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Merge pull request #2712 from DizzyEggg/fix_abilities_empty_field
Fix switch-in abilities activating on an empty field
This commit is contained in:
@@ -6908,6 +6908,35 @@ static void SetDmgHazardsBattlescript(u8 battlerId, u8 multistringId)
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gBattlescriptCurrInstr = BattleScript_DmgHazardsOnFaintedBattler;
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}
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bool32 DoSwitchInAbilitiesItems(u32 battlerId)
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{
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return (AbilityBattleEffects(ABILITYEFFECT_ON_SWITCHIN, battlerId, 0, 0, 0)
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|| (gBattleWeather & B_WEATHER_ANY && WEATHER_HAS_EFFECT && AbilityBattleEffects(ABILITYEFFECT_ON_WEATHER, battlerId, 0, 0, 0))
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|| (gFieldStatuses & STATUS_FIELD_TERRAIN_ANY && AbilityBattleEffects(ABILITYEFFECT_ON_TERRAIN, battlerId, 0, 0, 0))
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|| ItemBattleEffects(ITEMEFFECT_ON_SWITCH_IN, battlerId, FALSE)
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|| AbilityBattleEffects(ABILITYEFFECT_TRACE2, 0, 0, 0, 0));
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}
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bool32 ShouldPostponeSwitchInAbilities(u32 battlerId)
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{
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bool32 aliveOpposing1 = IsBattlerAlive(BATTLE_OPPOSITE(battlerId));
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bool32 aliveOpposing2 = IsBattlerAlive(BATTLE_PARTNER(BATTLE_OPPOSITE(battlerId)));
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// No pokemon on opposing side - postpone.
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if (!aliveOpposing1 && !aliveOpposing2)
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return TRUE;
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// Checks for double battle, so abilities like Intimidate wait until all battlers are switched-in before activating.
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if (IsDoubleBattle())
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{
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if (aliveOpposing1 && !aliveOpposing2 && !HasNoMonsToSwitch(BATTLE_OPPOSITE(battlerId), PARTY_SIZE, PARTY_SIZE))
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return TRUE;
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if (!aliveOpposing1 && aliveOpposing2 && !HasNoMonsToSwitch(BATTLE_PARTNER(BATTLE_OPPOSITE(battlerId)), PARTY_SIZE, PARTY_SIZE))
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return TRUE;
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}
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return FALSE;
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}
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static void Cmd_switchineffects(void)
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{
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CMD_ARGS(u8 battler);
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@@ -7042,12 +7071,17 @@ static void Cmd_switchineffects(void)
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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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|| (gBattleWeather & B_WEATHER_ANY && WEATHER_HAS_EFFECT && AbilityBattleEffects(ABILITYEFFECT_ON_WEATHER, gActiveBattler, 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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return;
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// Don't activate switch-in abilities if the opposing field is empty.
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// This could happen when a mon uses explosion and causes everyone to faint.
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if (ShouldPostponeSwitchInAbilities(gActiveBattler) || gBattleStruct->switchInAbilityPostponed)
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{
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gBattleStruct->switchInAbilityPostponed |= gBitTable[gActiveBattler];
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}
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else
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{
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if (DoSwitchInAbilitiesItems(gActiveBattler))
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return;
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}
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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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@@ -11041,22 +11075,6 @@ static void Cmd_various(void)
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AbilityBattleEffects(ABILITYEFFECT_ON_TERRAIN, gActiveBattler, 0, 0, 0);
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return;
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}
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case VARIOUS_JUMP_IF_NO_VALID_TARGETS:
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{
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VARIOUS_ARGS(const u8 *jumpInstr);
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u32 count = 0;
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for (i = 0; i < gBattlersCount; i++)
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{
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if (GetBattlerSide(i) != GetBattlerSide(gBattlerAttacker) && IsBattlerAlive(i))
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count++;
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}
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if (count == 0)
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gBattlescriptCurrInstr = cmd->jumpInstr;
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else
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gBattlescriptCurrInstr = cmd->nextInstr;
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return;
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}
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case VARIOUS_JUMP_IF_EMERGENCY_EXITED:
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{
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VARIOUS_ARGS(const u8 *jumpInstr);
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@@ -3301,7 +3301,7 @@ bool8 HandleWishPerishSongOnTurnEnd(void)
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return FALSE;
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}
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#define FAINTED_ACTIONS_MAX_CASE 7
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#define FAINTED_ACTIONS_MAX_CASE 8
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bool8 HandleFaintedMonActions(void)
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{
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@@ -3386,7 +3386,19 @@ bool8 HandleFaintedMonActions(void)
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else
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gBattleStruct->faintedActionsState = 4;
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break;
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case 6:
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case 6: // All battlers switch-in abilities happen here to prevent them happening against an empty field.
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for (i = 0; i < gBattlersCount; i++)
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{
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if (gBattleStruct->switchInAbilityPostponed & gBitTable[i])
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{
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if (DoSwitchInAbilitiesItems(i))
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return TRUE;
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gBattleStruct->switchInAbilityPostponed &= ~(gBitTable[i]);
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}
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}
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gBattleStruct->faintedActionsState++;
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break;
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case 7:
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if (ItemBattleEffects(ITEMEFFECT_NORMAL, 0, TRUE))
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return TRUE;
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gBattleStruct->faintedActionsState++;
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@@ -4749,6 +4761,7 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u16 ability, u8 special, u16 move
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case ABILITY_INTIMIDATE:
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if (!gSpecialStatuses[battler].switchInAbilityDone)
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{
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gBattlerAttacker = battler;
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gSpecialStatuses[battler].switchInAbilityDone = TRUE;
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SET_STATCHANGER(STAT_ATK, 1, TRUE);
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BattleScriptPushCursorAndCallback(BattleScript_IntimidateActivates);
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