Follow Me/Rage Powder effect on target goes away once affected by Sky Drop

This commit is contained in:
W1serV1ser 2022-01-04 12:33:31 -08:00
parent e0f7e7a2d9
commit 66faa6aa15

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@ -9060,6 +9060,11 @@ static void Cmd_various(void)
gBattleMons[gBattlerTarget].status2 &= ~(STATUS2_BIDE); gBattleMons[gBattlerTarget].status2 &= ~(STATUS2_BIDE);
gDisableStructs[gBattlerTarget].rolloutTimer = 0; gDisableStructs[gBattlerTarget].rolloutTimer = 0;
gDisableStructs[gBattlerTarget].furyCutterCounter = 0; gDisableStructs[gBattlerTarget].furyCutterCounter = 0;
// End any Follow Me/Rage Powder effects caused by the target
if (gSideTimers[GetBattlerSide(gBattlerTarget)].followmeTimer != 0 && gSideTimers[GetBattlerSide(gBattlerTarget)].followmeTarget == gBattlerTarget)
SideTimers[GetBattlerSide(gBattlerTarget)].followmeTimer = 0;
break; break;
case VARIOUS_CLEAR_SKY_DROP: case VARIOUS_CLEAR_SKY_DROP:
// Check to see if the initial target of this Sky Drop fainted before the 2nd turn of Sky Drop. // Check to see if the initial target of this Sky Drop fainted before the 2nd turn of Sky Drop.