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Add Harvest
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@ -4528,6 +4528,12 @@ BattleScript_RainDishActivates::
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datahpupdate BS_ATTACKER
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end3
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BattleScript_HarvestActivates::
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pause 0x5
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printstring STRINGID_HARVESTBERRY
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waitmessage 0x40
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end3
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BattleScript_SolarPowerActivates::
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orword gHitMarker, HITMARKER_IGNORE_SUBSTITUTE | HITMARKER_x100000
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healthbarupdate BS_ATTACKER
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@ -323,5 +323,6 @@ extern const u8 BattleScript_MummyActivates[];
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extern const u8 BattleScript_WeakArmorActivates[];
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extern const u8 BattleScript_FellStingerRaisesStat[];
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extern const u8 BattleScript_SnowWarningActivates[];
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extern const u8 BattleScript_HarvestActivates[];
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#endif // GUARD_BATTLE_SCRIPTS_H
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@ -610,7 +610,7 @@ static const u8 sText_IceBodyHpGain[] = _("{B_ATK_NAME_WITH_PREFIX}’s {B_ATK_A
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static const u8 sText_SnowWarningHail[] = _("It started to hail!");
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static const u8 sText_FriskActivates[] = _("{B_ATK_NAME_WITH_PREFIX} frisked {B_DEF_NAME_WITH_PREFIX} and\nfound its {B_LAST_ITEM}!");
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static const u8 sText_UnnerveEnters[] = _("{B_ATK_NAME_WITH_PREFIX} is too nervous to eat Berries!");
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static const u8 sText_HarvestBerry[] = _("{B_ATK_NAME_WITH_PREFIX} harvested its {B_LAST_ITEM}!");
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static const u8 sText_HarvestBerry[] = _("{B_ATK_NAME_WITH_PREFIX} harvested\nits {B_LAST_ITEM}!");
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static const u8 sText_MoxieAtkRise[] = _("{B_ATK_NAME_WITH_PREFIX}’s {B_ATK_ABILITY} raised its Attack!");
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static const u8 sText_MagicBounceActivates[] = _("The {B_DEF_NAME_WITH_PREFIX} bounced the\n{B_ATK_NAME_WITH_PREFIX} back!");
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static const u8 sText_ProteanTypeChange[] = _("{B_ATK_NAME_WITH_PREFIX}’s {B_ATK_ABILITY} transformed\nit into the {B_BUFF1} type!");
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@ -2587,6 +2587,18 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u8 ability, u8 special, u16 moveA
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gBattlerAttacker = battler;
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switch (gLastUsedAbility)
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{
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case ABILITY_HARVEST:
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if (((WEATHER_HAS_EFFECT && gBattleWeather & WEATHER_SUN_ANY) || Random() % 2 == 0)
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&& gBattleMons[battler].item == ITEM_NONE
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&& gBattleStruct->changedItems[battler] == ITEM_NONE
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&& ItemId_GetPocket(gBattleStruct->usedHeldItems[battler]) == POCKET_BERRIES)
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{
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gLastUsedItem = gBattleStruct->changedItems[battler] = gBattleStruct->usedHeldItems[battler];
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gBattleStruct->usedHeldItems[battler] = ITEM_NONE;
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BattleScriptPushCursorAndCallback(BattleScript_HarvestActivates);
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effect++;
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}
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break;
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case ABILITY_RAIN_DISH:
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if (WEATHER_HAS_EFFECT
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&& (gBattleWeather & WEATHER_RAIN_ANY)
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