diff --git a/include/battle.h b/include/battle.h
index aa21a88a12f7..8dc45b9ff039 100644
--- a/include/battle.h
+++ b/include/battle.h
@@ -869,10 +869,6 @@ STATIC_ASSERT(sizeof(((struct BattleStruct *)0)->palaceFlags) * 8 >= MAX_BATTLER
 #define IS_MOVE_STATUS(move)(gMovesInfo[move].category == DAMAGE_CATEGORY_STATUS)
 #define IS_MOVE_RECOIL(move)(gMovesInfo[move].recoil > 0 || gMovesInfo[move].effect == EFFECT_RECOIL_IF_MISS)
 
-#define BATTLER_MAX_HP(battlerId)(gBattleMons[battlerId].hp == gBattleMons[battlerId].maxHP)
-#define TARGET_TURN_DAMAGED ((gSpecialStatuses[gBattlerTarget].physicalDmg != 0 || gSpecialStatuses[gBattlerTarget].specialDmg != 0) || (gBattleStruct->enduredDamage & (1u << gBattlerTarget)))
-#define BATTLER_TURN_DAMAGED(battlerId) ((gSpecialStatuses[battlerId].physicalDmg != 0 || gSpecialStatuses[battlerId].specialDmg != 0) || (gBattleStruct->enduredDamage & (1u << battler)))
-
 /* Checks if 'battlerId' is any of the types.
  * Passing multiple types is more efficient than calling this multiple
  * times with one type because it shares the 'GetBattlerTypes' result. */
@@ -1196,6 +1192,18 @@ extern bool8 gLastUsedBallMenuPresent;
 extern u8 gPartyCriticalHits[PARTY_SIZE];
 extern u8 gCategoryIconSpriteId;
 
+static inline bool32 IsBattlerTurnDamaged(u32 battler)
+{
+    return gSpecialStatuses[battler].physicalDmg != 0
+        || gSpecialStatuses[battler].specialDmg != 0
+        || gBattleStruct->enduredDamage & (1u << battler);
+}
+
+static inline bool32 IsBattlerAtMaxHp(u32 battler)
+{
+    return gBattleMons[battler].hp == gBattleMons[battler].maxHP;
+}
+
 static inline u32 GetBattlerPosition(u32 battler)
 {
     return gBattlerPositions[battler];
diff --git a/include/battle_ai_util.h b/include/battle_ai_util.h
index 56dd8aa6e199..729d1739330f 100644
--- a/include/battle_ai_util.h
+++ b/include/battle_ai_util.h
@@ -44,7 +44,7 @@ void RestoreBattlerData(u32 battlerId);
 u32 GetAIChosenMove(u32 battlerId);
 u32 GetTotalBaseStat(u32 species);
 bool32 IsTruantMonVulnerable(u32 battlerAI, u32 opposingBattler);
-bool32 AtMaxHp(u32 battler);
+bool32 AI_BattlerAtMaxHp(u32 battler);
 u32 GetHealthPercentage(u32 battler);
 bool32 IsBattlerTrapped(u32 battler, bool32 switching);
 s32 AI_WhoStrikesFirst(u32 battlerAI, u32 battler2, u32 moveConsidered);
diff --git a/src/battle_ai_main.c b/src/battle_ai_main.c
index d988142bebcc..033599154e90 100644
--- a/src/battle_ai_main.c
+++ b/src/battle_ai_main.c
@@ -1663,7 +1663,7 @@ static s32 AI_CheckBadMove(u32 battlerAtk, u32 battlerDef, u32 move, s32 score)
             }
             else
             {
-                if (AtMaxHp(battlerAtk))
+                if (AI_BattlerAtMaxHp(battlerAtk))
                     ADJUST_SCORE(-10);
                 else if (aiData->hpPercents[battlerAtk] >= 80)
                     ADJUST_SCORE(-5); // do it if nothing better
@@ -1802,7 +1802,7 @@ static s32 AI_CheckBadMove(u32 battlerAtk, u32 battlerDef, u32 move, s32 score)
         case EFFECT_RESTORE_HP:
         case EFFECT_SOFTBOILED:
         case EFFECT_ROOST:
-            if (AtMaxHp(battlerAtk))
+            if (AI_BattlerAtMaxHp(battlerAtk))
                 ADJUST_SCORE(-10);
             else if (aiData->hpPercents[battlerAtk] >= 90)
                 ADJUST_SCORE(-9); //No point in healing, but should at least do it if nothing better
@@ -1812,7 +1812,7 @@ static s32 AI_CheckBadMove(u32 battlerAtk, u32 battlerDef, u32 move, s32 score)
         case EFFECT_MOONLIGHT:
             if ((AI_GetWeather(aiData) & (B_WEATHER_RAIN | B_WEATHER_SANDSTORM | B_WEATHER_HAIL | B_WEATHER_SNOW | B_WEATHER_FOG)))
                 ADJUST_SCORE(-3);
-            else if (AtMaxHp(battlerAtk))
+            else if (AI_BattlerAtMaxHp(battlerAtk))
                 ADJUST_SCORE(-10);
             else if (aiData->hpPercents[battlerAtk] >= 90)
                 ADJUST_SCORE(-9); //No point in healing, but should at least do it if nothing better
@@ -1822,7 +1822,7 @@ static s32 AI_CheckBadMove(u32 battlerAtk, u32 battlerDef, u32 move, s32 score)
                 ADJUST_SCORE(-10);
             else if (battlerDef == BATTLE_PARTNER(battlerAtk))
                 break; //Always heal your ally
-            else if (AtMaxHp(battlerAtk))
+            else if (AI_BattlerAtMaxHp(battlerAtk))
                 ADJUST_SCORE(-10);
             else if (aiData->hpPercents[battlerAtk] >= 90)
                 ADJUST_SCORE(-8); //No point in healing, but should at least do it if nothing better
@@ -2390,7 +2390,7 @@ static s32 AI_CheckBadMove(u32 battlerAtk, u32 battlerDef, u32 move, s32 score)
             {
                 if (gStatuses3[battlerDef] & STATUS3_HEAL_BLOCK)
                     return 0; // cannot even select
-                if (AtMaxHp(battlerDef))
+                if (AI_BattlerAtMaxHp(battlerDef))
                     ADJUST_SCORE(-10);
                 else if (gBattleMons[battlerDef].hp > gBattleMons[battlerDef].maxHP / 2)
                     ADJUST_SCORE(-5);
@@ -2559,8 +2559,8 @@ static s32 AI_CheckBadMove(u32 battlerAtk, u32 battlerDef, u32 move, s32 score)
                 ADJUST_SCORE(-10);
             break;
         case EFFECT_JUNGLE_HEALING:
-           if (AtMaxHp(battlerAtk)
-            && AtMaxHp(BATTLE_PARTNER(battlerAtk))
+           if (AI_BattlerAtMaxHp(battlerAtk)
+            && AI_BattlerAtMaxHp(BATTLE_PARTNER(battlerAtk))
             && !(gBattleMons[battlerAtk].status1 & STATUS1_ANY)
             && !(gBattleMons[BATTLE_PARTNER(battlerAtk)].status1 & STATUS1_ANY))
                 ADJUST_SCORE(-10);
@@ -2685,7 +2685,7 @@ static s32 AI_DoubleBattle(u32 battlerAtk, u32 battlerDef, u32 move, s32 score)
             if (IsMoveEffectWeather(move))
                 ADJUST_SCORE(-10);
             break;
-        }   
+        }
     } // check partner move effect
 
     // Adjust for always crit moves
diff --git a/src/battle_ai_util.c b/src/battle_ai_util.c
index 228e5202c5f6..a6415edd7cb4 100644
--- a/src/battle_ai_util.c
+++ b/src/battle_ai_util.c
@@ -290,7 +290,7 @@ u32 GetHealthPercentage(u32 battlerId)
     return (u32)((100 * gBattleMons[battlerId].hp) / gBattleMons[battlerId].maxHP);
 }
 
-bool32 AtMaxHp(u32 battlerId)
+bool32 AI_BattlerAtMaxHp(u32 battlerId)
 {
     if (AI_DATA->hpPercents[battlerId] == 100)
         return TRUE;
@@ -1142,7 +1142,7 @@ s32 AI_WhoStrikesFirst(u32 battlerAI, u32 battler, u32 moveConsidered)
 
 static bool32 CanEndureHit(u32 battler, u32 battlerTarget, u32 move)
 {
-    if (!BATTLER_MAX_HP(battlerTarget) || gMovesInfo[move].effect == EFFECT_MULTI_HIT)
+    if (!AI_BattlerAtMaxHp(battlerTarget) || gMovesInfo[move].effect == EFFECT_MULTI_HIT)
         return FALSE;
     if (gMovesInfo[move].strikeCount > 1 && !(gMovesInfo[move].effect == EFFECT_DRAGON_DARTS && IsValidDoubleBattle(battlerTarget)))
         return FALSE;
@@ -1564,7 +1564,7 @@ bool32 ShouldTryOHKO(u32 battlerAtk, u32 battlerDef, u32 atkAbility, u32 defAbil
     gPotentialItemEffectBattler = battlerDef;
     if (holdEffect == HOLD_EFFECT_FOCUS_BAND && (Random() % 100) < AI_DATA->holdEffectParams[battlerDef])
         return FALSE;   //probabilistically speaking, focus band should activate so dont OHKO
-    else if (holdEffect == HOLD_EFFECT_FOCUS_SASH && AtMaxHp(battlerDef))
+    else if (holdEffect == HOLD_EFFECT_FOCUS_SASH && AI_BattlerAtMaxHp(battlerDef))
         return FALSE;
 
     if (!DoesBattlerIgnoreAbilityChecks(atkAbility, move) && defAbility == ABILITY_STURDY)
@@ -2761,7 +2761,7 @@ enum AIPivot ShouldPivot(u32 battlerAtk, u32 battlerDef, u32 defAbility, u32 mov
                         return SHOULD_PIVOT;   // Won't get the two turns, pivot
 
                     if (!IS_MOVE_STATUS(move) && ((AI_DATA->shouldSwitch & (1u << battlerAtk))
-                        || (AtMaxHp(battlerDef) && (AI_DATA->holdEffects[battlerDef] == HOLD_EFFECT_FOCUS_SASH
+                        || (AI_BattlerAtMaxHp(battlerDef) && (AI_DATA->holdEffects[battlerDef] == HOLD_EFFECT_FOCUS_SASH
                         || (B_STURDY >= GEN_5 && defAbility == ABILITY_STURDY)
                         || defAbility == ABILITY_MULTISCALE
                         || defAbility == ABILITY_SHADOW_SHIELD))))
@@ -2769,7 +2769,7 @@ enum AIPivot ShouldPivot(u32 battlerAtk, u32 battlerDef, u32 defAbility, u32 mov
                 }
                 else if (!hasStatBoost)
                 {
-                    if (!IS_MOVE_STATUS(move) && (AtMaxHp(battlerDef) && (AI_DATA->holdEffects[battlerDef] == HOLD_EFFECT_FOCUS_SASH
+                    if (!IS_MOVE_STATUS(move) && (AI_BattlerAtMaxHp(battlerDef) && (AI_DATA->holdEffects[battlerDef] == HOLD_EFFECT_FOCUS_SASH
                         || (B_STURDY >= GEN_5 && defAbility == ABILITY_STURDY)
                         || defAbility == ABILITY_MULTISCALE
                         || defAbility == ABILITY_SHADOW_SHIELD)))
@@ -2848,7 +2848,7 @@ enum AIPivot ShouldPivot(u32 battlerAtk, u32 battlerDef, u32 defAbility, u32 mov
                     // can knock out foe in 2 hits
                     if (IS_MOVE_STATUS(move) && ((AI_DATA->shouldSwitch & (1u << battlerAtk)) //Damaging move
                       //&& (switchScore >= SWITCHING_INCREASE_RESIST_ALL_MOVES + SWITCHING_INCREASE_KO_FOE //remove hazards
-                     || (AI_DATA->holdEffects[battlerDef] == HOLD_EFFECT_FOCUS_SASH && AtMaxHp(battlerDef))))
+                     || (AI_DATA->holdEffects[battlerDef] == HOLD_EFFECT_FOCUS_SASH && AI_BattlerAtMaxHp(battlerDef))))
                         return DONT_PIVOT; // Pivot to break the sash
                     else
                         return CAN_TRY_PIVOT;
diff --git a/src/battle_main.c b/src/battle_main.c
index 25f69d44b0b0..7c02c7abcf34 100644
--- a/src/battle_main.c
+++ b/src/battle_main.c
@@ -4854,7 +4854,7 @@ s8 GetMovePriority(u32 battler, u16 move)
         return gMovesInfo[MOVE_MAX_GUARD].priority;
 
     if (ability == ABILITY_GALE_WINGS
-        && (B_GALE_WINGS < GEN_7 || BATTLER_MAX_HP(battler))
+        && (B_GALE_WINGS < GEN_7 || IsBattlerAtMaxHp(battler))
         && gMovesInfo[move].type == TYPE_FLYING)
     {
         priority++;
diff --git a/src/battle_script_commands.c b/src/battle_script_commands.c
index df3d91b26eb3..5a16340e5014 100644
--- a/src/battle_script_commands.c
+++ b/src/battle_script_commands.c
@@ -2208,12 +2208,12 @@ static void Cmd_adjustdamage(void)
             RecordItemEffectBattle(battlerDef, holdEffect);
             gSpecialStatuses[battlerDef].focusBanded = TRUE;
         }
-        else if (B_STURDY >= GEN_5 && GetBattlerAbility(battlerDef) == ABILITY_STURDY && BATTLER_MAX_HP(battlerDef))
+        else if (B_STURDY >= GEN_5 && GetBattlerAbility(battlerDef) == ABILITY_STURDY && IsBattlerAtMaxHp(battlerDef))
         {
             RecordAbilityBattle(battlerDef, ABILITY_STURDY);
             gSpecialStatuses[battlerDef].sturdied = TRUE;
         }
-        else if (holdEffect == HOLD_EFFECT_FOCUS_SASH && BATTLER_MAX_HP(battlerDef))
+        else if (holdEffect == HOLD_EFFECT_FOCUS_SASH && IsBattlerAtMaxHp(battlerDef))
         {
             RecordItemEffectBattle(battlerDef, holdEffect);
             gSpecialStatuses[battlerDef].focusSashed = TRUE;
@@ -5997,7 +5997,7 @@ static void Cmd_moveend(void)
                 && gBattlerAttacker != gBattlerTarget
                 && GetBattlerSide(gBattlerAttacker) != GetBattlerSide(gBattlerTarget)
                 && MoveResultHasEffect(gBattlerTarget)
-                && TARGET_TURN_DAMAGED
+                && IsBattlerTurnDamaged(gBattlerTarget)
                 && gMovesInfo[gCurrentMove].power != 0
                 && CompareStat(gBattlerTarget, STAT_ATK, MAX_STAT_STAGE, CMP_LESS_THAN))
             {
@@ -6282,7 +6282,7 @@ static void Cmd_moveend(void)
             if (gBattlerAttacker != gBattlerTarget
                 && gMovesInfo[gCurrentMove].category != DAMAGE_CATEGORY_STATUS
                 && MoveResultHasEffect(gBattlerTarget)
-                && TARGET_TURN_DAMAGED)
+                && IsBattlerTurnDamaged(gBattlerTarget))
             {
                 gBattleStruct->timesGotHit[GetBattlerSide(gBattlerTarget)][gBattlerPartyIndexes[gBattlerTarget]]++;
             }
@@ -6563,7 +6563,7 @@ static void Cmd_moveend(void)
               && gBattleMons[gBattlerAttacker].item == ITEM_NONE
               && gBattleMons[gBattlerTarget].item != ITEM_NONE
               && IsBattlerAlive(gBattlerAttacker)
-              && TARGET_TURN_DAMAGED
+              && IsBattlerTurnDamaged(gBattlerTarget)
               && CanStealItem(gBattlerAttacker, gBattlerTarget, gBattleMons[gBattlerTarget].item)
               && !gSpecialStatuses[gBattlerAttacker].gemBoost   // In base game, gems are consumed after magician would activate.
               && !(gWishFutureKnock.knockedOffMons[GetBattlerSide(gBattlerTarget)] & (1u << gBattlerPartyIndexes[gBattlerTarget]))
@@ -6609,7 +6609,7 @@ static void Cmd_moveend(void)
                                 continue;
                             // Since we check if battler was damaged, we don't need to check move result.
                             // In fact, doing so actually prevents multi-target moves from activating eject button properly
-                            if (!BATTLER_TURN_DAMAGED(battler))
+                            if (!IsBattlerTurnDamaged(battler))
                                 continue;
                         }
                         else if (ejectPackBattlers & (1u << battler))
@@ -6704,7 +6704,7 @@ static void Cmd_moveend(void)
                         if (redCardBattlers & (1u << battler)
                           && IsBattlerAlive(battler)
                           && !DoesSubstituteBlockMove(gBattlerAttacker, battler, gCurrentMove)
-                          && BATTLER_TURN_DAMAGED(battler)
+                          && IsBattlerTurnDamaged(battler)
                           && CanBattlerSwitch(gBattlerAttacker))
                         {
                             gLastUsedItem = gBattleMons[battler].item;
@@ -6753,7 +6753,7 @@ static void Cmd_moveend(void)
                     // Attacker is mon who made contact, battler is mon with pickpocket
                     if (battler != gBattlerAttacker                                                     // Cannot pickpocket yourself
                       && GetBattlerAbility(battler) == ABILITY_PICKPOCKET                               // Target must have pickpocket ability
-                      && BATTLER_TURN_DAMAGED(battler)                                                  // Target needs to have been damaged
+                      && IsBattlerTurnDamaged(battler)                                                  // Target needs to have been damaged
                       && !DoesSubstituteBlockMove(gBattlerAttacker, battler, gCurrentMove)              // Subsitute unaffected
                       && IsBattlerAlive(battler)                                                        // Battler must be alive to pickpocket
                       && gBattleMons[battler].item == ITEM_NONE                                         // Pickpocketer can't have an item already
@@ -8514,7 +8514,7 @@ static bool32 TryCheekPouch(u32 battler, u32 itemId)
         && GetBattlerAbility(battler) == ABILITY_CHEEK_POUCH
         && !(gStatuses3[battler] & STATUS3_HEAL_BLOCK)
         && gBattleStruct->ateBerry[GetBattlerSide(battler)] & (1u << gBattlerPartyIndexes[battler])
-        && !BATTLER_MAX_HP(battler))
+        && !IsBattlerAtMaxHp(battler))
     {
         gBattleStruct->moveDamage[battler] = GetNonDynamaxMaxHP(battler) / 3;
         if (gBattleStruct->moveDamage[battler] == 0)
@@ -9585,7 +9585,7 @@ static void Cmd_various(void)
     case VARIOUS_JUMP_IF_FULL_HP:
     {
         VARIOUS_ARGS(const u8 *jumpInstr);
-        if (BATTLER_MAX_HP(battler))
+        if (IsBattlerAtMaxHp(battler))
             gBattlescriptCurrInstr = cmd->jumpInstr;
         else
             gBattlescriptCurrInstr = cmd->nextInstr;
@@ -9687,7 +9687,7 @@ static void Cmd_various(void)
     {
         VARIOUS_ARGS(const u8 *failInstr);
         if ((gStatuses3[battler] & (STATUS3_SEMI_INVULNERABLE | STATUS3_HEAL_BLOCK))
-            || BATTLER_MAX_HP(battler)
+            || IsBattlerAtMaxHp(battler)
             || !gBattleMons[battler].hp
             || !(IsBattlerGrounded(battler)))
         {
@@ -12696,7 +12696,7 @@ static void Cmd_tryKO(void)
         gSpecialStatuses[gBattlerTarget].focusBanded = TRUE;
         RecordItemEffectBattle(gBattlerTarget, holdEffect);
     }
-    else if (holdEffect == HOLD_EFFECT_FOCUS_SASH && BATTLER_MAX_HP(gBattlerTarget))
+    else if (holdEffect == HOLD_EFFECT_FOCUS_SASH && IsBattlerAtMaxHp(gBattlerTarget))
     {
         gSpecialStatuses[gBattlerTarget].focusSashed = TRUE;
         RecordItemEffectBattle(gBattlerTarget, holdEffect);
@@ -17238,7 +17238,7 @@ void BS_TryHealPulse(void)
 {
     NATIVE_ARGS(const u8 *failInstr);
 
-    if (BATTLER_MAX_HP(gBattlerTarget))
+    if (IsBattlerAtMaxHp(gBattlerTarget))
     {
         gBattlescriptCurrInstr = cmd->failInstr;
     }
@@ -17495,7 +17495,7 @@ void BS_TryActivateGulpMissile(void)
 
     if (MoveResultHasEffect(gBattlerTarget)
         && !gProtectStructs[gBattlerAttacker].confusionSelfDmg
-        && TARGET_TURN_DAMAGED
+        && IsBattlerTurnDamaged(gBattlerTarget)
         && gBattleMons[gBattlerTarget].species != SPECIES_CRAMORANT
         && GetBattlerAbility(gBattlerTarget) == ABILITY_GULP_MISSILE)
     {
@@ -17696,7 +17696,7 @@ void BS_TryHitSwitchTarget(void)
     if (IsBattlerAlive(gBattlerAttacker)
      && IsBattlerAlive(gBattlerTarget)
      && MoveResultHasEffect(gBattlerTarget)
-     && TARGET_TURN_DAMAGED
+     && IsBattlerTurnDamaged(gBattlerTarget)
      && gSpecialStatuses[gBattlerAttacker].parentalBondState != PARENTAL_BOND_1ST_HIT
      && GetBattlerAbility(gBattlerTarget) != ABILITY_GUARD_DOG)
     {
diff --git a/src/battle_util.c b/src/battle_util.c
index ced04e91d186..fe671a820443 100644
--- a/src/battle_util.c
+++ b/src/battle_util.c
@@ -2255,7 +2255,7 @@ u8 DoBattlerEndTurnEffects(void)
             else if (gBattleWeather & (B_WEATHER_HAIL | B_WEATHER_SNOW)
                   && ability == ABILITY_ICE_BODY
                   && !(gStatuses3[battler] & (STATUS3_UNDERGROUND | STATUS3_UNDERWATER))
-                  && !BATTLER_MAX_HP(battler)
+                  && !IsBattlerAtMaxHp(battler)
                   && !(gStatuses3[battler] & STATUS3_HEAL_BLOCK))
             {
                 gBattleScripting.battler = battler;
@@ -2282,7 +2282,7 @@ u8 DoBattlerEndTurnEffects(void)
             break;
         case ENDTURN_INGRAIN:  // ingrain
             if ((gStatuses3[battler] & STATUS3_ROOTED)
-             && !BATTLER_MAX_HP(battler)
+             && !IsBattlerAtMaxHp(battler)
              && !(gStatuses3[battler] & STATUS3_HEAL_BLOCK)
              && IsBattlerAlive(battler))
             {
@@ -2294,7 +2294,7 @@ u8 DoBattlerEndTurnEffects(void)
             break;
         case ENDTURN_AQUA_RING:  // aqua ring
             if ((gStatuses3[battler] & STATUS3_AQUA_RING)
-             && !BATTLER_MAX_HP(battler)
+             && !IsBattlerAtMaxHp(battler)
              && !(gStatuses3[battler] & STATUS3_HEAL_BLOCK)
              && IsBattlerAlive(battler))
             {
@@ -2372,7 +2372,7 @@ u8 DoBattlerEndTurnEffects(void)
             {
                 if (ability == ABILITY_POISON_HEAL)
                 {
-                    if (!BATTLER_MAX_HP(battler) && !(gStatuses3[battler] & STATUS3_HEAL_BLOCK))
+                    if (!IsBattlerAtMaxHp(battler) && !(gStatuses3[battler] & STATUS3_HEAL_BLOCK))
                     {
                         gBattleStruct->moveDamage[battler] = GetNonDynamaxMaxHP(battler) / 8;
                         if (gBattleStruct->moveDamage[battler] == 0)
@@ -2400,7 +2400,7 @@ u8 DoBattlerEndTurnEffects(void)
             {
                 if (ability == ABILITY_POISON_HEAL)
                 {
-                    if (!BATTLER_MAX_HP(battler) && !(gStatuses3[battler] & STATUS3_HEAL_BLOCK))
+                    if (!IsBattlerAtMaxHp(battler) && !(gStatuses3[battler] & STATUS3_HEAL_BLOCK))
                     {
                         gBattleStruct->moveDamage[battler] = GetNonDynamaxMaxHP(battler) / 8;
                         if (gBattleStruct->moveDamage[battler] == 0)
@@ -5148,7 +5148,7 @@ u32 AbilityBattleEffects(u32 caseID, u32 battler, u32 ability, u32 special, u32
             // Dry Skin works similarly to Rain Dish in Rain
             case ABILITY_RAIN_DISH:
                 if (IsBattlerWeatherAffected(battler, B_WEATHER_RAIN)
-                 && !BATTLER_MAX_HP(battler)
+                 && !IsBattlerAtMaxHp(battler)
                  && !(gStatuses3[battler] & STATUS3_HEAL_BLOCK))
                 {
                     BattleScriptPushCursorAndCallback(BattleScript_RainDishActivates);
@@ -5403,7 +5403,7 @@ u32 AbilityBattleEffects(u32 caseID, u32 battler, u32 ability, u32 special, u32
             {
             case MOVE_ABSORBED_BY_DRAIN_HP_ABILITY:
                 gBattleStruct->pledgeMove = FALSE;
-                if (BATTLER_MAX_HP(battler) || (B_HEAL_BLOCKING >= GEN_5 && gStatuses3[battler] & STATUS3_HEAL_BLOCK))
+                if (IsBattlerAtMaxHp(battler) || (B_HEAL_BLOCKING >= GEN_5 && gStatuses3[battler] & STATUS3_HEAL_BLOCK))
                 {
                     if ((gProtectStructs[gBattlerAttacker].notFirstStrike))
                         gBattlescriptCurrInstr = BattleScript_MonMadeMoveUseless;
@@ -5475,7 +5475,7 @@ u32 AbilityBattleEffects(u32 caseID, u32 battler, u32 ability, u32 special, u32
         {
         case ABILITY_JUSTIFIED:
             if (MoveResultHasEffect(battler)
-             && TARGET_TURN_DAMAGED
+             && IsBattlerTurnDamaged(gBattlerTarget)
              && IsBattlerAlive(battler)
              && moveType == TYPE_DARK
              && CompareStat(battler, STAT_ATK, MAX_STAT_STAGE, CMP_LESS_THAN))
@@ -5489,7 +5489,7 @@ u32 AbilityBattleEffects(u32 caseID, u32 battler, u32 ability, u32 special, u32
             break;
         case ABILITY_RATTLED:
             if (MoveResultHasEffect(battler)
-             && TARGET_TURN_DAMAGED
+             && IsBattlerTurnDamaged(gBattlerTarget)
              && IsBattlerAlive(battler)
              && (moveType == TYPE_DARK || moveType == TYPE_BUG || moveType == TYPE_GHOST)
              && CompareStat(battler, STAT_SPEED, MAX_STAT_STAGE, CMP_LESS_THAN))
@@ -5503,7 +5503,7 @@ u32 AbilityBattleEffects(u32 caseID, u32 battler, u32 ability, u32 special, u32
             break;
         case ABILITY_WATER_COMPACTION:
             if (MoveResultHasEffect(battler)
-             && TARGET_TURN_DAMAGED
+             && IsBattlerTurnDamaged(gBattlerTarget)
              && IsBattlerAlive(battler)
              && moveType == TYPE_WATER
              && CompareStat(battler, STAT_DEF, MAX_STAT_STAGE, CMP_LESS_THAN))
@@ -5518,7 +5518,7 @@ u32 AbilityBattleEffects(u32 caseID, u32 battler, u32 ability, u32 special, u32
         case ABILITY_STAMINA:
             if (MoveResultHasEffect(battler)
              && gBattlerAttacker != gBattlerTarget
-             && TARGET_TURN_DAMAGED
+             && IsBattlerTurnDamaged(gBattlerTarget)
              && IsBattlerAlive(battler)
              && CompareStat(battler, STAT_DEF, MAX_STAT_STAGE, CMP_LESS_THAN))
             {
@@ -5531,7 +5531,7 @@ u32 AbilityBattleEffects(u32 caseID, u32 battler, u32 ability, u32 special, u32
             break;
         case ABILITY_BERSERK:
             if (MoveResultHasEffect(battler)
-             && TARGET_TURN_DAMAGED
+             && IsBattlerTurnDamaged(gBattlerTarget)
              && IsBattlerAlive(battler)
              && HadMoreThanHalfHpNowDoesnt(battler)
              && (gMultiHitCounter == 0 || gMultiHitCounter == 1)
@@ -5548,7 +5548,7 @@ u32 AbilityBattleEffects(u32 caseID, u32 battler, u32 ability, u32 special, u32
         case ABILITY_EMERGENCY_EXIT:
         case ABILITY_WIMP_OUT:
             if (MoveResultHasEffect(battler)
-             && TARGET_TURN_DAMAGED
+             && IsBattlerTurnDamaged(gBattlerTarget)
              && IsBattlerAlive(battler)
             // Had more than half of hp before, now has less
              && HadMoreThanHalfHpNowDoesnt(battler)
@@ -5566,7 +5566,7 @@ u32 AbilityBattleEffects(u32 caseID, u32 battler, u32 ability, u32 special, u32
             break;
         case ABILITY_WEAK_ARMOR:
             if (MoveResultHasEffect(battler)
-             && TARGET_TURN_DAMAGED
+             && IsBattlerTurnDamaged(gBattlerTarget)
              && IsBattlerAlive(battler)
              && IS_MOVE_PHYSICAL(gCurrentMove)
              && (CompareStat(battler, STAT_SPEED, MAX_STAT_STAGE, CMP_LESS_THAN) // Don't activate if both Speed and Defense cannot be raised.
@@ -5582,7 +5582,7 @@ u32 AbilityBattleEffects(u32 caseID, u32 battler, u32 ability, u32 special, u32
             break;
         case ABILITY_CURSED_BODY:
             if (MoveResultHasEffect(battler)
-             && TARGET_TURN_DAMAGED
+             && IsBattlerTurnDamaged(gBattlerTarget)
              && gDisableStructs[gBattlerAttacker].disabledMove == MOVE_NONE
              && IsBattlerAlive(gBattlerAttacker)
              && !IsAbilityOnSide(gBattlerAttacker, ABILITY_AROMA_VEIL)
@@ -5602,7 +5602,7 @@ u32 AbilityBattleEffects(u32 caseID, u32 battler, u32 ability, u32 special, u32
         case ABILITY_MUMMY:
             if (MoveResultHasEffect(battler)
              && IsBattlerAlive(gBattlerAttacker)
-             && TARGET_TURN_DAMAGED
+             && IsBattlerTurnDamaged(gBattlerTarget)
              && GetBattlerHoldEffect(gBattlerAttacker, TRUE) != HOLD_EFFECT_PROTECTIVE_PADS
              && IsMoveMakingContact(move, gBattlerAttacker)
              && gBattleStruct->overwrittenAbilities[gBattlerAttacker] != GetBattlerAbility(gBattlerTarget)
@@ -5627,7 +5627,7 @@ u32 AbilityBattleEffects(u32 caseID, u32 battler, u32 ability, u32 special, u32
         case ABILITY_WANDERING_SPIRIT:
             if (MoveResultHasEffect(battler)
              && IsBattlerAlive(gBattlerAttacker)
-             && TARGET_TURN_DAMAGED
+             && IsBattlerTurnDamaged(gBattlerTarget)
              && GetBattlerHoldEffect(gBattlerAttacker, TRUE) != HOLD_EFFECT_PROTECTIVE_PADS
              && IsMoveMakingContact(move, gBattlerAttacker)
              && !(GetActiveGimmick(gBattlerTarget) == GIMMICK_DYNAMAX)
@@ -5651,7 +5651,7 @@ u32 AbilityBattleEffects(u32 caseID, u32 battler, u32 ability, u32 special, u32
         case ABILITY_ANGER_POINT:
             if (MoveResultHasEffect(battler)
              && gSpecialStatuses[battler].criticalHit
-             && TARGET_TURN_DAMAGED
+             && IsBattlerTurnDamaged(gBattlerTarget)
              && IsBattlerAlive(battler)
              && CompareStat(battler, STAT_ATK, MAX_STAT_STAGE, CMP_LESS_THAN))
             {
@@ -5665,7 +5665,7 @@ u32 AbilityBattleEffects(u32 caseID, u32 battler, u32 ability, u32 special, u32
             if (MoveResultHasEffect(battler)
              && move != MOVE_STRUGGLE
              && gMovesInfo[move].power != 0
-             && TARGET_TURN_DAMAGED
+             && IsBattlerTurnDamaged(gBattlerTarget)
              && !IS_BATTLER_OF_TYPE(battler, moveType)
              && moveType != TYPE_STELLAR
              && moveType != TYPE_MYSTERY
@@ -5684,7 +5684,7 @@ u32 AbilityBattleEffects(u32 caseID, u32 battler, u32 ability, u32 special, u32
              && IsBattlerAlive(gBattlerAttacker)
              && (CompareStat(gBattlerAttacker, STAT_SPEED, MIN_STAT_STAGE, CMP_GREATER_THAN) || GetBattlerAbility(gBattlerAttacker) == ABILITY_MIRROR_ARMOR)
              && !gProtectStructs[gBattlerAttacker].confusionSelfDmg
-             && TARGET_TURN_DAMAGED
+             && IsBattlerTurnDamaged(gBattlerTarget)
              && GetBattlerHoldEffect(gBattlerAttacker, TRUE) != HOLD_EFFECT_PROTECTIVE_PADS
              && IsMoveMakingContact(move, gBattlerAttacker))
             {
@@ -5701,7 +5701,7 @@ u32 AbilityBattleEffects(u32 caseID, u32 battler, u32 ability, u32 special, u32
             if (MoveResultHasEffect(gBattlerTarget)
              && IsBattlerAlive(gBattlerAttacker)
              && !gProtectStructs[gBattlerAttacker].confusionSelfDmg
-             && TARGET_TURN_DAMAGED
+             && IsBattlerTurnDamaged(gBattlerTarget)
              && GetBattlerHoldEffect(gBattlerAttacker, TRUE) != HOLD_EFFECT_PROTECTIVE_PADS
              && IsMoveMakingContact(move, gBattlerAttacker))
             {
@@ -5780,7 +5780,7 @@ u32 AbilityBattleEffects(u32 caseID, u32 battler, u32 ability, u32 special, u32
                  && MoveResultHasEffect(gBattlerTarget)
                  && IsBattlerAlive(gBattlerAttacker)
                  && !gProtectStructs[gBattlerAttacker].confusionSelfDmg
-                 && TARGET_TURN_DAMAGED
+                 && IsBattlerTurnDamaged(gBattlerTarget)
                  && CanBeSlept(gBattlerAttacker, ability, NOT_BLOCKED_BY_SLEEP_CLAUSE)
                  && GetBattlerHoldEffect(gBattlerAttacker, TRUE) != HOLD_EFFECT_PROTECTIVE_PADS
                  && IsMoveMakingContact(move, gBattlerAttacker))
@@ -5804,7 +5804,7 @@ u32 AbilityBattleEffects(u32 caseID, u32 battler, u32 ability, u32 special, u32
                 if (MoveResultHasEffect(gBattlerTarget)
                 && IsBattlerAlive(gBattlerAttacker)
                 && !gProtectStructs[gBattlerAttacker].confusionSelfDmg
-                && TARGET_TURN_DAMAGED
+                && IsBattlerTurnDamaged(gBattlerTarget)
                 && CanBePoisoned(gBattlerTarget, gBattlerAttacker, GetBattlerAbility(gBattlerAttacker))
                 && GetBattlerHoldEffect(gBattlerAttacker, TRUE) != HOLD_EFFECT_PROTECTIVE_PADS
                 && IsMoveMakingContact(move, gBattlerAttacker))
@@ -5825,7 +5825,7 @@ u32 AbilityBattleEffects(u32 caseID, u32 battler, u32 ability, u32 special, u32
                 if (MoveResultHasEffect(gBattlerTarget)
                 && IsBattlerAlive(gBattlerAttacker)
                 && !gProtectStructs[gBattlerAttacker].confusionSelfDmg
-                && TARGET_TURN_DAMAGED
+                && IsBattlerTurnDamaged(gBattlerTarget)
                 && CanBeParalyzed(gBattlerAttacker, GetBattlerAbility(gBattlerAttacker))
                 && GetBattlerHoldEffect(gBattlerAttacker, TRUE) != HOLD_EFFECT_PROTECTIVE_PADS
                 && IsMoveMakingContact(move, gBattlerAttacker))
@@ -5845,7 +5845,7 @@ u32 AbilityBattleEffects(u32 caseID, u32 battler, u32 ability, u32 special, u32
              && !gProtectStructs[gBattlerAttacker].confusionSelfDmg
              && GetBattlerHoldEffect(gBattlerAttacker, TRUE) != HOLD_EFFECT_PROTECTIVE_PADS
              && (IsMoveMakingContact(move, gBattlerAttacker))
-             && TARGET_TURN_DAMAGED
+             && IsBattlerTurnDamaged(gBattlerTarget)
              && CanBeBurned(gBattlerAttacker, GetBattlerAbility(gBattlerAttacker))
              && (B_ABILITY_TRIGGER_CHANCE >= GEN_4 ? RandomPercentage(RNG_FLAME_BODY, 30) : RandomChance(RNG_FLAME_BODY, 1, 3)))
             {
@@ -5861,7 +5861,7 @@ u32 AbilityBattleEffects(u32 caseID, u32 battler, u32 ability, u32 special, u32
             if (MoveResultHasEffect(gBattlerTarget)
              && IsBattlerAlive(gBattlerAttacker)
              && !gProtectStructs[gBattlerAttacker].confusionSelfDmg
-             && TARGET_TURN_DAMAGED
+             && IsBattlerTurnDamaged(gBattlerTarget)
              && IsBattlerAlive(gBattlerTarget)
              && (B_ABILITY_TRIGGER_CHANCE >= GEN_4 ? RandomPercentage(RNG_CUTE_CHARM, 30) : RandomChance(RNG_CUTE_CHARM, 1, 3))
              && !(gBattleMons[gBattlerAttacker].status2 & STATUS2_INFATUATION)
@@ -5878,7 +5878,7 @@ u32 AbilityBattleEffects(u32 caseID, u32 battler, u32 ability, u32 special, u32
             }
             break;
         case ABILITY_ILLUSION:
-            if (gBattleStruct->illusion[gBattlerTarget].on && !gBattleStruct->illusion[gBattlerTarget].broken && TARGET_TURN_DAMAGED)
+            if (gBattleStruct->illusion[gBattlerTarget].on && !gBattleStruct->illusion[gBattlerTarget].broken && IsBattlerTurnDamaged(gBattlerTarget))
             {
                 BattleScriptPushCursor();
                 gBattlescriptCurrInstr = BattleScript_IllusionOff;
@@ -5889,7 +5889,7 @@ u32 AbilityBattleEffects(u32 caseID, u32 battler, u32 ability, u32 special, u32
             if (MoveResultHasEffect(gBattlerTarget)
              && IsBattlerAlive(gBattlerAttacker)
              && !gProtectStructs[gBattlerAttacker].confusionSelfDmg
-             && TARGET_TURN_DAMAGED)
+             && IsBattlerTurnDamaged(gBattlerTarget))
             {
                 gEffectBattler = gBattlerTarget;
                 BattleScriptPushCursor();
@@ -5899,7 +5899,7 @@ u32 AbilityBattleEffects(u32 caseID, u32 battler, u32 ability, u32 special, u32
             break;
         case ABILITY_STEAM_ENGINE:
             if (MoveResultHasEffect(gBattlerTarget)
-             && TARGET_TURN_DAMAGED
+             && IsBattlerTurnDamaged(gBattlerTarget)
              && IsBattlerAlive(battler)
              && CompareStat(battler, STAT_SPEED, MAX_STAT_STAGE, CMP_LESS_THAN)
              && (moveType == TYPE_FIRE || moveType == TYPE_WATER))
@@ -5914,7 +5914,7 @@ u32 AbilityBattleEffects(u32 caseID, u32 battler, u32 ability, u32 special, u32
         case ABILITY_SAND_SPIT:
             if (MoveResultHasEffect(gBattlerTarget)
              && !gProtectStructs[gBattlerAttacker].confusionSelfDmg
-             && TARGET_TURN_DAMAGED
+             && IsBattlerTurnDamaged(gBattlerTarget)
              && !(gBattleWeather & B_WEATHER_SANDSTORM && WEATHER_HAS_EFFECT))
             {
                 if (gBattleWeather & B_WEATHER_PRIMAL_ANY && WEATHER_HAS_EFFECT)
@@ -5935,7 +5935,7 @@ u32 AbilityBattleEffects(u32 caseID, u32 battler, u32 ability, u32 special, u32
         case ABILITY_PERISH_BODY:
             if (MoveResultHasEffect(gBattlerTarget)
              && !gProtectStructs[gBattlerAttacker].confusionSelfDmg
-             && TARGET_TURN_DAMAGED
+             && IsBattlerTurnDamaged(gBattlerTarget)
              && IsBattlerAlive(battler)
              && GetBattlerHoldEffect(gBattlerAttacker, TRUE) != HOLD_EFFECT_PROTECTIVE_PADS
              && (IsMoveMakingContact(move, gBattlerAttacker))
@@ -5956,7 +5956,7 @@ u32 AbilityBattleEffects(u32 caseID, u32 battler, u32 ability, u32 special, u32
         case ABILITY_GULP_MISSILE:
             if (MoveResultHasEffect(gBattlerTarget)
              && !gProtectStructs[gBattlerAttacker].confusionSelfDmg
-             && TARGET_TURN_DAMAGED
+             && IsBattlerTurnDamaged(gBattlerTarget)
              && IsBattlerAlive(battler)
              && gBattleMons[gBattlerTarget].species != SPECIES_CRAMORANT)
             {
@@ -5987,7 +5987,7 @@ u32 AbilityBattleEffects(u32 caseID, u32 battler, u32 ability, u32 special, u32
         case ABILITY_SEED_SOWER:
             if (MoveResultHasEffect(gBattlerTarget)
              && !gProtectStructs[gBattlerAttacker].confusionSelfDmg
-             && TARGET_TURN_DAMAGED
+             && IsBattlerTurnDamaged(gBattlerTarget)
              && IsBattlerAlive(gBattlerTarget)
              && TryChangeBattleTerrain(gBattlerTarget, STATUS_FIELD_GRASSY_TERRAIN, &gFieldTimers.terrainTimer))
             {
@@ -5998,7 +5998,7 @@ u32 AbilityBattleEffects(u32 caseID, u32 battler, u32 ability, u32 special, u32
             break;
         case ABILITY_THERMAL_EXCHANGE:
             if (MoveResultHasEffect(gBattlerTarget)
-             && TARGET_TURN_DAMAGED
+             && IsBattlerTurnDamaged(gBattlerTarget)
              && IsBattlerAlive(gBattlerTarget)
              && CompareStat(gBattlerTarget, STAT_ATK, MAX_STAT_STAGE, CMP_LESS_THAN)
              && moveType == TYPE_FIRE)
@@ -6013,7 +6013,7 @@ u32 AbilityBattleEffects(u32 caseID, u32 battler, u32 ability, u32 special, u32
         case ABILITY_ANGER_SHELL:
             if (MoveResultHasEffect(gBattlerTarget)
              && !gProtectStructs[gBattlerAttacker].confusionSelfDmg
-             && TARGET_TURN_DAMAGED
+             && IsBattlerTurnDamaged(gBattlerTarget)
              && (gMultiHitCounter == 0 || gMultiHitCounter == 1) // Activates after all hits from a multi-hit move.
              && IsBattlerAlive(gBattlerTarget)
              && HadMoreThanHalfHpNowDoesnt(gBattlerTarget)
@@ -6031,7 +6031,7 @@ u32 AbilityBattleEffects(u32 caseID, u32 battler, u32 ability, u32 special, u32
         case ABILITY_ELECTROMORPHOSIS:
             if (MoveResultHasEffect(gBattlerTarget)
              && !gProtectStructs[gBattlerAttacker].confusionSelfDmg
-             && TARGET_TURN_DAMAGED
+             && IsBattlerTurnDamaged(gBattlerTarget)
              && IsBattlerAlive(gBattlerTarget))
             {
                 BattleScriptPushCursor();
@@ -6044,7 +6044,7 @@ u32 AbilityBattleEffects(u32 caseID, u32 battler, u32 ability, u32 special, u32
              && (!gBattleStruct->isSkyBattle)
              && !gProtectStructs[gBattlerAttacker].confusionSelfDmg
              && IS_MOVE_PHYSICAL(gCurrentMove)
-             && TARGET_TURN_DAMAGED
+             && IsBattlerTurnDamaged(gBattlerTarget)
              && (gSideTimers[GetBattlerSide(gBattlerAttacker)].toxicSpikesAmount != 2))
             {
                 SWAP(gBattlerAttacker, gBattlerTarget, i);
@@ -6065,7 +6065,7 @@ u32 AbilityBattleEffects(u32 caseID, u32 battler, u32 ability, u32 special, u32
              && CanBePoisoned(gBattlerAttacker, gBattlerTarget, GetBattlerAbility(gBattlerTarget))
              && GetBattlerHoldEffect(gBattlerAttacker, TRUE) != HOLD_EFFECT_PROTECTIVE_PADS
              && IsMoveMakingContact(move, gBattlerAttacker)
-             && TARGET_TURN_DAMAGED // Need to actually hit the target
+             && IsBattlerTurnDamaged(gBattlerTarget) // Need to actually hit the target
              && RandomPercentage(RNG_POISON_TOUCH, 30))
             {
                 gBattleScripting.moveEffect = MOVE_EFFECT_POISON;
@@ -6081,7 +6081,7 @@ u32 AbilityBattleEffects(u32 caseID, u32 battler, u32 ability, u32 special, u32
              && IsBattlerAlive(gBattlerTarget)
              && !gProtectStructs[gBattlerAttacker].confusionSelfDmg
              && CanBePoisoned(gBattlerAttacker, gBattlerTarget, GetBattlerAbility(gBattlerTarget))
-             && TARGET_TURN_DAMAGED // Need to actually hit the target
+             && IsBattlerTurnDamaged(gBattlerTarget) // Need to actually hit the target
              && RandomWeighted(RNG_TOXIC_CHAIN, 7, 3))
             {
                 gBattleScripting.moveEffect = MOVE_EFFECT_TOXIC;
@@ -6097,7 +6097,7 @@ u32 AbilityBattleEffects(u32 caseID, u32 battler, u32 ability, u32 special, u32
              && IsBattlerAlive(gBattlerTarget)
              && !gProtectStructs[gBattlerAttacker].confusionSelfDmg
              && RandomChance(RNG_STENCH, 1, 10)
-             && TARGET_TURN_DAMAGED
+             && IsBattlerTurnDamaged(gBattlerTarget)
              && !MoveHasAdditionalEffect(gCurrentMove, MOVE_EFFECT_FLINCH))
             {
                 gBattleScripting.moveEffect = MOVE_EFFECT_FLINCH;
@@ -6109,7 +6109,7 @@ u32 AbilityBattleEffects(u32 caseID, u32 battler, u32 ability, u32 special, u32
             break;
         case ABILITY_GULP_MISSILE:
             if ((gBattleMons[gBattlerAttacker].species == SPECIES_CRAMORANT)
-             && ((gCurrentMove == MOVE_SURF && TARGET_TURN_DAMAGED) || gStatuses3[gBattlerAttacker] & STATUS3_UNDERWATER)
+             && ((gCurrentMove == MOVE_SURF && IsBattlerTurnDamaged(gBattlerTarget)) || gStatuses3[gBattlerAttacker] & STATUS3_UNDERWATER)
              && TryBattleFormChange(gBattlerAttacker, FORM_CHANGE_BATTLE_HP_PERCENT))
             {
                 BattleScriptPushCursor();
@@ -6911,7 +6911,7 @@ static u8 TrySetEnigmaBerry(u32 battler)
 {
     if (IsBattlerAlive(battler)
      && !DoesSubstituteBlockMove(gBattlerAttacker, battler, gCurrentMove)
-     && ((BATTLER_TURN_DAMAGED(battler) && gBattleStruct->moveResultFlags[battler] & MOVE_RESULT_SUPER_EFFECTIVE) || gBattleScripting.overrideBerryRequirements)
+     && ((IsBattlerTurnDamaged(battler) && gBattleStruct->moveResultFlags[battler] & MOVE_RESULT_SUPER_EFFECTIVE) || gBattleScripting.overrideBerryRequirements)
      && !(gBattleScripting.overrideBerryRequirements && gBattleMons[battler].hp == gBattleMons[battler].maxHP)
      && (B_HEAL_BLOCKING < GEN_5 || !(gStatuses3[battler] & STATUS3_HEAL_BLOCK)))
     {
@@ -6935,7 +6935,7 @@ static u8 DamagedStatBoostBerryEffect(u32 battler, u8 statId, u8 category)
          || (!DoesSubstituteBlockMove(gBattlerAttacker, battler, gCurrentMove)
              && GetBattleMoveCategory(gCurrentMove) == category
              && battler != gBattlerAttacker
-             && BATTLER_TURN_DAMAGED(battler)))
+             && IsBattlerTurnDamaged(battler)))
         )
     {
         BufferStatChange(battler, statId, STRINGID_STATROSE);
@@ -7992,7 +7992,7 @@ u32 ItemBattleEffects(enum ItemEffect caseID, u32 battler, bool32 moveTurn)
                     atkHoldEffectParam *= 2;
                 if (gBattleStruct->moveDamage[battler] != 0  // Need to have done damage
                     && MoveResultHasEffect(gBattlerTarget)
-                    && TARGET_TURN_DAMAGED
+                    && IsBattlerTurnDamaged(gBattlerTarget)
                     && !gMovesInfo[gCurrentMove].ignoresKingsRock
                     && gBattleMons[gBattlerTarget].hp
                     && RandomPercentage(RNG_HOLD_EFFECT_FLINCH, atkHoldEffectParam)
@@ -8084,7 +8084,7 @@ u32 ItemBattleEffects(enum ItemEffect caseID, u32 battler, bool32 moveTurn)
             switch (battlerHoldEffect)
             {
             case HOLD_EFFECT_AIR_BALLOON:
-                if (TARGET_TURN_DAMAGED)
+                if (IsBattlerTurnDamaged(gBattlerTarget))
                 {
                     effect = ITEM_EFFECT_OTHER;
                     BattleScriptPushCursor();
@@ -8092,7 +8092,7 @@ u32 ItemBattleEffects(enum ItemEffect caseID, u32 battler, bool32 moveTurn)
                 }
                 break;
             case HOLD_EFFECT_ROCKY_HELMET:
-                if (TARGET_TURN_DAMAGED
+                if (IsBattlerTurnDamaged(gBattlerTarget)
                     && GetBattlerHoldEffect(gBattlerAttacker, TRUE) != HOLD_EFFECT_PROTECTIVE_PADS
                     && IsMoveMakingContact(gCurrentMove, gBattlerAttacker)
                     && IsBattlerAlive(gBattlerAttacker)
@@ -8110,7 +8110,7 @@ u32 ItemBattleEffects(enum ItemEffect caseID, u32 battler, bool32 moveTurn)
                 break;
             case HOLD_EFFECT_WEAKNESS_POLICY:
                 if (IsBattlerAlive(battler)
-                    && TARGET_TURN_DAMAGED
+                    && IsBattlerTurnDamaged(gBattlerTarget)
                     && gBattleStruct->moveResultFlags[gBattlerTarget] & MOVE_RESULT_SUPER_EFFECTIVE)
                 {
                     effect = ITEM_STATS_CHANGE;
@@ -8120,7 +8120,7 @@ u32 ItemBattleEffects(enum ItemEffect caseID, u32 battler, bool32 moveTurn)
                 break;
             case HOLD_EFFECT_SNOWBALL:
                 if (IsBattlerAlive(battler)
-                    && TARGET_TURN_DAMAGED
+                    && IsBattlerTurnDamaged(gBattlerTarget)
                     && moveType == TYPE_ICE)
                 {
                     effect = ITEM_STATS_CHANGE;
@@ -8131,7 +8131,7 @@ u32 ItemBattleEffects(enum ItemEffect caseID, u32 battler, bool32 moveTurn)
                 break;
             case HOLD_EFFECT_LUMINOUS_MOSS:
                 if (IsBattlerAlive(battler)
-                    && TARGET_TURN_DAMAGED
+                    && IsBattlerTurnDamaged(gBattlerTarget)
                     && moveType == TYPE_WATER)
                 {
                     effect = ITEM_STATS_CHANGE;
@@ -8142,7 +8142,7 @@ u32 ItemBattleEffects(enum ItemEffect caseID, u32 battler, bool32 moveTurn)
                 break;
             case HOLD_EFFECT_CELL_BATTERY:
                 if (IsBattlerAlive(battler)
-                    && TARGET_TURN_DAMAGED
+                    && IsBattlerTurnDamaged(gBattlerTarget)
                     && moveType == TYPE_ELECTRIC)
                 {
                     effect = ITEM_STATS_CHANGE;
@@ -8153,7 +8153,7 @@ u32 ItemBattleEffects(enum ItemEffect caseID, u32 battler, bool32 moveTurn)
                 break;
             case HOLD_EFFECT_ABSORB_BULB:
                 if (IsBattlerAlive(battler)
-                    && TARGET_TURN_DAMAGED
+                    && IsBattlerTurnDamaged(gBattlerTarget)
                     && moveType == TYPE_WATER)
                 {
                     effect = ITEM_STATS_CHANGE;
@@ -8167,7 +8167,7 @@ u32 ItemBattleEffects(enum ItemEffect caseID, u32 battler, bool32 moveTurn)
                 break;
             case HOLD_EFFECT_JABOCA_BERRY:  // consume and damage attacker if used physical move
                 if (IsBattlerAlive(battler)
-                 && TARGET_TURN_DAMAGED
+                 && IsBattlerTurnDamaged(gBattlerTarget)
                  && !DoesSubstituteBlockMove(gBattlerAttacker, battler, gCurrentMove)
                  && IS_MOVE_PHYSICAL(gCurrentMove)
                  && GetBattlerAbility(gBattlerAttacker) != ABILITY_MAGIC_GUARD)
@@ -8187,7 +8187,7 @@ u32 ItemBattleEffects(enum ItemEffect caseID, u32 battler, bool32 moveTurn)
                 break;
             case HOLD_EFFECT_ROWAP_BERRY:  // consume and damage attacker if used special move
                 if (IsBattlerAlive(battler)
-                 && TARGET_TURN_DAMAGED
+                 && IsBattlerTurnDamaged(gBattlerTarget)
                  && !DoesSubstituteBlockMove(gBattlerAttacker, battler, gCurrentMove)
                  && IS_MOVE_SPECIAL(gCurrentMove)
                  && GetBattlerAbility(gBattlerAttacker) != ABILITY_MAGIC_GUARD)
@@ -8224,7 +8224,7 @@ u32 ItemBattleEffects(enum ItemEffect caseID, u32 battler, bool32 moveTurn)
                 }
                 break;
             case HOLD_EFFECT_STICKY_BARB:
-                if (TARGET_TURN_DAMAGED
+                if (IsBattlerTurnDamaged(gBattlerTarget)
                    && MoveResultHasEffect(gBattlerTarget)
                    && GetBattlerHoldEffect(gBattlerAttacker, TRUE) != HOLD_EFFECT_PROTECTIVE_PADS
                    && IsMoveMakingContact(gCurrentMove, gBattlerAttacker)
@@ -10101,7 +10101,7 @@ static inline uq4_12_t GetDefenderAbilitiesModifier(u32 move, u32 moveType, u32
     {
     case ABILITY_MULTISCALE:
     case ABILITY_SHADOW_SHIELD:
-        if (BATTLER_MAX_HP(battlerDef))
+        if (IsBattlerAtMaxHp(battlerDef))
             return UQ_4_12(0.5);
         break;
     case ABILITY_FILTER: