Forgot to clear the primal weathers in some places

This commit is contained in:
LOuroboros 2021-10-07 00:41:33 -03:00
parent 2b32581c14
commit 7548e74013
2 changed files with 19 additions and 1 deletions

View File

@ -737,6 +737,9 @@ BattleScript_EffectPartingShotSwitch:
getswitchedmondata BS_ATTACKER
switchindataupdate BS_ATTACKER
hpthresholds BS_ATTACKER
trytoclearprimalweather
printstring STRINGID_EMPTYSTRING3
waitmessage 1
printstring STRINGID_SWITCHINMON
switchinanim BS_ATTACKER, TRUE
waitstate
@ -1789,6 +1792,9 @@ BattleScript_EffectHealingWish:
getswitchedmondata BS_ATTACKER
switchindataupdate BS_ATTACKER
hpthresholds BS_ATTACKER
trytoclearprimalweather
printstring STRINGID_EMPTYSTRING3
waitmessage 1
printstring STRINGID_SWITCHINMON
switchinanim BS_ATTACKER, TRUE
waitstate
@ -2148,6 +2154,9 @@ BattleScript_EffectHitEscape:
getswitchedmondata BS_ATTACKER
switchindataupdate BS_ATTACKER
hpthresholds BS_ATTACKER
trytoclearprimalweather
printstring STRINGID_EMPTYSTRING3
waitmessage 1
printstring STRINGID_SWITCHINMON
switchinanim BS_ATTACKER, TRUE
waitstate
@ -4026,6 +4035,9 @@ BattleScript_EffectBatonPass::
getswitchedmondata BS_ATTACKER
switchindataupdate BS_ATTACKER
hpthresholds BS_ATTACKER
trytoclearprimalweather
printstring STRINGID_EMPTYSTRING3
waitmessage 1
printstring STRINGID_SWITCHINMON
switchinanim BS_ATTACKER, TRUE
waitstate
@ -5862,6 +5874,9 @@ BattleScript_RoarSuccessSwitch::
call BattleScript_RoarSuccessRet
getswitchedmondata BS_TARGET
switchindataupdate BS_TARGET
trytoclearprimalweather
printstring STRINGID_EMPTYSTRING3
waitmessage 1
switchinanim BS_TARGET, FALSE
waitstate
printstring STRINGID_PKMNWASDRAGGEDOUT
@ -8535,6 +8550,9 @@ BattleScript_EjectButtonActivates::
getswitchedmondata BS_SCRIPTING
switchindataupdate BS_SCRIPTING
hpthresholds BS_SCRIPTING
trytoclearprimalweather
printstring STRINGID_EMPTYSTRING3
waitmessage 1
printstring 0x3
switchinanim BS_SCRIPTING 0x1
waitstate

View File

@ -8775,7 +8775,7 @@ static void Cmd_various(void)
}
gFieldStatuses &= ~STATUS_FIELD_TERRAIN_ANY; // remove the terrain
break;
case VARIOUS_JUMP_IF_PRANKSTER_BLOCKED:
case VARIOUS_JUMP_IF_PRANKSTER_BLOCKED:
if (BlocksPrankster(gCurrentMove, gBattlerAttacker, gActiveBattler))
gBattlescriptCurrInstr = T1_READ_PTR(gBattlescriptCurrInstr + 3);
else