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More review changes and added lackings
-Removed unnecessary special handling of terrain-inducing overworld weather states from ChangeTypeBasedOnTerrain. -Mimicry now activates normally for terrain-inducing overworld weather states. -Weather abilities now activate normally when switchineffects is called, and at the beginning of a battle. -Terrain abilities now activate normally at the beginning of a battle.
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@ -8629,6 +8629,7 @@ BattleScript_TerrainSeedLoop_NextBattler:
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addbyte gBattlerTarget, 0x1
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jumpifbytenotequal gBattlerTarget, gBattlersCount, BattleScript_TerrainSeedLoopIter
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restoretarget
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call BattleScript_ActivateSwitchInAbilities
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return
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BattleScript_ActivateSwitchInAbilities:
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@ -3720,6 +3720,10 @@ static void TryDoEventsBeforeFirstTurn(void)
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gBattlerAttacker = gBattlerByTurnOrder[gBattleStruct->switchInAbilitiesCounter++];
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if (AbilityBattleEffects(ABILITYEFFECT_ON_SWITCHIN, gBattlerAttacker, 0, 0, 0) != 0)
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return;
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if (gBattleWeather & B_WEATHER_ANY && WEATHER_HAS_EFFECT && AbilityBattleEffects(ABILITYEFFECT_ON_WEATHER, gActiveBattler, 0, 0, 0) != 0)
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return;
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if (gFieldStatuses & STATUS_FIELD_TERRAIN_ANY && AbilityBattleEffects(ABILITYEFFECT_ON_TERRAIN, gActiveBattler, 0, 0, 0) != 0)
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return;
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}
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if (AbilityBattleEffects(ABILITYEFFECT_TRACE1, 0, 0, 0, 0) != 0)
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return;
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@ -6785,6 +6785,7 @@ static void Cmd_switchineffects(void)
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gDisableStructs[gActiveBattler].truantSwitchInHack = 0;
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if (AbilityBattleEffects(ABILITYEFFECT_ON_SWITCHIN, gActiveBattler, 0, 0, 0)
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|| (gBattleWeather & B_WEATHER_ANY && WEATHER_HAS_EFFECT && AbilityBattleEffects(ABILITYEFFECT_ON_WEATHER, gActiveBattler, 0, 0, 0))
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|| (gFieldStatuses & STATUS_FIELD_TERRAIN_ANY && AbilityBattleEffects(ABILITYEFFECT_ON_TERRAIN, gActiveBattler, 0, 0, 0))
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|| ItemBattleEffects(ITEMEFFECT_ON_SWITCH_IN, gActiveBattler, FALSE)
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|| AbilityBattleEffects(ABILITYEFFECT_TRACE2, 0, 0, 0, 0)
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@ -4298,10 +4298,6 @@ static u8 ForewarnChooseMove(u32 battler)
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bool8 ChangeTypeBasedOnTerrain(u8 battlerId)
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{
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u8 battlerType;
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u16 terrainFlags = VarGet(VAR_TERRAIN) & STATUS_FIELD_TERRAIN_ANY;
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if (terrainFlags && gFieldStatuses & STATUS_FIELD_TERRAIN_ANY)
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gFieldStatuses = terrainFlags | STATUS_FIELD_TERRAIN_PERMANENT; // terrain is permanent
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if (gFieldStatuses & STATUS_FIELD_ELECTRIC_TERRAIN)
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battlerType = TYPE_ELECTRIC;
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