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fix eject button
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parent
5c5276b04d
commit
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@ -8057,7 +8057,6 @@ BattleScript_RedCardSuctionCups:
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return
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BattleScript_EjectButtonActivates::
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jumpifcantswitch BS_SCRIPTING, BattleScript_EjectButtonEnd
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makevisible BS_ATTACKER
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playanimation BS_SCRIPTING, B_ANIM_HELD_ITEM_EFFECT, NULL
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printstring STRINGID_EJECTBUTTONACTIVATE
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@ -5070,11 +5070,12 @@ static void Cmd_moveend(void)
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case MOVEEND_EJECT_BUTTON:
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if (gCurrentMove != MOVE_DRAGON_TAIL
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&& gCurrentMove != MOVE_CIRCLE_THROW
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&& !(gMoveResultFlags & MOVE_RESULT_NO_EFFECT)
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&& IsBattlerAlive(gBattlerAttacker)
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&& !TestSheerForceFlag(gBattlerAttacker, gCurrentMove)
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&& (GetBattlerSide(gBattlerAttacker) == B_SIDE_PLAYER || (gBattleTypeFlags & BATTLE_TYPE_TRAINER)))
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{
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// Since we check if battler was damaged, we don't need to check move result.
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// In fact, doing so actually prevents multi-target moves from activating eject button properly
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u8 battlers[4] = {0, 1, 2, 3};
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SortBattlersBySpeed(battlers, FALSE);
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for (i = 0; i < gBattlersCount; i++)
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@ -5106,7 +5107,7 @@ static void Cmd_moveend(void)
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&& IsBattlerAlive(gBattlerAttacker)
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&& !TestSheerForceFlag(gBattlerAttacker, gCurrentMove))
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{
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// since we check if battler was damaged, we don't need to check move result.
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// Since we check if battler was damaged, we don't need to check move result.
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// In fact, doing so actually prevents multi-target moves from activating red card properly
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u8 battlers[4] = {0, 1, 2, 3};
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SortBattlersBySpeed(battlers, FALSE);
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