#include #include #include #include struct move_info move_table[1024]; u16 get_speed(u8 bank) { u32 speed = battle_participants[bank].spd << 16; switch (get_item_effect(bank, 1)) { case ITEM_EFFECT_IRONBALL: speed >>= 1; break; case ITEM_EFFECT_CHOICESCARF: speed = (speed * 150) / 100; break; case ITEM_EFFECT_QUICKPOWDER: if (battle_participants[bank].poke_species == POKE_DITTO && !battle_participants[bank].status2.transformed) speed <<= 1; break; } if (has_ability_effect(bank, 0, 1)) { u8 weather_effects = weather_abilities_effect(); switch (battle_participants[bank].ability_id) { case ABILITY_CHLOROPHYLL: if (weather_effects && (battle_weather.flags.harsh_sun || battle_weather.flags.permament_sun || battle_weather.flags.sun)) speed *= 2; break; case ABILITY_SWIFT_SWIM: if (weather_effects && (battle_weather.flags.rain || battle_weather.flags.downpour || battle_weather.flags.permament_rain || battle_weather.flags.heavy_rain)) speed *= 2; break; case ABILITY_SAND_RUSH: if (weather_effects && (battle_weather.flags.sandstorm || battle_weather.flags.permament_sandstorm)) speed *= 2; break; case ABILITY_QUICK_FEET: if (battle_participants[bank].status.flags.burn || battle_participants[bank].status.flags.poison || battle_participants[bank].status.flags.toxic_poison) speed = speed + ((speed * 50) / 100); else if (battle_participants[bank].status.flags.paralysis) { //cancel para speed *= 4; speed = speed + ((speed * 50) / 100); } break; } } if (battle_participants[bank].status.flags.paralysis) speed >>= 2; if (custom_battle_elements.ptr->side_affecting[get_side_from_bank(bank)].tailwind) speed *= 2; //TODO: unburden speed = (speed * stat_buffs[battle_participants[bank].spd_buff].dividend) / (stat_buffs[battle_participants[bank].spd_buff].divisor); return (u16) (speed >> 16); } u8 speed_alt_from_item(u8 bank, u8 item_effect) { switch (item_effect) { case ITEM_EFFECT_QUICKCLAW: if (__aeabi_uidivmod(battle_turn_random, 100) > item_get_quality(battle_participants[bank].held_item)) { return 1; } break; case ITEM_EFFECT_CUSTAPBERRY: //TODO: implement HP CONDITION return 1; break; case ITEM_EFFECT_LAGGINGTAIL: return -1; } return 0; } enum init_enum get_first_to_strike(u8 bank_one, u8 bank_two, u8 ignore_prio) { enum init_enum result = TIE; u8 quash_one = custom_battle_elements.ptr->bank_affecting[bank_one].quashed; u8 quash_two = custom_battle_elements.ptr->bank_affecting[bank_two].quashed; if (quash_one && !quash_two) result = TWO; else if (!quash_one && quash_two) result = ONE; else if (!ignore_prio) { u16 move_one = battle_participants[bank_one].moves[battle_stuff_ptr.ptr->chosen_move_position[bank_one]]; u16 move_two = battle_participants[bank_two].moves[battle_stuff_ptr.ptr->chosen_move_position[bank_two]]; s8 prio_one = 0; s8 prio_two = 0; //note priority changing effects and abilities not added as of yet if (battle_menu_chosen_item[bank_one] == 0) prio_one = move_table[move_one].priority; if (battle_menu_chosen_item[bank_two] == 0) prio_two = move_table[move_two].priority; if (prio_one > prio_two) result = ONE; else if (prio_two > prio_one) result = TWO; } if (result == TIE) { s8 brack_one = speed_alt_from_item(bank_one, get_item_effect(bank_one, true)); s8 brack_two = speed_alt_from_item(bank_two, get_item_effect(bank_two, true)); if (brack_one > brack_two) result = ONE; else if (brack_two > brack_one) result = TWO; else { u8 stall_one = has_ability(bank_one, ABILITY_STALL); u8 stall_two = has_ability(bank_two, ABILITY_STALL); if (stall_one && !stall_two) result = TWO; else if (stall_two && !stall_one) result = ONE; else { u16 speed_one = get_speed(bank_one); u16 speed_two = get_speed(bank_two); if (custom_battle_elements.ptr->field_affecting.trick_room || (stall_one && stall_two)) { u16 swap_speed = speed_one; speed_one = speed_two; speed_two = swap_speed; } if (speed_one > speed_two) result = ONE; else if (speed_two > speed_one) result = TWO; else if (random() & 1) result = ONE; } } } return result; }