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https://github.com/Ninjdai1/pokeemerald.git
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Rename some STAT_CHANGE macros
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73b96fe145
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5fd44d1e74
@ -2232,7 +2232,7 @@ BattleScript_EffectMemento::
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waitanimation
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jumpifstatus2 BS_TARGET, STATUS2_SUBSTITUTE, BattleScript_EffectMementoPrintNoEffect
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setbyte sSTAT_ANIM_PLAYED, FALSE
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playstatchangeanimation BS_TARGET, BIT_ATK | BIT_SPATK, STAT_CHANGE_NEGATIVE | STAT_CHANGE_BY_TWO | STAT_CHANGE_SKIP_NEXT_ANIM
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playstatchangeanimation BS_TARGET, BIT_ATK | BIT_SPATK, STAT_CHANGE_NEGATIVE | STAT_CHANGE_BY_TWO | STAT_CHANGE_MULTIPLE_STATS
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playstatchangeanimation BS_TARGET, BIT_ATK, STAT_CHANGE_NEGATIVE | STAT_CHANGE_BY_TWO
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setstatchanger STAT_ATK, 2, TRUE
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statbuffchange STAT_BUFF_ALLOW_PTR, BattleScript_EffectMementoTrySpAtk
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@ -2677,7 +2677,7 @@ BattleScript_TickleDoMoveAnim::
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attackanimation
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waitanimation
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setbyte sSTAT_ANIM_PLAYED, FALSE
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playstatchangeanimation BS_TARGET, BIT_ATK | BIT_DEF, STAT_CHANGE_NEGATIVE | STAT_CHANGE_SKIP_NEXT_ANIM
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playstatchangeanimation BS_TARGET, BIT_ATK | BIT_DEF, STAT_CHANGE_NEGATIVE | STAT_CHANGE_MULTIPLE_STATS
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playstatchangeanimation BS_TARGET, BIT_ATK, STAT_CHANGE_NEGATIVE
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setstatchanger STAT_ATK, 1, TRUE
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statbuffchange STAT_BUFF_ALLOW_PTR, BattleScript_TickleTryLowerDef
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@ -3635,15 +3635,15 @@ BattleScript_PrintMonIsRooted::
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BattleScript_AtkDefDown::
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setbyte sSTAT_ANIM_PLAYED, FALSE
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playstatchangeanimation BS_ATTACKER, BIT_DEF | BIT_ATK, STAT_CHANGE_IGNORE_ABILITY | STAT_CHANGE_NEGATIVE | STAT_CHANGE_SKIP_NEXT_ANIM
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playstatchangeanimation BS_ATTACKER, BIT_ATK, STAT_CHANGE_IGNORE_ABILITY | STAT_CHANGE_NEGATIVE
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playstatchangeanimation BS_ATTACKER, BIT_DEF | BIT_ATK, STAT_CHANGE_CANT_PREVENT | STAT_CHANGE_NEGATIVE | STAT_CHANGE_MULTIPLE_STATS
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playstatchangeanimation BS_ATTACKER, BIT_ATK, STAT_CHANGE_CANT_PREVENT | STAT_CHANGE_NEGATIVE
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setstatchanger STAT_ATK, 1, TRUE
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statbuffchange MOVE_EFFECT_AFFECTS_USER | MOVE_EFFECT_CERTAIN | STAT_BUFF_ALLOW_PTR, BattleScript_82DB144
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jumpifbyte CMP_EQUAL, cMULTISTRING_CHOOSER, 0x2, BattleScript_82DB144
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printfromtable gStatDownStringIds
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waitmessage 0x40
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BattleScript_82DB144::
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playstatchangeanimation BS_ATTACKER, BIT_DEF, STAT_CHANGE_IGNORE_ABILITY | STAT_CHANGE_NEGATIVE
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playstatchangeanimation BS_ATTACKER, BIT_DEF, STAT_CHANGE_CANT_PREVENT | STAT_CHANGE_NEGATIVE
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setstatchanger STAT_DEF, 1, TRUE
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statbuffchange MOVE_EFFECT_AFFECTS_USER | MOVE_EFFECT_CERTAIN | STAT_BUFF_ALLOW_PTR, BattleScript_82DB167
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jumpifbyte CMP_EQUAL, cMULTISTRING_CHOOSER, 0x2, BattleScript_82DB167
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@ -3709,7 +3709,7 @@ BattleScript_OneHitKOMsg::
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BattleScript_SAtkDown2::
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setbyte sSTAT_ANIM_PLAYED, FALSE
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playstatchangeanimation BS_ATTACKER, BIT_SPATK, STAT_CHANGE_IGNORE_ABILITY | STAT_CHANGE_NEGATIVE | STAT_CHANGE_BY_TWO
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playstatchangeanimation BS_ATTACKER, BIT_SPATK, STAT_CHANGE_CANT_PREVENT | STAT_CHANGE_NEGATIVE | STAT_CHANGE_BY_TWO
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setstatchanger STAT_SPATK, 2, TRUE
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statbuffchange MOVE_EFFECT_AFFECTS_USER | MOVE_EFFECT_CERTAIN | STAT_BUFF_ALLOW_PTR, BattleScript_SAtkDown2End
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jumpifbyte CMP_EQUAL, cMULTISTRING_CHOOSER, 0x2, BattleScript_SAtkDown2End
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@ -99,8 +99,8 @@
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// stat change flags for Cmd_playstatchangeanimation
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#define STAT_CHANGE_NEGATIVE 0x1
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#define STAT_CHANGE_BY_TWO 0x2
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#define STAT_CHANGE_SKIP_NEXT_ANIM 0x4
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#define STAT_CHANGE_IGNORE_ABILITY 0x8
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#define STAT_CHANGE_MULTIPLE_STATS 0x4
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#define STAT_CHANGE_CANT_PREVENT 0x8
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// stat flags for Cmd_playstatchangeanimation
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#define BIT_HP 0x1
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@ -4393,7 +4393,7 @@ static void Cmd_playstatchangeanimation(void)
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{
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if (statsToCheck & 1)
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{
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if (gBattlescriptCurrInstr[3] & STAT_CHANGE_IGNORE_ABILITY)
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if (gBattlescriptCurrInstr[3] & STAT_CHANGE_CANT_PREVENT)
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{
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if (gBattleMons[gActiveBattler].statStages[currStat] > 0)
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{
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@ -4452,7 +4452,7 @@ static void Cmd_playstatchangeanimation(void)
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}
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}
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if (gBattlescriptCurrInstr[3] & STAT_CHANGE_SKIP_NEXT_ANIM && changeableStatsCount < 2)
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if (gBattlescriptCurrInstr[3] & STAT_CHANGE_MULTIPLE_STATS && changeableStatsCount < 2)
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{
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gBattlescriptCurrInstr += 4;
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}
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@ -4460,7 +4460,7 @@ static void Cmd_playstatchangeanimation(void)
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{
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BtlController_EmitBattleAnimation(0, B_ANIM_STATS_CHANGE, statAnimId);
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MarkBattlerForControllerExec(gActiveBattler);
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if (gBattlescriptCurrInstr[3] & STAT_CHANGE_SKIP_NEXT_ANIM && changeableStatsCount > 1)
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if (gBattlescriptCurrInstr[3] & STAT_CHANGE_MULTIPLE_STATS && changeableStatsCount > 1)
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gBattleScripting.statAnimPlayed = TRUE;
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gBattlescriptCurrInstr += 4;
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}
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