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Pledge Move refactor #5621

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Description

It creates a new struct and table to assign scripts based on the type of the different pledge move combinations.

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Example of a "Rock Pledge" effect combined with Fire Pledge (calls Salt Cure's script).

static const struct PledgeCombo sPledgeCombos[] =
{
    // Dominant,  Passive,    Script to execute
    { TYPE_GRASS, TYPE_WATER, BattleScript_EffectCombinedPledge_Grass },
    { TYPE_WATER, TYPE_FIRE,  BattleScript_EffectCombinedPledge_Water },
    { TYPE_FIRE,  TYPE_GRASS, BattleScript_EffectCombinedPledge_Fire },
+   { TYPE_ROCK,  TYPE_FIRE,  BattleScript_EffectSaltCure },
};
mGBA_aXrZN9NTMI.mp4

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AsparagusEduardo

Comment on lines +16754 to +16756
{ TYPE_GRASS, TYPE_WATER, BattleScript_EffectCombinedPledge_Grass },
{ TYPE_WATER, TYPE_FIRE, BattleScript_EffectCombinedPledge_Water },
{ TYPE_FIRE, TYPE_GRASS, BattleScript_EffectCombinedPledge_Fire },
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@AlexOn1ine AlexOn1ine Oct 30, 2024

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Do you think you could find a way to include base power in the table as well in this table and then store it in a BattleStruct field?

    case EFFECT_PLEDGE:
        if (gBattleStruct->pledgeMove)
            basePower = BattleStruct->combinedMoveBasePower;
  1. It can be change adjusted depending on the type
  2. If hackers add more type combinations they aren't locked into 150

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Great idea overall

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Do you think you could find a way to include base power in the table as well in this table and then store it in a BattleStruct field?

I was able to do this locally, but I want to check what else would we like to allow for customability.
Targets? Animations? This could potentially be a realization of GF's old "combined moves" leftover code.

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@AlexOn1ine AlexOn1ine Oct 30, 2024

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I doubt target is needed. That's get chosen by AI / Player.

Not sure about animation since usually the one that overrides the type gets chosen.

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2 participants