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syntax fixes. add B_PRANKSTER_DARK_TYPES check to perish song
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@ -8153,8 +8153,8 @@ BattleScript_EjectPackActivates::
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BattleScript_DarkTypePreventsPrankster::
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BattleScript_DarkTypePreventsPrankster::
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attackstring
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attackstring
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ppreduce
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ppreduce
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pause 0x20
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pause B_WAIT_TIME_SHORT
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printstring STRINGID_ITDOESNTAFFECT
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printstring STRINGID_ITDOESNTAFFECT
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waitmessage 0x40
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waitmessage B_WAIT_TIME_LONG
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orhalfword gMoveResultFlags, MOVE_RESULT_NO_EFFECT
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orhalfword gMoveResultFlags, MOVE_RESULT_NO_EFFECT
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goto BattleScript_MoveEnd
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goto BattleScript_MoveEnd
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@ -5046,7 +5046,7 @@ static void Cmd_moveend(void)
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MoveValuesCleanUp();
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MoveValuesCleanUp();
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gBattleScripting.moveEffect = gBattleScripting.savedMoveEffect;
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gBattleScripting.moveEffect = gBattleScripting.savedMoveEffect;
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BattleScriptPush(gBattleScriptsForMoveEffects[gBattleMoves[gCurrentMove].effect]);
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BattleScriptPush(gBattleScriptsForMoveEffects[gBattleMoves[gCurrentMove].effect]);
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gBattleStruct->atkCancellerTracker = 0; // run all cancellers on next target
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gBattleStruct->atkCancellerTracker = 0; // Run all cancellers on next target
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gBattlescriptCurrInstr = BattleScript_FlushMessageBox;
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gBattlescriptCurrInstr = BattleScript_FlushMessageBox;
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return;
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return;
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}
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}
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@ -10730,7 +10730,11 @@ static void Cmd_trysetperishsong(void)
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{
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{
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if (gStatuses3[i] & STATUS3_PERISH_SONG
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if (gStatuses3[i] & STATUS3_PERISH_SONG
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|| gBattleMons[i].ability == ABILITY_SOUNDPROOF
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|| gBattleMons[i].ability == ABILITY_SOUNDPROOF
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|| (i != gBattlerAttacker && GetBattlerAbility(gBattlerAttacker) == ABILITY_PRANKSTER && IS_BATTLER_OF_TYPE(i, TYPE_DARK)))
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|| (B_PRANKSTER_DARK_TYPES >= GEN_7
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&& i != gBattlerAttacker
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&& GetBattlerAbility(gBattlerAttacker) == ABILITY_PRANKSTER
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&& IS_BATTLER_OF_TYPE(i, TYPE_DARK))
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)
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{
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{
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notAffectedCount++;
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notAffectedCount++;
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}
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}
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@ -3424,7 +3424,7 @@ u8 AtkCanceller_UnableToUseMove(void)
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&& GetBattlerAbility(gBattlerTarget) != ABILITY_MAGIC_BOUNCE) // Magic bounce will bounce back prankster'd status move instead of blocking it
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&& GetBattlerAbility(gBattlerTarget) != ABILITY_MAGIC_BOUNCE) // Magic bounce will bounce back prankster'd status move instead of blocking it
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{
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{
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if (!(gBattleTypeFlags & BATTLE_TYPE_DOUBLE) || !(gBattleMoves[gCurrentMove].target & (MOVE_TARGET_BOTH | MOVE_TARGET_FOES_AND_ALLY)))
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if (!(gBattleTypeFlags & BATTLE_TYPE_DOUBLE) || !(gBattleMoves[gCurrentMove].target & (MOVE_TARGET_BOTH | MOVE_TARGET_FOES_AND_ALLY)))
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CancelMultiTurnMoves(gBattlerAttacker); // don't cancel moves that can hit two targets bc one target might not be protected
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CancelMultiTurnMoves(gBattlerAttacker); // Don't cancel moves that can hit two targets bc one target might not be protected
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gBattleScripting.battler = gBattlerAbility = gBattlerTarget;
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gBattleScripting.battler = gBattlerAbility = gBattlerTarget;
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gBattlescriptCurrInstr = BattleScript_DarkTypePreventsPrankster;
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gBattlescriptCurrInstr = BattleScript_DarkTypePreventsPrankster;
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effect = 1;
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effect = 1;
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