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247 lines
11 KiB
C
247 lines
11 KiB
C
#ifndef GUARD_BATTLE_UTIL_H
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#define GUARD_BATTLE_UTIL_H
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#include "global.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_LIMITATIONS_ALL 0xFF
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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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#define ABILITYEFFECT_SWITCH_IN_TERRAIN 16
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#define ABILITYEFFECT_SWITCH_IN_WEATHER 17
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#define ABILITYEFFECT_OPPORTUNIST 18
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#define ABILITYEFFECT_SWITCH_IN_STATUSES 19
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// pokefirered
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#define ABILITYEFFECT_CHECK_OTHER_SIDE 20
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#define ABILITYEFFECT_CHECK_BATTLER_SIDE 21
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#define ABILITYEFFECT_INTIMIDATE1 22
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#define ABILITYEFFECT_INTIMIDATE2 23
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#define ABILITYEFFECT_TRACE 24
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#define ABILITYEFFECT_CHECK_FIELD_EXCEPT_BATTLER 25
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#define ABILITYEFFECT_CHECK_ON_FIELD 26
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#define ABILITYEFFECT_ON_DAMAGE 27
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#define ABILITYEFFECT_FORECAST 28
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#define ABILITYEFFECT_COUNT_OTHER_SIDE 29
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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 ABILITY_ON_OPPOSING_FIELD(battlerId, abilityId)(AbilityBattleEffects(ABILITYEFFECT_CHECK_OTHER_SIDE, battlerId, abilityId, 0, 0))
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#define ABILITY_ON_FIELD(abilityId)(AbilityBattleEffects(ABILITYEFFECT_CHECK_ON_FIELD, 0, abilityId, 0, 0))
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#define ABILITY_ON_FIELD2(abilityId)(AbilityBattleEffects(ABILITYEFFECT_FIELD_SPORT, 0, abilityId, 0, 0))
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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 ITEMEFFECT_STATS_CHANGED 9 // For White Herb and Eject Pack
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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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// 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_GHOST,
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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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u8 GetBattlerForBattleScript(u8 caseId);
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void PressurePPLose(u8 target, u8 attacker, u16 move);
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void PressurePPLoseOnUsingImprison(u8 attacker);
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void PressurePPLoseOnUsingPerishSong(u8 attacker);
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void MarkBattlerForControllerExec(u8 battlerId);
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void MarkBattlerReceivedLinkData(u8 battlerId);
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const u8* CancelMultiTurnMoves(u32 battler);
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bool32 WasUnableToUseMove(u32 battler);
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void PrepareStringBattle(u16 stringId, u8 battler);
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void ResetSentPokesToOpponentValue(void);
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void OpponentSwitchInResetSentPokesToOpponentValue(u8 battler);
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void UpdateSentPokesToOpponentValue(u8 battler);
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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, u8 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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u8 DoBattlerEndTurnEffects(void);
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bool8 HandleWishPerishSongOnTurnEnd(void);
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bool8 HandleFaintedMonActions(void);
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void TryClearRageStatuses(void);
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u8 AtkCanceller_UnableToUseMove(u32 moveType);
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bool32 HasNoMonsToSwitch(u32 battler, u8 partyIdBattlerOn1, u8 partyIdBattlerOn2);
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u8 CastformDataTypeChange(u8 battler);
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u32 AbilityBattleEffects(u32 caseID, u32 battler, u32 ability, u32 special, u32 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, u32 battler, bool32 moveTurn);
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void ClearFuryCutterDestinyBondGrudge(u8 battlerId);
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void HandleAction_RunBattleScript(void);
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u8 GetMoveTarget(u16 move, u8 setTarget);
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u8 IsMonDisobedient(void);
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void SwitchPartyOrderInGameMulti(u8 battler, u8 arg1);
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// new
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bool32 IsNeutralizingGasOnField(void);
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bool32 IsMyceliumMightOnField(void);
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bool32 IsMoldBreakerTypeAbility(u32 ability);
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u32 GetBattlerAbility(u32 battler);
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u32 IsAbilityOnSide(u32 battler, u32 ability);
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u32 IsAbilityOnOpposingSide(u32 battler, u32 ability);
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u32 IsAbilityOnField(u32 ability);
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u32 IsAbilityOnFieldExcept(u32 battler, u32 ability);
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u32 IsAbilityPreventingEscape(u32 battler);
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bool32 IsBattlerAlive(u32 battler);
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bool32 CompareStat(u32 battler, u8 statId, u8 cmpTo, u8 cmpKind);
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u32 CalcSecondaryEffectChance(u32 battler, u32 battlerAbility, const struct AdditionalEffect *additionalEffect);
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bool32 MoveHasAdditionalEffect(u32 move, u32 moveEffect);
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u8 GetBattleMoveCategory(u32 moveId);
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u32 GetBattlerMoveTargetType(u32 battler, u32 move);
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bool32 IsBattlerTerrainAffected(u32 battler, u32 terrainFlag);
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bool32 IsBattlerGrounded(u32 battler);
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u8 AtkCanceller_UnableToUseMove2(void);
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void SetAtkCancellerForCalledMove(void);
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bool32 BlocksPrankster(u16 move, u32 battlerPrankster, u32 battlerDef, bool32 checkTarget);
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bool32 IsBattlerProtected(u32 battler, u32 move);
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bool32 IsMoveMakingContact(u32 move, u32 battlerAtk);
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bool32 IsHealBlockPreventingMove(u32 battler, u32 move);
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s32 CalculateMoveDamage(u32 move, u32 battlerAtk, u32 battlerDef, u32 moveType, s32 fixedBasePower, bool32 isCrit, bool32 randomFactor, bool32 updateFlags);
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bool32 MoveHasAdditionalEffectSelfArg(u32 move, u32 moveEffect, u32 argument);
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u32 GetMoveSlot(u16 *moves, u32 move);
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u32 GetBattlerWeight(u32 battler);
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u32 CountBattlerStatIncreases(u32 battler, bool32 countEvasionAcc);
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bool32 ShouldGetStatBadgeBoost(u16 flagId, u32 battler);
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bool32 IsBattlerWeatherAffected(u32 battler, u32 weatherFlags);
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bool32 CanBattlerGetOrLoseItem(u32 battler, u16 itemId);
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bool32 MoveIsAffectedBySheerForce(u32 move);
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u8 GetBattlerGender(u32 battler);
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bool32 AreBattlersOfOppositeGender(u32 battler1, u32 battler2);
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bool32 AreBattlersOfSameGender(u32 battler1, u32 battler2);
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u32 GetBattlerHoldEffectParam(u32 battler);
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uq4_12_t CalcTypeEffectivenessMultiplier(u32 move, u32 moveType, u32 battlerAtk, u32 battlerDef, u32 defAbility, bool32 recordAbilities);
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bool32 MoveHasAdditionalEffectSelf(u32 move, u32 moveEffect);
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uq4_12_t GetTypeModifier(u32 atkType, u32 defType);
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u8 GetBattlerType(u32 battler, u8 typeIndex);
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u32 GetIllusionMonSpecies(u32 battler);
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struct Pokemon *GetIllusionMonPtr(u32 battler);
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void ClearIllusionMon(u32 battler);
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bool32 SetIllusionMon(struct Pokemon *mon, u32 battler);
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u32 GetBattlerAffectionHearts(u32 battler);
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u32 GetBattlerHoldEffect(u32 battler, bool32 checkNegating);
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u32 GetBattlerHoldEffectIgnoreAbility(u32 battler, bool32 checkNegating);
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u32 GetBattlerHoldEffectInternal(u32 battler, bool32 checkNegating, bool32 checkAbility);
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void RecalcBattlerStats(u32 battler, struct Pokemon *mon);
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bool32 TestIfSheerForceAffected(u32 battler, u16 move);
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bool32 CanSleep(u32 battler);
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bool32 CanBePoisoned(u32 battlerAttacker, u32 battlerTarget);
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bool32 CanBeBurned(u32 battler);
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bool32 CanBeParalyzed(u32 battler);
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bool32 CanBeFrozen(u32 battler);
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bool32 CanGetFrostbite(u32 battler);
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bool32 CanBeConfused(u32 battler);
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bool32 CanStealItem(u32 battlerStealing, u32 battlerItem, u16 item);
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void TrySaveExchangedItem(u32 battler, u16 stolenItem);
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void RemoveBattlerType(u32 battler, u8 type);
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bool32 IsBattlerMegaEvolved(u32 battler);
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bool32 IsBattlerPrimalReverted(u32 battler);
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bool32 IsBattlerUltraBursted(u32 battler);
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u16 GetBattleFormChangeTargetSpecies(u32 battler, u16 method);
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bool32 TryBattleFormChange(u32 battler, u16 method);
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bool32 TryChangeBattleWeather(u32 battler, u32 weatherEnumId, bool32 viaAbility);
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u16 GetUsedHeldItem(u32 battler);
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void RemoveConfusionStatus(u32 battler);
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bool32 ChangeTypeBasedOnTerrain(u32 battler);
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bool32 TryRoomService(u32 battler);
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void BufferStatChange(u32 battler, u8 statId, u8 stringId);
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s32 GetDrainedBigRootHp(u32 battler, s32 hp);
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u8 TryHandleSeed(u32 battler, u32 terrainFlag, u8 statId, u16 itemId, bool32 execute);
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bool32 HasEnoughHpToEatBerry(u32 battler, u32 hpFraction, u32 itemId);
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bool32 IsGen6ExpShareEnabled(void);
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void CopyMonLevelAndBaseStatsToBattleMon(u32 battler, struct Pokemon *mon);
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void SortBattlersBySpeed(u8 *battlers, bool32 slowToFast);
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bool32 CanBattlerEscape(u32 battler); // no ability check
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bool32 IsBattlerAffectedByHazards(u32 battler, bool32 toxicSpikes);
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bool32 TryPrimalReversion(u32 battler);
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s32 GetStealthHazardDamage(u8 hazardType, u32 battler);
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s32 GetStealthHazardDamageByTypesAndHP(u8 hazardType, u8 type1, u8 type2, u32 maxHp);
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// battle_ai_util.h
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bool32 IsHealingMove(u32 move);
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void RecordKnownMove(u32 battlerId, u32 move);
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s32 CountUsablePartyMons(u32 battlerId);
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bool32 IsAiVsAiBattle(void);
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void RecordLastUsedMoveBy(u32 battlerId, u32 move);
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bool32 BattlerHasAi(u32 battlerId);
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// end battle_ai_util.h
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#endif // GUARD_BATTLE_UTIL_H
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