
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void UpdateSentPokesToOpponentValue(u8 battlerId);
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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 battlerId, u8 unusableMoves, u16 check);
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bool8 AreAllMovesUnusable(void);
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u8 GetImprisonedMovesCount(u8 battlerId, u16 move);
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u8 DoFieldEndTurnEffects(void);
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s32 GetDrainedBigRootHp(u32 battler, s32 hp);
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u8 DoBattlerEndTurnEffects(void);
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bool8 HandleWishPerishSongOnTurnEnd(void);
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bool8 HandleFaintedMonActions(void);
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void TryClearRageAndFuryCutter(void);
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u8 AtkCanceller_UnableToUseMove(void);
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u8 AtkCanceller_UnableToUseMove2(void);
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bool8 HasNoMonsToSwitch(u8 battlerId, u8 r1, u8 r2);
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u8 TryWeatherFormChange(u8 battlerId);
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bool32 TryChangeBattleWeather(u8 battler, u32 weatherEnumId, bool32 viaAbility);
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u8 AbilityBattleEffects(u8 caseID, u8 battlerId, u16 ability, u8 special, u16 moveArg);
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bool32 IsNeutralizingGasOnField(void);
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u32 GetBattlerAbility(u8 battlerId);
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u32 IsAbilityOnSide(u32 battlerId, u32 ability);
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u32 IsAbilityOnOpposingSide(u32 battlerId, u32 ability);
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u32 IsAbilityOnField(u32 ability);
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u32 IsAbilityOnFieldExcept(u32 battlerId, u32 ability);
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u32 IsAbilityPreventingEscape(u32 battlerId);
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bool32 IsBattlerProtected(u8 battlerId, u16 move);
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bool32 CanBattlerEscape(u32 battlerId); // no ability check
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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 battlerId, bool8 moveTurn);
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void ClearFuryCutterDestinyBondGrudge(u8 battlerId);
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void HandleAction_RunBattleScript(void);
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u32 SetRandomTarget(u32 battlerId);
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u32 GetMoveTarget(u16 move, u8 setTarget);
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u8 IsMonDisobedient(void);
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u32 GetBattlerHoldEffect(u8 battlerId, bool32 checkNegating);
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u32 GetBattlerHoldEffectParam(u8 battlerId);
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bool32 IsMoveMakingContact(u16 move, u8 battlerAtk);
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bool32 IsBattlerGrounded(u8 battlerId);
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bool32 IsBattlerAlive(u8 battlerId);
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u8 GetBattleMonMoveSlot(struct BattlePokemon *battleMon, u16 move);
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u32 GetBattlerWeight(u8 battlerId);
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s32 CalculateMoveDamage(u16 move, u8 battlerAtk, u8 battlerDef, u8 moveType, s32 fixedBasePower, bool32 isCrit, bool32 randomFactor, bool32 updateFlags);
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s32 CalculateMoveDamageAndEffectiveness(u16 move, u8 battlerAtk, u8 battlerDef, u8 moveType, u16 *typeEffectivenessModifier);
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u16 CalcTypeEffectivenessMultiplier(u16 move, u8 moveType, u8 battlerAtk, u8 battlerDef, bool32 recordAbilities);
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u16 CalcPartyMonTypeEffectivenessMultiplier(u16 move, u16 speciesDef, u16 abilityDef);
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u16 GetTypeModifier(u8 atkType, u8 defType);
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s32 GetStealthHazardDamage(u8 hazardType, u8 battlerId);
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s32 GetStealthHazardDamageByTypesAndHP(u8 hazardType, u8 type1, u8 type2, u32 maxHp);
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u16 GetMegaEvolutionSpecies(u16 preEvoSpecies, u16 heldItemId);
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u16 GetPrimalReversionSpecies(u16 preEvoSpecies, u16 heldItemId);
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u16 GetWishMegaEvolutionSpecies(u16 preEvoSpecies, u16 moveId1, u16 moveId2, u16 moveId3, u16 moveId4);
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bool32 CanMegaEvolve(u8 battlerId);
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void UndoMegaEvolution(u32 monId);
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void UndoFormChange(u32 monId, u32 side, bool32 isSwitchingOut);
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bool32 DoBattlersShareType(u32 battler1, u32 battler2);
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bool32 CanBattlerGetOrLoseItem(u8 battlerId, u16 itemId);
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u32 GetIllusionMonSpecies(u32 battlerId);
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struct Pokemon *GetIllusionMonPtr(u32 battlerId);
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void ClearIllusionMon(u32 battlerId);
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bool32 SetIllusionMon(struct Pokemon *mon, u32 battlerId);
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bool8 ShouldGetStatBadgeBoost(u16 flagId, u8 battlerId);
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u8 GetBattleMoveSplit(u32 moveId);
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bool32 TestMoveFlags(u16 move, u32 flag);
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struct Pokemon *GetBattlerPartyData(u8 battlerId);
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bool32 CanFling(u8 battlerId);
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bool32 IsTelekinesisBannedSpecies(u16 species);
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bool32 IsHealBlockPreventingMove(u32 battler, u32 move);
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bool32 HasEnoughHpToEatBerry(u32 battlerId, u32 hpFraction, u32 itemId);
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bool32 IsPartnerMonFromSameTrainer(u8 battlerId);
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u8 GetSplitBasedOnStats(u8 battlerId);
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bool32 TestSheerForceFlag(u8 battler, u16 move);
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void TryRestoreStolenItems(void);
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bool32 CanStealItem(u8 battlerStealing, u8 battlerItem, u16 item);
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void TrySaveExchangedItem(u8 battlerId, u16 stolenItem);
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bool32 IsPartnerMonFromSameTrainer(u8 battlerId);
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u8 TryHandleSeed(u8 battler, u32 terrainFlag, u8 statId, u16 itemId, bool32 execute);
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bool32 IsBattlerAffectedByHazards(u8 battlerId, bool32 toxicSpikes);
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void SortBattlersBySpeed(u8 *battlers, bool8 slowToFast);
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bool32 CompareStat(u8 battlerId, u8 statId, u8 cmpTo, u8 cmpKind);
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bool32 TryRoomService(u8 battlerId);
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void BufferStatChange(u8 battlerId, u8 statId, u8 stringId);
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void DoBurmyFormChange(u32 monId);
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bool32 BlocksPrankster(u16 move, u8 battlerPrankster, u8 battlerDef, bool32 checkTarget);
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u16 GetUsedHeldItem(u8 battler);
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bool32 IsBattlerWeatherAffected(u8 battlerId, u32 weatherFlags);
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u32 GetBattlerMoveTargetType(u8 battlerId, u16 move);
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bool32 CanTargetBattler(u8 battlerAtk, u8 battlerDef, u16 move);
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bool8 IsMoveAffectedByParentalBond(u16 move, u8 battlerId);
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// Ability checks
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bool32 IsRolePlayBannedAbilityAtk(u16 ability);
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bool32 IsRolePlayBannedAbility(u16 ability);
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bool32 IsSkillSwapBannedAbility(u16 ability);
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bool32 IsWorrySeedBannedAbility(u16 ability);
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bool32 IsGastroAcidBannedAbility(u16 ability);
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bool32 IsEntrainmentBannedAbilityAttacker(u16 ability);
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bool32 IsEntrainmentTargetOrSimpleBeamBannedAbility(u16 ability);
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bool32 CanSleep(u8 battlerId);
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bool32 CanBePoisoned(u8 battlerAttacker, u8 battlerTarget);
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bool32 CanBeBurned(u8 battlerId);
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bool32 CanBeParalyzed(u8 battlerId);
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bool32 CanBeFrozen(u8 battlerId);
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bool32 CanBeConfused(u8 battlerId);
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bool32 IsBattlerTerrainAffected(u8 battlerId, u32 terrainFlag);
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u32 GetBattlerFriendshipScore(u8 battlerId);
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u32 CountBattlerStatIncreases(u8 battlerId, bool32 countEvasionAcc);
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bool32 IsMyceliumMightOnField(void);
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bool8 ChangeTypeBasedOnTerrain(u8 battlerId);
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#endif // GUARD_BATTLE_UTIL_H
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