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Battle Dome Move Point Automation #3596

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Nov 24, 2023
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26 changes: 13 additions & 13 deletions include/constants/battle_dome.h
Original file line number Diff line number Diff line change
Expand Up @@ -106,21 +106,21 @@
#define DOME_TEXT_SPATK 14

// Determine Battle Dome trainers battle styles
#define MOVE_POINTS_COMBO 0 // Moves that work well in combination (e.g. Rain Dance + Hydro Pump)
#define MOVE_POINTS_COMBO 0 // Moves that work well in combination: moves that cause or are affected by weather/terrain, Stockpile+, entry hazards, sleep inflictions & effects benefiting from it, offensive boosts of a single stat with at least two stages or at least two stats, and several other effects
#define MOVE_POINTS_STAT_RAISE 1
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#define MOVE_POINTS_STAT_LOWER 2
#define MOVE_POINTS_RARE 3 // Uncommon moves. Mostly arbitrary
#define MOVE_POINTS_HEAL 4
#define MOVE_POINTS_RISKY 5
#define MOVE_POINTS_STATUS 6
#define MOVE_POINTS_DMG 7
#define MOVE_POINTS_DEF 8 // Defensive moves, like Amnesia, Light Screen, or accuracy-lowers
#define MOVE_POINTS_ACCURATE 9
#define MOVE_POINTS_POWERFUL 10 // Most of the moves that are >= 100 power
#define MOVE_POINTS_POPULAR 11 // Group seems arbitrary. All using it are TM/HMs, but its only 11/58
#define MOVE_POINTS_LUCK 12
#define MOVE_POINTS_STRONG 13 // Moves that are >= 90 power
#define MOVE_POINTS_LOW_PP 14
#define MOVE_POINTS_RARE 3 // Moves that appear in less than 5% of levelup learnsets
#define MOVE_POINTS_HEAL 4 // Moves that heal
#define MOVE_POINTS_RISKY 5 // Move effects deemed risky by the Emerald developers (excluding High Jump Kick et al for some reason)
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#define MOVE_POINTS_STATUS 6 // Moves that cause status effects without dealing damage
#define MOVE_POINTS_DMG 7 // Moves that deal damage (BP > 0)
#define MOVE_POINTS_DEF 8 // Moves like screens, accuracy-lowers or evasiveness-raisers, (special) defense raisers, protect etc.
#define MOVE_POINTS_ACCURATE 9 // Moves with 100% accuracy (or that are guaranteed hits)
#define MOVE_POINTS_POWERFUL 10 // Moves with 100 BP or more
#define MOVE_POINTS_POPULAR 11 // TM/HM moves with 90 BP or more or those that raise a single offensive stat by at least 2 stages
#define MOVE_POINTS_LUCK 12 // Move effects that depend on luck and moves with Accuracy of <= 50%
#define MOVE_POINTS_STRONG 13 // Moves with 90 BP or more
#define MOVE_POINTS_LOW_PP 14 // Moves with 5 PP or less
#define MOVE_POINTS_EFFECT 15 // Moves with additional effects
#define NUM_MOVE_POINT_TYPES 16

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6 changes: 3 additions & 3 deletions src/battle_dome.c
Original file line number Diff line number Diff line change
Expand Up @@ -4081,7 +4081,7 @@ static bool32 IsDomeRareMove(u32 move)
break;
}
}
if (species > NUM_SPECIES / 10)
if (species >= NUM_SPECIES * 0.05)
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return FALSE;
}
return TRUE;
Expand Down Expand Up @@ -4109,15 +4109,15 @@ static bool32 IsDomeComboMoveEffect(u32 effect)
case EFFECT_SHORE_UP:
case EFFECT_THUNDER:
case EFFECT_HURRICANE:
//case EFFECT_BLIZZARD:
//case EFFECT_BLIZZARD: (needs a unique effect in gBattleMoves!)
case EFFECT_SOLAR_BEAM:
case EFFECT_GROWTH:
case EFFECT_AURORA_VEIL:
case EFFECT_WEATHER_BALL:
// Moves dependent on terrain
case EFFECT_EXPANDING_FORCE:
case EFFECT_GRASSY_GLIDE:
//case EFFECT_MISTY_EXPLOSION:
//case EFFECT_MISTY_EXPLOSION: (needs a unique effect in gBattleMoves!)
case EFFECT_PSYBLADE:
case EFFECT_RISING_VOLTAGE:
case EFFECT_TERRAIN_PULSE:
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