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https://github.com/Ninjdai1/pokeemerald.git
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Implemented affection-now-friendship mechanics
This commit is contained in:
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@ -831,6 +831,7 @@ gBattleAnims_General::
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.4byte General_AquaRingHeal @ B_ANIM_AQUA_RING_HEAL
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.4byte General_BeakBlastSetUp @ B_ANIM_BEAK_BLAST_SETUP
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.4byte General_ShellTrapSetUp @ B_ANIM_SHELL_TRAP_SETUP
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.4byte General_AffectionHangedOn @ B_ANIM_AFFECTION_HANGED_ON
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.align 2
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gBattleAnims_Special::
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@ -24774,6 +24775,17 @@ PrimalReversionParticles:
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delay 3
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return
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General_AffectionHangedOn:: @ Shameless copy of General_HangedOn
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createsprite gSimplePaletteBlendSpriteTemplate, ANIM_ATTACKER, 0, 2, 7, 0, 9, RGB_RED
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playsewithpan SE_M_DRAGON_RAGE, SOUND_PAN_ATTACKER
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createvisualtask AnimTask_SlideMonForFocusBand, 5, 30, 128, 0, 1, 2, 0, 1
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waitforvisualfinish
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createsprite gSimplePaletteBlendSpriteTemplate, ANIM_ATTACKER, 0, 2, 4, 9, 0, RGB_RED
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waitforvisualfinish
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delay 6
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createsprite gSlideMonToOriginalPosSpriteTemplate, ANIM_ATTACKER, 0, 0, 0, 15
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end
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SnatchMoveTrySwapFromSubstitute:
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createvisualtask AnimTask_IsAttackerBehindSubstitute, 2
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jumprettrue SnatchMoveSwapSubstituteForMon
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@ -412,6 +412,61 @@ gBattleScriptsForMoveEffects::
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.4byte BattleScript_EffectCourtChange @ EFFECT_COURT_CHANGE
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.4byte BattleScript_EffectSteelBeam @ EFFECT_STEEL_BEAM
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BattleScript_AffectionBasedEndurance::
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playanimation BS_TARGET, B_ANIM_AFFECTION_HANGED_ON
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printstring STRINGID_TARGETTOUGHEDITOUT
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waitmessage B_WAIT_TIME_LONG
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return
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BattleScript_AffectionBasedStatusHeal::
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jumpifstatus BS_ATTACKER, STATUS1_POISON, BattleScript_AffectionBasedStatusHeal_Poison
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jumpifstatus BS_ATTACKER, STATUS1_TOXIC_POISON, BattleScript_AffectionBasedStatusHeal_Poison
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jumpifstatus BS_ATTACKER, STATUS1_SLEEP, BattleScript_AffectionBasedStatusHeal_Sleep
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jumpifstatus BS_ATTACKER, STATUS1_PARALYSIS, BattleScript_AffectionBasedStatusHeal_Paralysis
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jumpifstatus BS_ATTACKER, STATUS1_BURN, BattleScript_AffectionBasedStatusHeal_Burn
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jumpifstatus BS_ATTACKER, STATUS1_FREEZE, BattleScript_AffectionBasedStatusHeal_Freeze
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end2
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BattleScript_AffectionBasedStatusHeal_Poison:
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printstring STRINGID_ATTACKEREXPELLEDTHEPOISON
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waitmessage B_WAIT_TIME_LONG
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clearstatus BS_ATTACKER
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waitstate
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updatestatusicon BS_ATTACKER
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waitstate
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end2
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BattleScript_AffectionBasedStatusHeal_Sleep:
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printstring STRINGID_ATTACKERSHOOKITSELFAWAKE
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waitmessage B_WAIT_TIME_LONG
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clearstatus BS_ATTACKER
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waitstate
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updatestatusicon BS_ATTACKER
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waitstate
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end2
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BattleScript_AffectionBasedStatusHeal_Paralysis:
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printstring STRINGID_ATTACKERBROKETHROUGHPARALYSIS
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waitmessage B_WAIT_TIME_LONG
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clearstatus BS_ATTACKER
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waitstate
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updatestatusicon BS_ATTACKER
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waitstate
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end2
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BattleScript_AffectionBasedStatusHeal_Burn:
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printstring STRINGID_ATTACKERHEALEDITSBURN
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waitmessage B_WAIT_TIME_LONG
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clearstatus BS_ATTACKER
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waitstate
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updatestatusicon BS_ATTACKER
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waitstate
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end2
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BattleScript_AffectionBasedStatusHeal_Freeze:
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printstring STRINGID_ATTACKERMELTEDTHEICE
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waitmessage B_WAIT_TIME_LONG
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clearstatus BS_ATTACKER
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waitstate
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updatestatusicon BS_ATTACKER
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waitstate
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end2
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BattleScript_EffectSteelBeam::
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attackcanceler
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attackstring
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@ -184,6 +184,7 @@ struct SpecialStatus
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u8 physicalBattlerId;
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u8 specialBattlerId;
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u8 changedStatsBattlerId; // Battler that was responsible for the latest stat change. Can be self.
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bool8 affectionEndured:1;
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};
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struct SideTimer
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@ -420,5 +420,7 @@ extern const u8 BattleScript_MagicianActivates[];
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extern const u8 BattleScript_BeakBlastSetUp[];
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extern const u8 BattleScript_BeakBlastBurn[];
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extern const u8 BattleScript_DefDownSpeedUp[];
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extern const u8 BattleScript_AffectionBasedStatusHeal[];
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extern const u8 BattleScript_AffectionBasedEndurance[];
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#endif // GUARD_BATTLE_SCRIPTS_H
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@ -189,5 +189,6 @@ bool32 CanBeParalyzed(u8 battlerId);
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bool32 CanBeFrozen(u8 battlerId);
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bool32 CanBeConfused(u8 battlerId);
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bool32 IsBattlerTerrainAffected(u8 battlerId, u32 terrainFlag);
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u32 GetMonFriendshipScore(struct Pokemon *pokemon);
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#endif // GUARD_BATTLE_UTIL_H
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@ -248,16 +248,17 @@
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#define STATUS_FIELD_TERRAIN_ANY (STATUS_FIELD_GRASSY_TERRAIN | STATUS_FIELD_MISTY_TERRAIN | STATUS_FIELD_ELECTRIC_TERRAIN | STATUS_FIELD_PSYCHIC_TERRAIN)
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// Flags describing move's result
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#define MOVE_RESULT_MISSED (1 << 0)
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#define MOVE_RESULT_SUPER_EFFECTIVE (1 << 1)
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#define MOVE_RESULT_NOT_VERY_EFFECTIVE (1 << 2)
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#define MOVE_RESULT_DOESNT_AFFECT_FOE (1 << 3)
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#define MOVE_RESULT_ONE_HIT_KO (1 << 4)
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#define MOVE_RESULT_FAILED (1 << 5)
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#define MOVE_RESULT_FOE_ENDURED (1 << 6)
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#define MOVE_RESULT_FOE_HUNG_ON (1 << 7)
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#define MOVE_RESULT_STURDIED (1 << 8)
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#define MOVE_RESULT_NO_EFFECT (MOVE_RESULT_MISSED | MOVE_RESULT_DOESNT_AFFECT_FOE | MOVE_RESULT_FAILED)
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#define MOVE_RESULT_MISSED (1 << 0)
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#define MOVE_RESULT_SUPER_EFFECTIVE (1 << 1)
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#define MOVE_RESULT_NOT_VERY_EFFECTIVE (1 << 2)
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#define MOVE_RESULT_DOESNT_AFFECT_FOE (1 << 3)
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#define MOVE_RESULT_ONE_HIT_KO (1 << 4)
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#define MOVE_RESULT_FAILED (1 << 5)
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#define MOVE_RESULT_FOE_ENDURED (1 << 6)
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#define MOVE_RESULT_FOE_HUNG_ON (1 << 7)
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#define MOVE_RESULT_STURDIED (1 << 8)
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#define MOVE_RESULT_NO_EFFECT (MOVE_RESULT_MISSED | MOVE_RESULT_DOESNT_AFFECT_FOE | MOVE_RESULT_FAILED)
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#define MOVE_RESULT_FOE_ENDURED_AFFECTION (1 << 9)
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// Battle Weather flags
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#define B_WEATHER_RAIN_TEMPORARY (1 << 0)
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@ -534,6 +534,7 @@
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#define B_ANIM_AQUA_RING_HEAL 32
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#define B_ANIM_BEAK_BLAST_SETUP 33
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#define B_ANIM_SHELL_TRAP_SETUP 34
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#define B_ANIM_AFFECTION_HANGED_ON 35
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// special animations table (gBattleAnims_Special)
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#define B_ANIM_LVL_UP 0
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@ -254,6 +254,7 @@
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#define B_MULTI_BATTLE_WHITEOUT GEN_8 // In Gen4+, multi battles end when the Player and also their Partner don't have any more Pokémon to fight.
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#define B_EVOLUTION_AFTER_WHITEOUT GEN_6 // In Gen6+, Pokemon that qualify for evolution after battle will evolve even if the player loses.
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#define B_WILD_NATURAL_ENEMIES TRUE // If set to TRUE, certain wild mon species will attack other species when partnered in double wild battles (eg. Zangoose vs Seviper)
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#define B_AFFECTION_MECHANICS FALSE // In Gen6+, there's a stat called affection that can trigger different effects in battle. From LGPE onwards, those effects use friendship instead.
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// Animation Settings
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#define B_NEW_SWORD_PARTICLE FALSE // If set to TRUE, it updates Swords Dance's particle.
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@ -613,8 +613,14 @@
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#define STRINGID_METEORBEAMCHARGING 611
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#define STRINGID_HEATUPBEAK 612
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#define STRINGID_COURTCHANGE 613
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#define STRINGID_ATTACKEREXPELLEDTHEPOISON 614
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#define STRINGID_ATTACKERSHOOKITSELFAWAKE 615
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#define STRINGID_ATTACKERBROKETHROUGHPARALYSIS 616
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#define STRINGID_ATTACKERHEALEDITSBURN 617
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#define STRINGID_ATTACKERMELTEDTHEICE 618
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#define STRINGID_TARGETTOUGHEDITOUT 619
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#define BATTLESTRINGS_COUNT 614
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#define BATTLESTRINGS_COUNT 620
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// This is the string id that gBattleStringsTable starts with.
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// String ids before this (e.g. STRINGID_INTROMSG) are not in the table,
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@ -738,9 +738,21 @@ static const u8 sText_TargetTooHeavy[] = _("But the target\nwas too heavy!");
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static const u8 sText_MeteorBeamCharging[] = _("{B_ATK_NAME_WITH_PREFIX} is overflowing\nwith space energy!");
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static const u8 sText_HeatingUpBeak[] = _("{B_ATK_NAME_WITH_PREFIX} started\nheating up its beak!");
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static const u8 sText_CourtChange[] = _("{B_ATK_NAME_WITH_PREFIX} swapped the battle\neffects affecting each side!");
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static const u8 sText_AttackerExpelledThePoison[] = _("{B_ATK_NAME_WITH_PREFIX} managed to\nexpel the poison!");
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static const u8 sText_AttackerShookItselfAwake[] = _("{B_ATK_NAME_WITH_PREFIX} shook itself awake!");
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static const u8 sText_AttackerBrokeThroughParalysis[] = _("{B_ATK_NAME_WITH_PREFIX} gathered all its energy\nto overcome its paralysis!");
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static const u8 sText_AttackerHealedItsBurn[] = _("{B_ATK_NAME_WITH_PREFIX} healed its burn with\nits sheer determination!");
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static const u8 sText_AttackerMeltedTheIce[] = _("{B_ATK_NAME_WITH_PREFIX} melted the ice with\nits fiery determination!");
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static const u8 sText_TargetToughedItOut[] = _("{B_DEF_NAME_WITH_PREFIX} toughed it out\nto show you its best side!");
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const u8 *const gBattleStringsTable[BATTLESTRINGS_COUNT] =
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{
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[STRINGID_TARGETTOUGHEDITOUT - BATTLESTRINGS_TABLE_START] = sText_TargetToughedItOut,
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[STRINGID_ATTACKERMELTEDTHEICE - BATTLESTRINGS_TABLE_START] = sText_AttackerMeltedTheIce,
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[STRINGID_ATTACKERHEALEDITSBURN - BATTLESTRINGS_TABLE_START] = sText_AttackerHealedItsBurn,
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[STRINGID_ATTACKERBROKETHROUGHPARALYSIS - BATTLESTRINGS_TABLE_START] = sText_AttackerBrokeThroughParalysis,
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[STRINGID_ATTACKERSHOOKITSELFAWAKE - BATTLESTRINGS_TABLE_START] = sText_AttackerShookItselfAwake,
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[STRINGID_ATTACKEREXPELLEDTHEPOISON - BATTLESTRINGS_TABLE_START] = sText_AttackerExpelledThePoison,
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[STRINGID_COURTCHANGE - BATTLESTRINGS_TABLE_START] = sText_CourtChange,
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[STRINGID_HEATUPBEAK - BATTLESTRINGS_TABLE_START] = sText_HeatingUpBeak,
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[STRINGID_METEORBEAMCHARGING - BATTLESTRINGS_TABLE_START] = sText_MeteorBeamCharging,
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@ -1719,6 +1719,13 @@ u32 GetTotalAccuracy(u32 battlerAtk, u32 battlerDef, u32 move)
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if (gFieldStatuses & STATUS_FIELD_GRAVITY)
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calc = (calc * 5) / 3; // 1.66 Gravity acc boost
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#if B_AFFECTION_MECHANICS == TRUE
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// With high affection/friendship there's a chance to evade a move by substracting 10% of its accuracy.
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// I can't find exact information about that chance, so I'm just gonna write it as a 20% chance for now.
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if (GetMonFriendshipScore(&gPlayerParty[gBattlerPartyIndexes[battlerDef]]) >= 4 && (Random() % 100) <= 20)
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calc = (calc * 90) / 100;
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#endif
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return calc;
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}
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@ -1885,7 +1892,10 @@ s32 CalcCritChanceStage(u8 battlerAtk, u8 battlerDef, u32 move, bool32 recordAbi
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+ (holdEffectAtk == HOLD_EFFECT_SCOPE_LENS)
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+ 2 * (holdEffectAtk == HOLD_EFFECT_LUCKY_PUNCH && gBattleMons[gBattlerAttacker].species == SPECIES_CHANSEY)
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+ 2 * BENEFITS_FROM_LEEK(battlerAtk, holdEffectAtk)
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+ (abilityAtk == ABILITY_SUPER_LUCK);
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+ (abilityAtk == ABILITY_SUPER_LUCK)
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#if B_AFFECTION_MECHANICS == TRUE
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*= 2 (GetMonFriendshipScore(&gPlayerParty[gBattlerPartyIndexes[gBattlerAttacker]]) >= 5);
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#endif
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if (critChance >= ARRAY_COUNT(sCriticalHitChance))
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critChance = ARRAY_COUNT(sCriticalHitChance) - 1;
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@ -1983,12 +1993,27 @@ static void Cmd_adjustdamage(void)
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RecordAbilityBattle(gBattlerTarget, ABILITY_STURDY);
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gSpecialStatuses[gBattlerTarget].sturdied = TRUE;
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}
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#if B_AFFECTION_MECHANICS == TRUE
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else if (GetBattlerSide(gBattlerTarget) == B_SIDE_PLAYER && GetMonFriendshipScore(&gPlayerParty[gBattlerPartyIndexes[gBattlerTarget]]) >= 3)
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{
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if ((GetMonFriendshipScore(&gPlayerParty[gBattlerPartyIndexes[gBattlerTarget]]) == 6 && (Random() % 100) < 25)
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|| (GetMonFriendshipScore(&gPlayerParty[gBattlerPartyIndexes[gBattlerTarget]]) == 5 && (Random() % 100) < 20)
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|| (GetMonFriendshipScore(&gPlayerParty[gBattlerPartyIndexes[gBattlerTarget]]) == 4 && (Random() % 100) < 15)
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|| (GetMonFriendshipScore(&gPlayerParty[gBattlerPartyIndexes[gBattlerTarget]]) == 3 && (Random() % 100) < 10))
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gSpecialStatuses[gBattlerTarget].affectionEndured = TRUE;
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}
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#endif
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if (gBattleMoves[gCurrentMove].effect != EFFECT_FALSE_SWIPE
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&& !gProtectStructs[gBattlerTarget].endured
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&& !gSpecialStatuses[gBattlerTarget].focusBanded
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&& !gSpecialStatuses[gBattlerTarget].focusSashed
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#if B_AFFECTION_MECHANICS == TRUE
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&& !gSpecialStatuses[gBattlerTarget].sturdied
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&& !gSpecialStatuses[gBattlerTarget].affectionEndured)
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#else
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&& !gSpecialStatuses[gBattlerTarget].sturdied)
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#endif
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goto END;
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// Handle reducing the dmg to 1 hp.
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@ -2008,6 +2033,12 @@ static void Cmd_adjustdamage(void)
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gMoveResultFlags |= MOVE_RESULT_STURDIED;
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gLastUsedAbility = ABILITY_STURDY;
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}
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#if B_AFFECTION_MECHANICS == TRUE
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else if (gSpecialStatuses[gBattlerTarget].affectionEndured)
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{
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gMoveResultFlags |= MOVE_RESULT_FOE_ENDURED_AFFECTION;
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}
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#endif
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END:
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gBattlescriptCurrInstr++;
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@ -2463,6 +2494,16 @@ static void Cmd_resultmessage(void)
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{
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stringId = STRINGID_BUTITFAILED;
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}
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#if B_AFFECTION_MECHANICS == TRUE
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else if (gMoveResultFlags & MOVE_RESULT_FOE_ENDURED_AFFECTION)
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{
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gSpecialStatuses[gBattlerTarget].affectionEndured = FALSE;
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gMoveResultFlags &= ~MOVE_RESULT_FOE_ENDURED_AFFECTION;
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BattleScriptPushCursor();
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gBattlescriptCurrInstr = BattleScript_AffectionBasedEndurance;
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return;
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}
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#endif
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else
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{
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gBattleCommunication[MSG_DISPLAY] = 0;
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@ -4008,6 +4049,10 @@ static void Cmd_getexp(void)
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gBattleMoveDamage = value + 1;
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}
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#endif
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#if B_AFFECTION_MECHANICS == TRUE
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if (GetMonFriendshipScore(&gPlayerParty[gBattleStruct->expGetterMonId]) >= 2)
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gBattleMoveDamage = (gBattleMoveDamage * 120) / 100;
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#endif
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if (IsTradedMon(&gPlayerParty[gBattleStruct->expGetterMonId]))
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{
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@ -10932,6 +10977,13 @@ static void Cmd_tryKO(void)
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gMoveResultFlags |= MOVE_RESULT_FOE_HUNG_ON;
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gLastUsedItem = gBattleMons[gBattlerTarget].item;
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}
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#if B_AFFECTION_MECHANICS == TRUE
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else if (gSpecialStatuses[gBattlerTarget].affectionEndured)
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{
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gBattleMoveDamage = gBattleMons[gBattlerTarget].hp - 1;
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gMoveResultFlags |= MOVE_RESULT_FOE_ENDURED_AFFECTION;
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}
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#endif
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else
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{
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gBattleMoveDamage = gBattleMons[gBattlerTarget].hp;
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@ -2077,6 +2077,24 @@ void TryToRevertMimicry(void)
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}
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}
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u32 GetMonFriendshipScore(struct Pokemon *pokemon) // Based on GetLeadMonFriendshipScore
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{
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if (GetMonData(pokemon, MON_DATA_FRIENDSHIP) == 255)
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return 6;
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if (GetMonData(pokemon, MON_DATA_FRIENDSHIP) >= 200)
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return 5;
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if (GetMonData(pokemon, MON_DATA_FRIENDSHIP) >= 150)
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return 4;
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if (GetMonData(pokemon, MON_DATA_FRIENDSHIP) >= 100)
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return 3;
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if (GetMonData(pokemon, MON_DATA_FRIENDSHIP) >= 50)
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return 2;
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if (GetMonData(pokemon, MON_DATA_FRIENDSHIP) >= 1)
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return 1;
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return 0;
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}
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enum
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{
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ENDTURN_ORDER,
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@ -2105,6 +2123,9 @@ enum
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ENDTURN_ION_DELUGE,
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ENDTURN_FAIRY_LOCK,
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ENDTURN_RETALIATE,
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#if B_AFFECTION_MECHANICS == TRUE
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ENDTURN_STATUS_HEAL,
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#endif
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ENDTURN_FIELD_COUNT,
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};
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@ -2552,6 +2573,22 @@ u8 DoFieldEndTurnEffects(void)
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gSideTimers[B_SIDE_OPPONENT].retaliateTimer--;
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gBattleStruct->turnCountersTracker++;
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break;
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#if B_AFFECTION_MECHANICS == TRUE
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case ENDTURN_STATUS_HEAL:
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for (gBattlerAttacker = 0; gBattlerAttacker < gBattlersCount; gBattlerAttacker++)
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{
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if (GetBattlerSide(gBattlerAttacker) == B_SIDE_PLAYER
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&& GetMonFriendshipScore(&gPlayerParty[gBattlerPartyIndexes[gBattlerAttacker]]) >= 4
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&& (Random() % 100 < 20))
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{
|
||||
gBattleCommunication[MULTISTRING_CHOOSER] = 1;
|
||||
BattleScriptExecute(BattleScript_AffectionBasedStatusHeal);
|
||||
break;
|
||||
}
|
||||
}
|
||||
gBattleStruct->turnCountersTracker++;
|
||||
break;
|
||||
#endif
|
||||
case ENDTURN_FIELD_COUNT:
|
||||
effect++;
|
||||
break;
|
||||
|
Loading…
Reference in New Issue
Block a user