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small fixes
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@ -2832,7 +2832,7 @@ void SetMoveEffect(bool32 primary, u32 certain)
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&& (gBattleScripting.moveEffect <= MOVE_EFFECT_TRI_ATTACK || gBattleScripting.moveEffect >= MOVE_EFFECT_SMACK_DOWN)) // Exclude stat lowering effects
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&& (gBattleScripting.moveEffect <= MOVE_EFFECT_TRI_ATTACK || gBattleScripting.moveEffect >= MOVE_EFFECT_SMACK_DOWN)) // Exclude stat lowering effects
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{
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{
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if (battlerAbility == ABILITY_SHIELD_DUST)
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if (battlerAbility == ABILITY_SHIELD_DUST)
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RecordAbilityBattle(gEffectBattler, battlerAbility)
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RecordAbilityBattle(gEffectBattler, battlerAbility);
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else
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else
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RecordItemEffectBattle(gEffectBattler, HOLD_EFFECT_COVERT_CLOAK);
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RecordItemEffectBattle(gEffectBattler, HOLD_EFFECT_COVERT_CLOAK);
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INCREMENT_RESET_RETURN
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INCREMENT_RESET_RETURN
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@ -8720,7 +8720,8 @@ static void Cmd_various(void)
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gBattlerAbility = BATTLE_PARTNER(gActiveBattler);
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gBattlerAbility = BATTLE_PARTNER(gActiveBattler);
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i = GetBattlerAbility(gBattlerAbility);
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i = GetBattlerAbility(gBattlerAbility);
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if (IsBattlerAlive(gBattlerAbility)
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if (IsBattlerAlive(gBattlerAbility)
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&& (i == ABILITY_RECEIVER || i == ABILITY_POWER_OF_ALCHEMY))
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&& (i == ABILITY_RECEIVER || i == ABILITY_POWER_OF_ALCHEMY)
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&& GetBattlerHoldEffect(gActiveBattler, TRUE) != HOLD_EFFECT_ABILITY_SHIELD)
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{
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{
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switch (gBattleMons[gActiveBattler].ability)
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switch (gBattleMons[gActiveBattler].ability)
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{ // Can't copy these abilities.
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{ // Can't copy these abilities.
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@ -5379,7 +5379,8 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u16 ability, u8 special, u16 move
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case ABILITY_STANCE_CHANGE:
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case ABILITY_STANCE_CHANGE:
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break;
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break;
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default:
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default:
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if (GetBattlerHoldEffect(gBattlerAttacker, TRUE) == HOLD_EFFECT_ABILITY_SHIELD) {
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if (GetBattlerHoldEffect(gBattlerAttacker, TRUE) == HOLD_EFFECT_ABILITY_SHIELD)
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{
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RecordItemEffectBattle(gBattlerAttacker, HOLD_EFFECT_ABILITY_SHIELD);
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RecordItemEffectBattle(gBattlerAttacker, HOLD_EFFECT_ABILITY_SHIELD);
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break;
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break;
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}
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}
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@ -5415,7 +5416,8 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u16 ability, u8 special, u16 move
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case ABILITY_ZEN_MODE:
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case ABILITY_ZEN_MODE:
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break;
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break;
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default:
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default:
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if (GetBattlerHoldEffect(gBattlerAttacker, TRUE) == HOLD_EFFECT_ABILITY_SHIELD) {
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if (GetBattlerHoldEffect(gBattlerAttacker, TRUE) == HOLD_EFFECT_ABILITY_SHIELD)
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{
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RecordItemEffectBattle(gBattlerAttacker, HOLD_EFFECT_ABILITY_SHIELD);
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RecordItemEffectBattle(gBattlerAttacker, HOLD_EFFECT_ABILITY_SHIELD);
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break;
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break;
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}
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}
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