* Adds Commander
* review points
* new line
* correction
* regression / double targeting still broken
* fix wrong target order
* transform fixes
* haze test
* fixes, tests
* bring back wrongly removed else if case
* Eject Pack / Button test + fix
* red card fix
* test fixes
* Fixes Tatsu being hit by multi hit move
* change transform check
* fix test + revert change
* Fix Tatsugiri attacking after freed up from Dozo in the same turn
* Dragon Darts tests
* fix test
* review comments
* assumtion in wrong file
* Order Up test fixes
---------
Co-authored-by: hedara90 <90hedara@gmail.com>
* Add data to SpeciesInfo entries for in-battle shadows
* Implement sized shadows in the sprite visualizer
* Implement sized shadows in game code
* Show shadows for the lead battler for opponents during their battle anim
* Feedback on shadows, round 1
* Revert removal of Goomy and Sliggoo shadows
* Fixed GEN_3 setting
* Code cleanup + remove pre-processor branches
* Fix bugs with gen-3 configuration branch
* Style corrections, final shadow coordinate adjustments
* Adjustments to Garbodor and Araquanid
* EV Caps and EV Items
Introduces EV caps, inspired by level caps, with configurable options for various cap implementations. Additionally, modifies EV items to interact with these caps based on a configurable setting.
* EV Caps fixes
Changed the EV caps to be less redundant and work better overall.
* EV Caps Fix part 2
Set the items back to ItemUseOutOfBattle_Medicine, got rid of ItemUseOutOfBattle_EVItem and ItemUseCB_EVItem, and reverted CB2_ReturnToPartyMenuUsingItem to CB2_ReturnToPartyMenuUsingRareCandy
* EV Caps Fixes Part 3
Fixed being able to use EV items to go over 252 limit on single stats.
* Update src/ev_caps.c
Co-authored-by: Alex <93446519+AlexOn1ine@users.noreply.github.com>
---------
Co-authored-by: Alex <93446519+AlexOn1ine@users.noreply.github.com>
* Fix Instruct bypassing AtkCanceler + interaction with firstTurnOnly moves
* Fix Entry Hazards targeting the wrong side of the field if opponent fainted
* Remove unused BattleScript_AuroraVeilEnds and STRINGID_AURORAVEILENDS
* Alternative fix + Fix gBattlerTarget initially set to 2
* Fix Instruct animation
* Alternative anim fix
* Replaced all the gBitTable[X] usages with 1 << X, and cleaned up script output
* Fixed failed merge in online viewer
---------
Co-authored-by: Hedara <hedara90@gmail.com>
* Fixed followers breaking for species Ids above 1535
* Added reminder to increase follower species bits if needed in the future
---------
Co-authored-by: Hedara <hedara90@gmail.com>
* new move anims + fickle beam rework
* more fickle beam changes
* removed the true for consistency
* ficklebeamboosted gets cleared now
* mortal spin and thunderclap changes
* minor mortal spin pal change
* removed hex numbers and made hard press quicker
* First attempt at a port
* Slightly broken but working
* Got images working and opponent palettes
* half finished compressed spritesheet approach instead
* fix the palettes (smh)
* fix hflip, and a lot of clean-up
* Add B_SHOW_TYPES
* Got Illusion working
* Add num type enum
* Updated function to get type
* Fixed type icon position and cleaned up functions
* Updated illusions and Tera handling
* Added BATTLE_TYPE_IS_SINGLE and DOUBLE
* Removed IS_BATTLE_TYPE_SINGLE
* Implemented BATTLE_TYPE_IS_DOUBLE across repo
* Removed SIDE macro
* Updated config
* Deprecated battler alive macro
* Reindented file
* Added exceptions for 2v1
* Replaced Fainted check with Null check
* Added functionality for only types of caught mons
* UseDoubleBattleCoords updated
* Added ShouldFlipTypeIcon
* Renamed TryLoadTypeIcon
* Refactored functions
* Refactored functions
* Refactored functions
* Refactored functions
* Renamed SEEN to CAUGHT
* Reset config
* Added useSecondPalette and isOrdinary to gTypesInfo
* Further simplified secondPalette and isOrdinary
* Changed isordinary to isSpecialCase
* Renamed to useSecondTypeIconPalette
* Fixed Stellar type interactions
* fixed spacing
* fixed include/config/battle.h
* fixed
* fixed include/config/general.h
* changed type1 and type2
* Moved IsDoubleBattle to include.battle.h
Removed BATTLE_TYPE_IS_DOUBLE
Removed IS_DOUBLE_BATTLE
* Changed IsBattlerFainted to IsBattlerAlive
* Removed IsBattlerNull
* Moved GetBattlerData to be inline
* Renamed GetMonDefensiveTeraType
* Removed IsIllusionActive
* Fixed identation
* found one last isDoubleBattle hold out
* fixed redundant brackets
* Fixed spacing for B_SHOW_TYPES
* Update src/battle_script_commands.c
Co-authored-by: Alex <93446519+AlexOn1ine@users.noreply.github.com>
* Fixed padding
* Reindent file and refactored GetTypeIconHideMovement
* Update include/data.h
---------
Co-authored-by: RavePossum <ravepossum@proton.me>
Co-authored-by: Frank <fdeblasio1004@gmail.com>
Co-authored-by: Alex <93446519+AlexOn1ine@users.noreply.github.com>
* Replace Opportunist todo tests with proper tests
* add failing test
* desc
* Fixes to Opportunist and Mirror Herb adjustments
* more tests
* some fixes
* first turn events switch
* simple enum + revert test desc
* Refactors damage non types
* correction
* Refactor weather damage script
* new line
* correction
* there was a hail test already
* ndebug
* add sandstorm test
* Update src/battle_script_commands.c
Co-authored-by: Bassoonian <iasperbassoonian@gmail.com>
---------
Co-authored-by: Bassoonian <iasperbassoonian@gmail.com>
* dynamic ai func
* add AI_TagBattlePreferFoe as an example
* Update src/battle_ai_main.c
* Update src/battle_ai_main.c
---------
Co-authored-by: ghoulslash <pokevoyager0@gmail.com>
Co-authored-by: Alex <93446519+AlexOn1ine@users.noreply.github.com>
* consolidated gimmick checks, triggers, communication, and activation; updated test runner
* fixed improper use of .usableGimmick
* cleaning up battle_dynamax.c, changing function args to u32s
* fixed '#ifdef TESTING' causing errors
* updated z-moves to use gimmick interface, pared down redundancies; no AI/tests
* added support for z-moves in tests, consolidated gimmick fields
* removed ShouldUseMaxMove and .usingMaxMove
* renamed TryChangeZIndicator, updated z move display
* added several z-move tests and fixed various z-move interactions; fixed z-move category calc
* fixed useless battler arg in GetTypeBasedZMove
* added basic test check for bad Z-Move or Mega usage
* reworked test runner gimmick functionality; added support for Ultra Burst + Z-Move to test Light That Burns the Sky
* fixed gimmick test logic; fixed damage category override
* fixed mega rayquaza test fail
* consolidated gimmick indicator logic; added graphics to gGimmicksInfo
* removed TeraData struct
* reimplemented AI logic for Z-Moves; no changes
* updated Z-Move and Ultra Burst trigger gfx
* added testrunner check for multiple gimmick use
* fixed duplicate z-move call in test
* reorganized data/graphics/gimmicks.h
* added signature Z-Move ability tests; implemented Guardian of Alola
* fixed bad test update
* fixed Thousand Arrows not affecting Tera Flying; clean-up
* fixed -ate tests
* fixed tera tests
* fixed tera tests really
* fixed last batch of tests
* fixed -ate mega test again
* code review
* code review pt.2
* tweaked CanTera again
* dynamax flag only required for player
* Split Pokémon Object Events from Following Pokémon functionality
* Renamed follower pngs and palettes
* Define renames
* Reorder configs
* Renaming: SpeciesInfo fields, macros and palettes.
* Add FORM_CHANGE_BATTLE_TERASTALLIZATION and allow species to force tera types
* Fix form change not changing tera type
* Update form_species_tables.h
* Address reviews
* Can't change the forced Tera Type anymore
* Revert "Can't change the forced Tera Type anymore"
This reverts commit 67157250efeaf5ffefc45ac1955b09f27f09788b.
* Fix a lot of things
* Oops
* Update pokemon.h
* Update pokemon.h
* Address reviews
* Update tera_starstorm.c
* Update test/battle/gimmick/terastal.c
---------
Co-authored-by: Eduardo Quezada <eduardo602002@gmail.com>
* Set TYPE_MYSTERY as type 0
* Remove redundant TYPE_NONE
* Moved Gen 1-3 type damage categories to gTypesInfo
* Set TYPE_NONE as 0 instead
* Grouped type info to a single file
* Fixed sTypeEffectivenessTable static name
* Adjusted MON_DATA_TERA_TYPE to account for shift in type IDs
* oops, missed the extern
* Moved Tera Type RGB values to gTypesInfo
* Fixed Tera Type test
* Added option test feature to set IVs
* Hidden Power type test
* Tera Type safeguard in givemon
* Removed isHiddenPowerType for a future PR that refactors Hidden Power
* Review changes
* Port xaman move desc to modern expansion
* Fix modern compiler error
* Fix compliling + EFFECT_PLACEHOLDER support
* Change to L-button to avoid conflict with Mega Evolution
* Reorder and change priority to category
* add sprite for move category icon, declare category icon sprite data extern
* remove static category icon sprite data from hgss dex for global data
* Change to else if
---------
Co-authored-by: Pawkkie <moog272@gmail.com>
Co-authored-by: RavePossum <ravepossum@proton.me>
* add saveattacker/savetarget stack
* add safety checks to savedAttackerCount/savedTargetCount
* add testing warnings for saveattacker/savetarget
* update frisk with saveattacker
* restoretarget at end of red card battle scripts, remove testing checks on SaveAttacker,SaveTarget
---------
Co-authored-by: ghoulslash <pokevoyager0@gmail.com>
* Damage roll selection and AI_FLAG_CONSERVATIVE
* Clarify enum names
* Simplify AverageRollDmg line
* Change u8s to u32s
* Turns out Boomburst does a lot of damage lol
* Spacing
* Fixes Costar, Zero to Hero, Supreme Overlord and Ruin abilities' switch-in messages
* Fixed typo in Supreme Overlord's String Id
* Fixes spacing in battle_string_ids.h
In contests, even FONT_NARROWER isn't sufficient to prevent clipping in
all cases. e.g. Stomping Tantrum clips. We have decided to accept that
cost to make the rest of the user experience better, but downstream
projects that don't like that trade-off can either a) alter the contest
UI, or b) set B_EXPANDED_MOVE_NAMES to FALSE.
* wrote foundational terastal tests
* implemented baseline test-only Tera functionality; modified GetBattlerType + STAB calculations, misc. changes to some moves
* added tests and func. for Stellar type, more tests for Tera Blast
* more tests for Stellar type, Conversion fixes, Color Change + Conversion2 future proof
* implemented tera blast, expanded stellar type func., fixed tests
* last set of Tera/Tera Blast tests for checklist, protean fix
* implemented in-battle Terastallization, WIP stellar indicator and tera animation
* fixed bad merge
* expanded NUMBER_OF_MON_TYPES, cut down on TYPE_STELLAR hackiness, added Stellar type to summary
* fixed type indicators
* added tera logic to AI
* implemented code review changes, added B_TERA_ORB_NO_COST
* updated AI to calc damage with Tera when applicable; minor rework to AI gimmick handling
* fixed Tera Blast split choice occuring when not Terastallized
* fixed Tera Blast using Last Respects BP calcs
* added tera type to TrainerMon, code review tweaks
* Implemented chain fishing
* Added configs
* I_FISHING_MINIGAME implemented
* Refactored Check For Bite
* CLeaned up version of metatile checks
* Removed debug script
* Added helper functinons
* Cleaned up CalculateFishingProximityOdds
* Added new constatnts for cardinal direction and axis
* Updated with constants
* Reordered functions
* Cleaned up some functions
* Moved constants
* Created UpdateChainFishingSpeciesAndStreak
When 3 sides are blocked, every cast will get a mon
* Created DoesFishingMinigameAllowCancel
* Removed fishing chain check
* Fixed bug where streak was not incremented correctly
Fixed bug where Land was not properly counted
Fixed bug where streak was always being read as maxed
* Updated variable and function names
* Updated variable and function names
* Moved UpdateChainFishingSpeciesAndStreak to happen before shiny rolls occur
* Removed debug statements
* Applied feedback from https://github.com/rh-hideout/pokeemerald-expansion/pull/4343\#discussion_r1551278416
* Fixed default item config and changed gChainFishingDexNavStreak and sLastFishingSpecies to only use EWRAM when features are enabled
* Update include/config/item.h
Include feedback from https://github.com/rh-hideout/pokeemerald-expansion/pull/4343#discussion_r1567145660
Co-authored-by: Bassoonian <iasperbassoonian@gmail.com>
* Changed Dexnav to DexNav per https://github.com/rh-hideout/pokeemerald-expansion/pull/4343\#discussion_r1567145660
---------
Co-authored-by: Bassoonian <iasperbassoonian@gmail.com>
$ python3 migration_scripts/convert_parties.py src/data/trainers.h src/data/trainer_parties.h src/data/npc_trainers.party
Is available to convert Trainer Control-formatted trainers/parties into
Competitive-formatted ones.
Multiple '#include's can be placed in the trainer section of src/data.c
to support spreading the trainers across multiple .party files.
trainerproc does not interpret the values, leaving that job to the C
compiler, so we use '#line' to associate those errors with the lines in
the .party file(s). Because the columns don't make sense we use
-fno-show-column and -fno-diagostics-show-caret. We might want to move
gTrainers into its own file so that the rest of src/data.c isn't
affected by those flags.
Extensions (misfeatures, imo):
- .party files are passed through cpp, so '#define's are supported, and so
are '// ...' and '/* ... */' comments.
- .party files also support writing, e.g. 'SPECIES_PIKACHU' instead of
'Pikachu'. This allows people to write constants explicitly if they
like.
Pragmas:
- '#pragma trainerproc ivs explicit' requires an explicit 'IVs:' line
rather than defaulting to 31s.
- '#pragma trainerproc ivs <IVs>' changes the default IVs.
- '#pragma trainerproc level explicit' requires an explicit 'Level:'
line rather than defaulting to 100.
- '#pragma trainerproc level <level>' changes the default level.
Co-authored-by: Eduardo Quezada <eduardo602002@gmail.com>
Co-authored-by: Alex <93446519+AlexOn1ine@users.noreply.github.com>
* more customization to struct FacilityMon, remove facility item ids, convert vanilla data, add CreateFacilityMon universal function
* fix some unused vars
* use TrainerMon struct instead of FacilityMon
* add dynamaxLevel, gigantamaxFactor to CreateFacilityMon
* some struct TrainerMon documentation
---------
Co-authored-by: ghoulslash <pokevoyager0@gmail.com>
* Absolute IDs
* Mothim internal forms
* Scatterbug/Spewpa internal forms
* Fixed Mothim not having form tables
* Totem Alolan Raticate
* Moved shared dex text to its own folder
* Totem Mimikyu
* Added missing empty third-ability fields
* Totem Gumshoos + missing totem flags
* Renamed files to better match their contents
* Fixed Disguise on Totem Mimikyu
* Totem Vikavolt/Alolan Marowak + missing Gumshoos form table
* Totem Ribombee/Araquanid/Lurantis/Salazzle
* Totem Togedemaru/Kommo-O
* Partner Pikachu/Eevee
* Reintroduced shinyLocked species flag for convenience
* Revert "Reintroduced shinyLocked species flag for convenience"
This reverts commit 3e07bd378ba6a249effe0aed83a424d0c775f236.
* Moved BERRY_MUTATION_CHANCE to include/config/overworld.h and renamed it to OW_BERRY_MUTATION_CHANCE
* Move level_caps.h to config folder
* Multiple EV/IV refered as EVs/IVs
* Disabled decap by default
* Level up learnsetst comments
* Adds Tidy Up + minor Dragon Cheer follow up
* improve tidy up script
* Add IncreaseTidyUpScore function
* remove useless calls
* 2 small tests and a correction for IncreasyTidyUpScore
* Updated the way in which ScrCmd_givemon and ScriptGiveMon assign a default ability
When an abilityNum is not assigned in a call to givemon performed inside of an overworld script, ScriptGiveMonParameterized will make sure to generate an abilityNum of 0 or 1 in the same way vanilla does it; by defaulting to 0, and then tweaking it based on the least relevant bit of the Pokémon's personality.
ScriptGiveMon will set the default ability of a Pokémon in the same way now too, because even though it was rewritten in #3924, it should ideally produce a Pokémon in a similar way than vanilla does it.
* Removed pointless abilityNum setup in ScriptGiveMonParameterized
* Allow developers to choose metric or imperial, and their decimal seperator of choice for Pokédex entries
- Creates which cleans up the existing implementing of printing height and weight to the pokedex
- Developers can choose to use metric or imperial units of measurement in the Pokédex
- - Developers can choose to use any character as a decimal seperator in the Pokédex
- Allows users to define units and decimal seperators independently
- Fixes a bug in Lotad / Seedot house
* Fixed compilation issue with agbcc
* Updated to include HGSS Dex and address PR Feedback