Fix Aftermath on fainted

This commit is contained in:
DizzyEggg 2020-07-26 12:32:02 +02:00
parent 14daa9f4a5
commit 1ad76ff3d2

View File

@ -3730,6 +3730,7 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u8 ability, u8 special, u16 moveA
if (!IsAbilityOnField(ABILITY_DAMP)
&& !(gMoveResultFlags & MOVE_RESULT_NO_EFFECT)
&& gBattleMons[gBattlerTarget].hp == 0
&& IsBattlerAlive(gBattlerAttacker)
&& IsMoveMakingContact(move, gBattlerAttacker))
{
gBattleMoveDamage = gBattleMons[gBattlerAttacker].maxHP / 4;
@ -3742,7 +3743,8 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u8 ability, u8 special, u16 moveA
break;
case ABILITY_INNARDS_OUT:
if (!(gMoveResultFlags & MOVE_RESULT_NO_EFFECT)
&& gBattleMons[gBattlerTarget].hp == 0)
&& gBattleMons[gBattlerTarget].hp == 0
&& IsBattlerAlive(gBattlerAttacker))
{
gBattleMoveDamage = gSpecialStatuses[gBattlerTarget].dmg;
BattleScriptPushCursor();