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Fix buggy pokemon anims with Illusion #2639

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merged 3 commits into from
Feb 19, 2023
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1 change: 1 addition & 0 deletions include/battle_util.h
Original file line number Diff line number Diff line change
Expand Up @@ -152,6 +152,7 @@ void UndoMegaEvolution(u32 monId);
void UndoFormChange(u32 monId, u32 side, bool32 isSwitchingOut);
bool32 DoBattlersShareType(u32 battler1, u32 battler2);
bool32 CanBattlerGetOrLoseItem(u8 battlerId, u16 itemId);
u32 GetIllusionMonSpecies(u32 battlerId);
struct Pokemon *GetIllusionMonPtr(u32 battlerId);
void ClearIllusionMon(u32 battlerId);
bool32 SetIllusionMon(struct Pokemon *mon, u32 battlerId);
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4 changes: 3 additions & 1 deletion src/battle_controller_link_opponent.c
Original file line number Diff line number Diff line change
Expand Up @@ -1149,7 +1149,9 @@ static void StartSendOutAnim(u8 battlerId, bool8 dontClearSubstituteBit)

ClearTemporarySpeciesSpriteData(battlerId, dontClearSubstituteBit);
gBattlerPartyIndexes[battlerId] = gBattleResources->bufferA[battlerId][1];
species = GetMonData(&gEnemyParty[gBattlerPartyIndexes[battlerId]], MON_DATA_SPECIES);
species = GetIllusionMonSpecies(battlerId);
if (species == SPECIES_NONE)
species = GetMonData(&gEnemyParty[gBattlerPartyIndexes[battlerId]], MON_DATA_SPECIES);
gBattleControllerData[battlerId] = CreateInvisibleSpriteWithCallback(SpriteCB_WaitForBattlerBallReleaseAnim);
BattleLoadOpponentMonSpriteGfx(&gEnemyParty[gBattlerPartyIndexes[battlerId]], battlerId);
SetMultiuseSpriteTemplateToPokemon(species, GetBattlerPosition(battlerId));
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4 changes: 3 additions & 1 deletion src/battle_controller_opponent.c
Original file line number Diff line number Diff line change
Expand Up @@ -1177,7 +1177,9 @@ static void StartSendOutAnim(u8 battlerId, bool8 dontClearSubstituteBit)

ClearTemporarySpeciesSpriteData(battlerId, dontClearSubstituteBit);
gBattlerPartyIndexes[battlerId] = gBattleResources->bufferA[battlerId][1];
species = GetMonData(&gEnemyParty[gBattlerPartyIndexes[battlerId]], MON_DATA_SPECIES);
species = GetIllusionMonSpecies(battlerId);
if (species == SPECIES_NONE)
species = GetMonData(&gEnemyParty[gBattlerPartyIndexes[battlerId]], MON_DATA_SPECIES);
gBattleControllerData[battlerId] = CreateInvisibleSpriteWithCallback(SpriteCB_WaitForBattlerBallReleaseAnim);
BattleLoadOpponentMonSpriteGfx(&gEnemyParty[gBattlerPartyIndexes[battlerId]], battlerId);
SetMultiuseSpriteTemplateToPokemon(species, GetBattlerPosition(battlerId));
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26 changes: 17 additions & 9 deletions src/battle_util.c
Original file line number Diff line number Diff line change
Expand Up @@ -3814,7 +3814,7 @@ u8 AtkCanceller_UnableToUseMove(void)
{
SetRandomMultiHitCounter();
}

PREPARE_BYTE_NUMBER_BUFFER(gBattleScripting.multihitString, 1, 0)
}
else if (gBattleMoves[gCurrentMove].flags & FLAG_TWO_STRIKES)
Expand All @@ -3841,7 +3841,7 @@ u8 AtkCanceller_UnableToUseMove(void)
party = gPlayerParty;
else
party = gEnemyParty;

for (i = 0; i < PARTY_SIZE; i++)
{
if (GetMonData(&party[i], MON_DATA_HP)
Expand Down Expand Up @@ -5487,7 +5487,7 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u16 ability, u8 special, u16 move
RecordItemEffectBattle(gBattlerAttacker, HOLD_EFFECT_ABILITY_SHIELD);
break;
}

gLastUsedAbility = gBattleMons[gBattlerAttacker].ability;
gBattleMons[gBattlerAttacker].ability = gBattleStruct->overwrittenAbilities[gBattlerAttacker] = gBattleMons[gBattlerTarget].ability;
gBattleMons[gBattlerTarget].ability = gBattleStruct->overwrittenAbilities[gBattlerTarget] = gLastUsedAbility;
Expand Down Expand Up @@ -6858,7 +6858,7 @@ static u8 ItemEffectMoveEnd(u32 battlerId, u16 holdEffect)
{
u8 effect = 0;
u32 i;

switch (holdEffect)
{
#if B_HP_BERRIES >= GEN_4
Expand Down Expand Up @@ -7027,7 +7027,7 @@ static u8 ItemEffectMoveEnd(u32 battlerId, u16 holdEffect)
&& !(gBattleMons[battlerId].status2 & STATUS2_FOCUS_ENERGY)
&& HasEnoughHpToEatBerry(battlerId, GetBattlerItemHoldEffectParam(battlerId, gLastUsedItem), gLastUsedItem))
{
gBattleMons[battlerId].status2 |= STATUS2_FOCUS_ENERGY;
gBattleMons[battlerId].status2 |= STATUS2_FOCUS_ENERGY;
gBattleScripting.battler = battlerId;
gPotentialItemEffectBattler = battlerId;
BattleScriptPushCursor();
Expand All @@ -7036,7 +7036,7 @@ static u8 ItemEffectMoveEnd(u32 battlerId, u16 holdEffect)
}
break;
}

return effect;
}

Expand All @@ -7053,7 +7053,7 @@ u8 ItemBattleEffects(u8 caseID, u8 battlerId, bool8 moveTurn)
gLastUsedItem = gBattleMons[battlerId].item;
battlerHoldEffect = GetBattlerHoldEffect(battlerId, TRUE);
}

atkItem = gBattleMons[gBattlerAttacker].item;
atkHoldEffect = GetBattlerHoldEffect(gBattlerAttacker, TRUE);
atkHoldEffectParam = GetBattlerHoldEffectParam(gBattlerAttacker);
Expand Down Expand Up @@ -8184,7 +8184,7 @@ u32 GetBattlerHoldEffect(u8 battlerId, bool32 checkNegating)
return ItemId_GetHoldEffect(gBattleMons[battlerId].item);
}

//
//
static u32 GetBattlerItemHoldEffectParam(u8 battlerId, u16 item)
{
if (item == ITEM_ENIGMA_BERRY)
Expand Down Expand Up @@ -8234,7 +8234,7 @@ bool32 IsBattlerProtected(u8 battlerId, u16 move)
else if (gProtectStructs[battlerId].protected)
return FALSE;
}

if (move == MOVE_TEATIME)
{
return FALSE;
Expand Down Expand Up @@ -10266,6 +10266,14 @@ void ClearIllusionMon(u32 battlerId)
memset(&gBattleStruct->illusion[battlerId], 0, sizeof(gBattleStruct->illusion[battlerId]));
}

u32 GetIllusionMonSpecies(u32 battlerId)
{
struct Pokemon *illusionMon = GetIllusionMonPtr(battlerId);
if (illusionMon != NULL)
return GetMonData(illusionMon, MON_DATA_SPECIES);
return 0;

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Suggested change
return 0;
return SPECIES_NONE;

}

bool32 SetIllusionMon(struct Pokemon *mon, u32 battlerId)
{
struct Pokemon *party, *partnerMon;
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2 changes: 1 addition & 1 deletion src/data/pokemon/species_info.h
Original file line number Diff line number Diff line change
Expand Up @@ -7063,7 +7063,7 @@ const struct SpeciesInfo gSpeciesInfo[] =
.friendship = 70,
.growthRate = GROWTH_MEDIUM_SLOW,
.eggGroups = { EGG_GROUP_WATER_1, EGG_GROUP_GRASS},
.abilities = {ABILITY_SWIFT_SWIM, ABILITY_RAIN_DISH, ABILITY_OWN_TEMPO},
.abilities = {ABILITY_ILLUSION, ABILITY_ILLUSION},
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You should avoid submiting changes that you made for testing.
Also, revert since it's not a draft anymore o/

.bodyColor = BODY_COLOR_GREEN,
.noFlip = FALSE,
},
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