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https://github.com/Ninjdai1/pokeemerald.git
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STAT_ANIM constant usage
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@ -192,14 +192,26 @@ u8 GetBattlerSpriteDefault_Y(u8 battlerId);
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u8 GetSubstituteSpriteDefault_Y(u8 battlerId);
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u8 GetSubstituteSpriteDefault_Y(u8 battlerId);
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// battle_anim_status_effects.c
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// battle_anim_status_effects.c
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#define STAT_ANIM_PLUS1 15
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#define STAT_ANIM_PLUS1 14
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#define STAT_ANIM_PLUS2 39
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#define STAT_ANIM_PLUS2 38
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#define STAT_ANIM_MINUS1 22
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#define STAT_ANIM_MINUS1 21
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#define STAT_ANIM_MINUS2 46
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#define STAT_ANIM_MINUS2 45
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#define STAT_ANIM_MULTIPLE_PLUS1 55
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#define STAT_ANIM_MULTIPLE_PLUS1 55
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#define STAT_ANIM_MULTIPLE_PLUS2 56
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#define STAT_ANIM_MULTIPLE_PLUS2 56
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#define STAT_ANIM_MULTIPLE_MINUS1 57
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#define STAT_ANIM_MULTIPLE_MINUS1 57
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#define STAT_ANIM_MULTIPLE_MINUS2 58
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#define STAT_ANIM_MULTIPLE_MINUS2 58
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enum {
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STAT_ANIM_PAL_ATK,
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STAT_ANIM_PAL_DEF,
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STAT_ANIM_PAL_ACC,
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STAT_ANIM_PAL_SPEED,
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STAT_ANIM_PAL_EVASION,
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STAT_ANIM_PAL_SPATK,
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STAT_ANIM_PAL_SPDEF,
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STAT_ANIM_PAL_MULTIPLE = 0xFF
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};
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void LaunchStatusAnimation(u8 battlerId, u8 statusAnimId);
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void LaunchStatusAnimation(u8 battlerId, u8 statusAnimId);
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// battle_anim_ground.c
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// battle_anim_ground.c
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@ -480,8 +480,6 @@ static void AnimTask_FrozenIceCube_Step4(u8 taskId)
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}
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}
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}
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}
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#define CASE(by, stat) case (STAT_ANIM_##by + stat - 1)
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void AnimTask_StatsChange(u8 taskId)
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void AnimTask_StatsChange(u8 taskId)
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{
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{
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bool16 goesDown = FALSE;
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bool16 goesDown = FALSE;
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@ -490,42 +488,42 @@ void AnimTask_StatsChange(u8 taskId)
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switch (gBattleSpritesDataPtr->animationData->animArg)
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switch (gBattleSpritesDataPtr->animationData->animArg)
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{
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{
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CASE(PLUS1, STAT_ATK): goesDown = FALSE; animStatId = 0; break;
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case STAT_ANIM_PLUS1 + STAT_ATK: goesDown = FALSE; animStatId = STAT_ANIM_PAL_ATK; break;
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CASE(PLUS1, STAT_DEF): goesDown = FALSE; animStatId = 1; break;
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case STAT_ANIM_PLUS1 + STAT_DEF: goesDown = FALSE; animStatId = STAT_ANIM_PAL_DEF; break;
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CASE(PLUS1, STAT_SPEED): goesDown = FALSE; animStatId = 3; break;
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case STAT_ANIM_PLUS1 + STAT_SPEED: goesDown = FALSE; animStatId = STAT_ANIM_PAL_SPEED; break;
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CASE(PLUS1, STAT_SPATK): goesDown = FALSE; animStatId = 5; break;
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case STAT_ANIM_PLUS1 + STAT_SPATK: goesDown = FALSE; animStatId = STAT_ANIM_PAL_SPATK; break;
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CASE(PLUS1, STAT_SPDEF): goesDown = FALSE; animStatId = 6; break;
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case STAT_ANIM_PLUS1 + STAT_SPDEF: goesDown = FALSE; animStatId = STAT_ANIM_PAL_SPDEF; break;
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CASE(PLUS1, STAT_ACC): goesDown = FALSE; animStatId = 2; break;
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case STAT_ANIM_PLUS1 + STAT_ACC: goesDown = FALSE; animStatId = STAT_ANIM_PAL_ACC; break;
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CASE(PLUS1, STAT_EVASION): goesDown = FALSE; animStatId = 4; break;
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case STAT_ANIM_PLUS1 + STAT_EVASION: goesDown = FALSE; animStatId = STAT_ANIM_PAL_EVASION; break;
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CASE(MINUS1, STAT_ATK): goesDown = TRUE; animStatId = 0; break;
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case STAT_ANIM_MINUS1 + STAT_ATK: goesDown = TRUE; animStatId = STAT_ANIM_PAL_ATK; break;
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CASE(MINUS1, STAT_DEF): goesDown = TRUE; animStatId = 1; break;
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case STAT_ANIM_MINUS1 + STAT_DEF: goesDown = TRUE; animStatId = STAT_ANIM_PAL_DEF; break;
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CASE(MINUS1, STAT_SPEED): goesDown = TRUE; animStatId = 3; break;
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case STAT_ANIM_MINUS1 + STAT_SPEED: goesDown = TRUE; animStatId = STAT_ANIM_PAL_SPEED; break;
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CASE(MINUS1, STAT_SPATK): goesDown = TRUE; animStatId = 5; break;
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case STAT_ANIM_MINUS1 + STAT_SPATK: goesDown = TRUE; animStatId = STAT_ANIM_PAL_SPATK; break;
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CASE(MINUS1, STAT_SPDEF): goesDown = TRUE; animStatId = 6; break;
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case STAT_ANIM_MINUS1 + STAT_SPDEF: goesDown = TRUE; animStatId = STAT_ANIM_PAL_SPDEF; break;
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CASE(MINUS1, STAT_ACC): goesDown = TRUE; animStatId = 2; break;
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case STAT_ANIM_MINUS1 + STAT_ACC: goesDown = TRUE; animStatId = STAT_ANIM_PAL_ACC; break;
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CASE(MINUS1, STAT_EVASION): goesDown = TRUE; animStatId = 4; break;
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case STAT_ANIM_MINUS1 + STAT_EVASION: goesDown = TRUE; animStatId = STAT_ANIM_PAL_EVASION; break;
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CASE(PLUS2, STAT_ATK): goesDown = FALSE; animStatId = 0; sharply = TRUE; break;
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case STAT_ANIM_PLUS2 + STAT_ATK: goesDown = FALSE; animStatId = STAT_ANIM_PAL_ATK; sharply = TRUE; break;
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CASE(PLUS2, STAT_DEF): goesDown = FALSE; animStatId = 1; sharply = TRUE; break;
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case STAT_ANIM_PLUS2 + STAT_DEF: goesDown = FALSE; animStatId = STAT_ANIM_PAL_DEF; sharply = TRUE; break;
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CASE(PLUS2, STAT_SPEED): goesDown = FALSE; animStatId = 3; sharply = TRUE; break;
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case STAT_ANIM_PLUS2 + STAT_SPEED: goesDown = FALSE; animStatId = STAT_ANIM_PAL_SPEED; sharply = TRUE; break;
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CASE(PLUS2, STAT_SPATK): goesDown = FALSE; animStatId = 5; sharply = TRUE; break;
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case STAT_ANIM_PLUS2 + STAT_SPATK: goesDown = FALSE; animStatId = STAT_ANIM_PAL_SPATK; sharply = TRUE; break;
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CASE(PLUS2, STAT_SPDEF): goesDown = FALSE; animStatId = 6; sharply = TRUE; break;
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case STAT_ANIM_PLUS2 + STAT_SPDEF: goesDown = FALSE; animStatId = STAT_ANIM_PAL_SPDEF; sharply = TRUE; break;
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CASE(PLUS2, STAT_ACC): goesDown = FALSE; animStatId = 2; sharply = TRUE; break;
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case STAT_ANIM_PLUS2 + STAT_ACC: goesDown = FALSE; animStatId = STAT_ANIM_PAL_ACC; sharply = TRUE; break;
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CASE(PLUS2, STAT_EVASION): goesDown = FALSE; animStatId = 4; sharply = TRUE; break;
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case STAT_ANIM_PLUS2 + STAT_EVASION: goesDown = FALSE; animStatId = STAT_ANIM_PAL_EVASION; sharply = TRUE; break;
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CASE(MINUS2, STAT_ATK): goesDown = TRUE; animStatId = 0; sharply = TRUE; break;
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case STAT_ANIM_MINUS2 + STAT_ATK: goesDown = TRUE; animStatId = STAT_ANIM_PAL_ATK; sharply = TRUE; break;
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CASE(MINUS2, STAT_DEF): goesDown = TRUE; animStatId = 1; sharply = TRUE; break;
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case STAT_ANIM_MINUS2 + STAT_DEF: goesDown = TRUE; animStatId = STAT_ANIM_PAL_DEF; sharply = TRUE; break;
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CASE(MINUS2, STAT_SPEED): goesDown = TRUE; animStatId = 3; sharply = TRUE; break;
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case STAT_ANIM_MINUS2 + STAT_SPEED: goesDown = TRUE; animStatId = STAT_ANIM_PAL_SPEED; sharply = TRUE; break;
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CASE(MINUS2, STAT_SPATK): goesDown = TRUE; animStatId = 5; sharply = TRUE; break;
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case STAT_ANIM_MINUS2 + STAT_SPATK: goesDown = TRUE; animStatId = STAT_ANIM_PAL_SPATK; sharply = TRUE; break;
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CASE(MINUS2, STAT_SPDEF): goesDown = TRUE; animStatId = 6; sharply = TRUE; break;
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case STAT_ANIM_MINUS2 + STAT_SPDEF: goesDown = TRUE; animStatId = STAT_ANIM_PAL_SPDEF; sharply = TRUE; break;
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CASE(MINUS2, STAT_ACC): goesDown = TRUE; animStatId = 2; sharply = TRUE; break;
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case STAT_ANIM_MINUS2 + STAT_ACC: goesDown = TRUE; animStatId = STAT_ANIM_PAL_ACC; sharply = TRUE; break;
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CASE(MINUS2, STAT_EVASION): goesDown = TRUE; animStatId = 4; sharply = TRUE; break;
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case STAT_ANIM_MINUS2 + STAT_EVASION: goesDown = TRUE; animStatId = STAT_ANIM_PAL_EVASION; sharply = TRUE; break;
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case STAT_ANIM_MULTIPLE_PLUS1: goesDown = FALSE; animStatId = 0xFF; sharply = FALSE; break;
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case STAT_ANIM_MULTIPLE_PLUS1: goesDown = FALSE; animStatId = STAT_ANIM_PAL_MULTIPLE; sharply = FALSE; break;
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case STAT_ANIM_MULTIPLE_PLUS2: goesDown = FALSE; animStatId = 0xFF; sharply = TRUE; break;
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case STAT_ANIM_MULTIPLE_PLUS2: goesDown = FALSE; animStatId = STAT_ANIM_PAL_MULTIPLE; sharply = TRUE; break;
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case STAT_ANIM_MULTIPLE_MINUS1: goesDown = TRUE; animStatId = 0xFF; sharply = FALSE; break;
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case STAT_ANIM_MULTIPLE_MINUS1: goesDown = TRUE; animStatId = STAT_ANIM_PAL_MULTIPLE; sharply = FALSE; break;
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case STAT_ANIM_MULTIPLE_MINUS2: goesDown = TRUE; animStatId = 0xFF; sharply = TRUE; break;
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case STAT_ANIM_MULTIPLE_MINUS2: goesDown = TRUE; animStatId = STAT_ANIM_PAL_MULTIPLE; sharply = TRUE; break;
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default:
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default:
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DestroyAnimVisualTask(taskId);
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DestroyAnimVisualTask(taskId);
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@ -538,7 +536,7 @@ void AnimTask_StatsChange(u8 taskId)
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gBattleAnimArgs[3] = 0;
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gBattleAnimArgs[3] = 0;
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gBattleAnimArgs[4] = sharply;
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gBattleAnimArgs[4] = sharply;
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gTasks[taskId].func = InitStatsChangeAnimation;
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gTasks[taskId].func = InitStatsChangeAnimation;
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InitStatsChangeAnimation(taskId);
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gTasks[taskId].func(taskId);
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}
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}
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#undef CASE
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#undef CASE
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@ -393,7 +393,7 @@ void InitStatsChangeAnimation(u8 taskId)
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u8 i;
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u8 i;
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sAnimStatsChangeData = AllocZeroed(sizeof(struct AnimStatsChangeData));
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sAnimStatsChangeData = AllocZeroed(sizeof(struct AnimStatsChangeData));
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for (i = 0; i < 8; i++)
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for (i = 0; i < ARRAY_COUNT(sAnimStatsChangeData->data); i++)
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sAnimStatsChangeData->data[i] = gBattleAnimArgs[i];
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sAnimStatsChangeData->data[i] = gBattleAnimArgs[i];
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gTasks[taskId].func = StatsChangeAnimation_Step1;
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gTasks[taskId].func = StatsChangeAnimation_Step1;
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@ -477,28 +477,29 @@ static void StatsChangeAnimation_Step2(u8 taskId)
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AnimLoadCompressedBgGfx(animBgData.bgId, gBattleStatMask_Gfx, animBgData.tilesOffset);
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AnimLoadCompressedBgGfx(animBgData.bgId, gBattleStatMask_Gfx, animBgData.tilesOffset);
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switch (sAnimStatsChangeData->data[1])
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switch (sAnimStatsChangeData->data[1])
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{
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{
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case 0:
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case STAT_ANIM_PAL_ATK:
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LoadCompressedPalette(gBattleStatMask2_Pal, BG_PLTT_ID(animBgData.paletteId), PLTT_SIZE_4BPP);
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LoadCompressedPalette(gBattleStatMask2_Pal, BG_PLTT_ID(animBgData.paletteId), PLTT_SIZE_4BPP);
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break;
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break;
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case 1:
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case STAT_ANIM_PAL_DEF:
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LoadCompressedPalette(gBattleStatMask1_Pal, BG_PLTT_ID(animBgData.paletteId), PLTT_SIZE_4BPP);
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LoadCompressedPalette(gBattleStatMask1_Pal, BG_PLTT_ID(animBgData.paletteId), PLTT_SIZE_4BPP);
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break;
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break;
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case 2:
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case STAT_ANIM_PAL_ACC:
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LoadCompressedPalette(gBattleStatMask3_Pal, BG_PLTT_ID(animBgData.paletteId), PLTT_SIZE_4BPP);
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LoadCompressedPalette(gBattleStatMask3_Pal, BG_PLTT_ID(animBgData.paletteId), PLTT_SIZE_4BPP);
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break;
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break;
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case 3:
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case STAT_ANIM_PAL_SPEED:
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LoadCompressedPalette(gBattleStatMask4_Pal, BG_PLTT_ID(animBgData.paletteId), PLTT_SIZE_4BPP);
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LoadCompressedPalette(gBattleStatMask4_Pal, BG_PLTT_ID(animBgData.paletteId), PLTT_SIZE_4BPP);
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break;
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break;
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case 4:
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case STAT_ANIM_PAL_EVASION:
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LoadCompressedPalette(gBattleStatMask6_Pal, BG_PLTT_ID(animBgData.paletteId), PLTT_SIZE_4BPP);
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LoadCompressedPalette(gBattleStatMask6_Pal, BG_PLTT_ID(animBgData.paletteId), PLTT_SIZE_4BPP);
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break;
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break;
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case 5:
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case STAT_ANIM_PAL_SPATK:
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LoadCompressedPalette(gBattleStatMask7_Pal, BG_PLTT_ID(animBgData.paletteId), PLTT_SIZE_4BPP);
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LoadCompressedPalette(gBattleStatMask7_Pal, BG_PLTT_ID(animBgData.paletteId), PLTT_SIZE_4BPP);
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break;
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break;
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case 6:
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case STAT_ANIM_PAL_SPDEF:
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LoadCompressedPalette(gBattleStatMask8_Pal, BG_PLTT_ID(animBgData.paletteId), PLTT_SIZE_4BPP);
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LoadCompressedPalette(gBattleStatMask8_Pal, BG_PLTT_ID(animBgData.paletteId), PLTT_SIZE_4BPP);
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break;
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break;
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default:
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default:
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// case STAT_ANIM_PAL_MULTIPLE:
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LoadCompressedPalette(gBattleStatMask5_Pal, BG_PLTT_ID(animBgData.paletteId), PLTT_SIZE_4BPP);
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LoadCompressedPalette(gBattleStatMask5_Pal, BG_PLTT_ID(animBgData.paletteId), PLTT_SIZE_4BPP);
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break;
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break;
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}
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}
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@ -4061,16 +4061,16 @@ static void Cmd_setgraphicalstatchangevalues(void)
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switch (GET_STAT_BUFF_VALUE2(gBattleScripting.statChanger))
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switch (GET_STAT_BUFF_VALUE2(gBattleScripting.statChanger))
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{
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{
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case SET_STAT_BUFF_VALUE(1): // +1
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case SET_STAT_BUFF_VALUE(1): // +1
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value = STAT_ANIM_PLUS1;
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value = STAT_ANIM_PLUS1 + 1;
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break;
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break;
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case SET_STAT_BUFF_VALUE(2): // +2
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case SET_STAT_BUFF_VALUE(2): // +2
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value = STAT_ANIM_PLUS2;
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value = STAT_ANIM_PLUS2 + 1;
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break;
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break;
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case SET_STAT_BUFF_VALUE(1) | STAT_BUFF_NEGATIVE: // -1
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case SET_STAT_BUFF_VALUE(1) | STAT_BUFF_NEGATIVE: // -1
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value = STAT_ANIM_MINUS1;
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value = STAT_ANIM_MINUS1 + 1;
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break;
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break;
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case SET_STAT_BUFF_VALUE(2) | STAT_BUFF_NEGATIVE: // -2
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case SET_STAT_BUFF_VALUE(2) | STAT_BUFF_NEGATIVE: // -2
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value = STAT_ANIM_MINUS2;
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value = STAT_ANIM_MINUS2 + 1;
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break;
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break;
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}
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}
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gBattleScripting.animArg1 = GET_STAT_BUFF_ID(gBattleScripting.statChanger) + value - 1;
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gBattleScripting.animArg1 = GET_STAT_BUFF_ID(gBattleScripting.statChanger) + value - 1;
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@ -4092,9 +4092,9 @@ static void Cmd_playstatchangeanimation(void)
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{
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{
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s16 startingStatAnimId;
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s16 startingStatAnimId;
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if (gBattlescriptCurrInstr[3] & STAT_CHANGE_BY_TWO)
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if (gBattlescriptCurrInstr[3] & STAT_CHANGE_BY_TWO)
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startingStatAnimId = STAT_ANIM_MINUS2 - 1;
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startingStatAnimId = STAT_ANIM_MINUS2;
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else
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else
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startingStatAnimId = STAT_ANIM_MINUS1 - 1;
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startingStatAnimId = STAT_ANIM_MINUS1;
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while (statsToCheck != 0)
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while (statsToCheck != 0)
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{
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{
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@ -4136,9 +4136,9 @@ static void Cmd_playstatchangeanimation(void)
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{
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{
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s16 startingStatAnimId;
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s16 startingStatAnimId;
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if (gBattlescriptCurrInstr[3] & STAT_CHANGE_BY_TWO)
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if (gBattlescriptCurrInstr[3] & STAT_CHANGE_BY_TWO)
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startingStatAnimId = STAT_ANIM_PLUS2 - 1;
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startingStatAnimId = STAT_ANIM_PLUS2;
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else
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else
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startingStatAnimId = STAT_ANIM_PLUS1 - 1;
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startingStatAnimId = STAT_ANIM_PLUS1;
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while (statsToCheck != 0)
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while (statsToCheck != 0)
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{
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{
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@ -374,7 +374,7 @@ void HandleAction_UseItem(void)
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gBattleTextBuff1[2]++;
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gBattleTextBuff1[2]++;
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}
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}
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gBattleScripting.animArg1 = gBattleTextBuff1[2] + 14;
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gBattleScripting.animArg1 = gBattleTextBuff1[2] + STAT_ANIM_PLUS1;
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gBattleScripting.animArg2 = 0;
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gBattleScripting.animArg2 = 0;
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}
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}
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break;
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break;
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@ -2625,7 +2625,7 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u8 ability, u8 special, u16 moveA
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if (gBattleMons[battler].statStages[STAT_SPEED] < MAX_STAT_STAGE && gDisableStructs[battler].isFirstTurn != 2)
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if (gBattleMons[battler].statStages[STAT_SPEED] < MAX_STAT_STAGE && gDisableStructs[battler].isFirstTurn != 2)
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{
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{
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gBattleMons[battler].statStages[STAT_SPEED]++;
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gBattleMons[battler].statStages[STAT_SPEED]++;
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gBattleScripting.animArg1 = 14 + STAT_SPEED;
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gBattleScripting.animArg1 = STAT_ANIM_PLUS1 + STAT_SPEED;
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gBattleScripting.animArg2 = 0;
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gBattleScripting.animArg2 = 0;
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BattleScriptPushCursorAndCallback(BattleScript_SpeedBoostActivates);
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BattleScriptPushCursorAndCallback(BattleScript_SpeedBoostActivates);
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gBattleScripting.battler = battler;
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gBattleScripting.battler = battler;
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@ -3229,7 +3229,7 @@ enum
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PREPARE_STAT_BUFFER(gBattleTextBuff1, stat); \
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PREPARE_STAT_BUFFER(gBattleTextBuff1, stat); \
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gEffectBattler = battlerId; \
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gEffectBattler = battlerId; \
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SET_STATCHANGER(stat, 1, FALSE); \
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SET_STATCHANGER(stat, 1, FALSE); \
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gBattleScripting.animArg1 = 14 + (stat); \
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gBattleScripting.animArg1 = STAT_ANIM_PLUS1 + (stat); \
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gBattleScripting.animArg2 = 0; \
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gBattleScripting.animArg2 = 0; \
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BattleScriptExecute(BattleScript_BerryStatRaiseEnd2); \
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BattleScriptExecute(BattleScript_BerryStatRaiseEnd2); \
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effect = ITEM_STATS_CHANGE; \
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effect = ITEM_STATS_CHANGE; \
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@ -3415,7 +3415,7 @@ u8 ItemBattleEffects(u8 caseID, u8 battlerId, bool8 moveTurn)
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PREPARE_STRING_BUFFER(gBattleTextBuff2, STRINGID_STATROSE); // Only the Attack stat-up berry has this
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PREPARE_STRING_BUFFER(gBattleTextBuff2, STRINGID_STATROSE); // Only the Attack stat-up berry has this
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gEffectBattler = battlerId;
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gEffectBattler = battlerId;
|
||||||
SET_STATCHANGER(STAT_ATK, 1, FALSE);
|
SET_STATCHANGER(STAT_ATK, 1, FALSE);
|
||||||
gBattleScripting.animArg1 = 14 + STAT_ATK;
|
gBattleScripting.animArg1 = STAT_ANIM_PLUS1 + STAT_ATK;
|
||||||
gBattleScripting.animArg2 = 0;
|
gBattleScripting.animArg2 = 0;
|
||||||
BattleScriptExecute(BattleScript_BerryStatRaiseEnd2);
|
BattleScriptExecute(BattleScript_BerryStatRaiseEnd2);
|
||||||
effect = ITEM_STATS_CHANGE;
|
effect = ITEM_STATS_CHANGE;
|
||||||
@ -3470,7 +3470,7 @@ u8 ItemBattleEffects(u8 caseID, u8 battlerId, bool8 moveTurn)
|
|||||||
|
|
||||||
gEffectBattler = battlerId;
|
gEffectBattler = battlerId;
|
||||||
SET_STATCHANGER(i + 1, 2, FALSE);
|
SET_STATCHANGER(i + 1, 2, FALSE);
|
||||||
gBattleScripting.animArg1 = 0x21 + i + 6;
|
gBattleScripting.animArg1 = STAT_ANIM_PLUS2 + (i + 1);
|
||||||
gBattleScripting.animArg2 = 0;
|
gBattleScripting.animArg2 = 0;
|
||||||
BattleScriptExecute(BattleScript_BerryStatRaiseEnd2);
|
BattleScriptExecute(BattleScript_BerryStatRaiseEnd2);
|
||||||
effect = ITEM_STATS_CHANGE;
|
effect = ITEM_STATS_CHANGE;
|
||||||
|
Loading…
Reference in New Issue
Block a user