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https://github.com/Ninjdai1/pokeemerald.git
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fix z stat-boosts
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parent
5fd468f507
commit
9b5aee3b93
@ -9214,9 +9214,12 @@ BattleScript_ZMoveActivateDamaging::
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return
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BattleScript_ZMoveActivateStatus::
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savetarget
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printstring STRINGID_ZPOWERSURROUNDS
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playanimation BS_ATTACKER, B_ANIM_ZMOVE_ACTIVATE, NULL
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setzeffect
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restoretarget
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copybyte sSTATCHANGER, sSAVED_STAT_CHANGER
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return
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BattleScript_ZEffectPrintString::
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@ -9232,9 +9235,10 @@ BattleScript_RecoverHPZMove::
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return
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BattleScript_StatUpZMove::
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statbuffchange STAT_BUFF_ALLOW_PTR, BattleScript_StatUpZMoveEnd
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jumpifbyte CMP_EQUAL, cMULTISTRING_CHOOSER, 0x2, BattleScript_StatUpZMoveEnd
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playanimation BS_SCRIPTING, B_ANIM_STATS_CHANGE, sB_ANIM_ARG1
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statbuffchange MOVE_EFFECT_AFFECTS_USER | STAT_BUFF_ALLOW_PTR, BattleScript_StatUpZMoveEnd
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jumpifbyte CMP_EQUAL, cMULTISTRING_CHOOSER, B_MSG_STAT_WONT_INCREASE, BattleScript_StatUpZMoveEnd
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setgraphicalstatchangevalues
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playanimation BS_ATTACKER, B_ANIM_STATS_CHANGE, sB_ANIM_ARG1
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printstring STRINGID_ZMOVESTATUP
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waitmessage 0x40
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printfromtable gStatUpStringIds
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@ -582,7 +582,9 @@ void SetZEffect(void)
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gBattleStruct->zmove.effect = Z_EFFECT_ATK_UP_1;
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}
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gBattleScripting.savedStatChanger = gBattleScripting.statChanger; // save used move's stat changer (e.g. for Z-Growl)
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gBattleScripting.battler = gBattlerAttacker;
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switch (gBattleStruct->zmove.effect)
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{
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case Z_EFFECT_RESET_STATS:
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@ -639,42 +641,18 @@ void SetZEffect(void)
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gBattleCommunication[MULTISTRING_CHOOSER] = MULTISTRING_Z_HP_TRAP;
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gBattlescriptCurrInstr = BattleScript_ZEffectPrintString;
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break;
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case Z_EFFECT_ATK_UP_1:
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case Z_EFFECT_DEF_UP_1:
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case Z_EFFECT_SPD_UP_1:
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case Z_EFFECT_SPATK_UP_1:
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case Z_EFFECT_SPDEF_UP_1:
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case Z_EFFECT_ACC_UP_1:
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case Z_EFFECT_EVSN_UP_1:
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case Z_EFFECT_ATK_UP_1 ... Z_EFFECT_EVSN_UP_1:
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SET_STATCHANGER(gBattleStruct->zmove.effect - Z_EFFECT_ATK_UP_1 + 1, 1, FALSE);
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gBattleScripting.animArg1 = 0xE + (gBattleStruct->zmove.effect - Z_EFFECT_ATK_UP_1 + 1);
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gBattleScripting.animArg2 = 0;
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BattleScriptPush(gBattlescriptCurrInstr + Z_EFFECT_BS_LENGTH);
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gBattlescriptCurrInstr = BattleScript_StatUpZMove;
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break;
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case Z_EFFECT_ATK_UP_2:
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case Z_EFFECT_DEF_UP_2:
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case Z_EFFECT_SPD_UP_2:
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case Z_EFFECT_SPATK_UP_2:
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case Z_EFFECT_SPDEF_UP_2:
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case Z_EFFECT_ACC_UP_2:
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case Z_EFFECT_EVSN_UP_2:
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case Z_EFFECT_ATK_UP_2 ... Z_EFFECT_EVSN_UP_2:
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SET_STATCHANGER(gBattleStruct->zmove.effect - Z_EFFECT_ATK_UP_2 + 1, 2, FALSE);
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gBattleScripting.animArg1 = 0xE + (gBattleStruct->zmove.effect - Z_EFFECT_ATK_UP_2 + 1);
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gBattleScripting.animArg2 = 0;
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BattleScriptPush(gBattlescriptCurrInstr + Z_EFFECT_BS_LENGTH);
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gBattlescriptCurrInstr = BattleScript_StatUpZMove;
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break;
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case Z_EFFECT_ATK_UP_3:
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case Z_EFFECT_DEF_UP_3:
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case Z_EFFECT_SPD_UP_3:
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case Z_EFFECT_SPATK_UP_3:
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case Z_EFFECT_SPDEF_UP_3:
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case Z_EFFECT_ACC_UP_3:
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case Z_EFFECT_EVSN_UP_3:
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case Z_EFFECT_ATK_UP_3 ... Z_EFFECT_EVSN_UP_3:
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SET_STATCHANGER(gBattleStruct->zmove.effect - Z_EFFECT_ATK_UP_3 + 1, 3, FALSE);
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gBattleScripting.animArg1 = 0xE + (gBattleStruct->zmove.effect - Z_EFFECT_ATK_UP_3 + 1);
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gBattleScripting.animArg2 = 0;
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BattleScriptPush(gBattlescriptCurrInstr + Z_EFFECT_BS_LENGTH);
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gBattlescriptCurrInstr = BattleScript_StatUpZMove;
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break;
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