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fix eject pack
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55c3e152cf
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@ -145,6 +145,7 @@ struct ProtectStruct
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u32 micle:1;
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u32 custap:1; // also quick claw
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u32 touchedProtectLike:1;
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u32 disableEjectPack:1;
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u32 physicalDmg;
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u32 specialDmg;
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u8 physicalBattlerId;
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@ -5171,6 +5171,7 @@ static void Cmd_moveend(void)
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if (IsBattlerAlive(battler)
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&& gSpecialStatuses[battler].statFell
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&& GetBattlerHoldEffect(battler, TRUE) == HOLD_EFFECT_EJECT_PACK
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&& !(gCurrentMove == MOVE_PARTING_SHOT && CanBattlerSwitch(gBattlerAttacker)) // Does not activate if attacker used Parting Shot and can switch out
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&& CountUsablePartyMons(battler) > 0) // Has mon to switch into
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{
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gSpecialStatuses[battler].statFell = FALSE;
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@ -9288,7 +9289,9 @@ static u32 ChangeStatBuffs(s8 statValue, u32 statId, u32 flags, const u8 *BS_ptr
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}
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else
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{
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gSpecialStatuses[gActiveBattler].statFell = TRUE; // For eject pack
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// Check eject pack. disableEjectPack set for edge cases (e.g. attacking weak armor'd eject pack holder with u-turn)
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if (gProtectStructs[gActiveBattler].disableEjectPack == 0)
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gSpecialStatuses[gActiveBattler].statFell = TRUE;
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gBattleCommunication[MULTISTRING_CHOOSER] = (gBattlerTarget == gActiveBattler); // B_MSG_ATTACKER_STAT_FELL or B_MSG_DEFENDER_STAT_FELL
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}
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}
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@ -557,7 +557,6 @@ void HandleAction_UseItem(void)
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}
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break;
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case AI_ITEM_X_STAT:
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// TODO Contrary check
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gBattleCommunication[MULTISTRING_CHOOSER] = B_MSG_STAT_ROSE_ITEM;
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if (*(gBattleStruct->AI_itemFlags + (gBattlerAttacker >> 1)) & (1 << AI_DIRE_HIT))
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{
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@ -4645,6 +4644,9 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u16 ability, u8 special, u16 move
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&& (CompareStat(battler, STAT_SPEED, MAX_STAT_STAGE, CMP_LESS_THAN) // Don't activate if speed cannot be raised
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|| CompareStat(battler, STAT_DEF, MIN_STAT_STAGE, CMP_GREATER_THAN))) // Don't activate if defense cannot be lowered
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{
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if (gBattleMoves[gCurrentMove].effect == EFFECT_HIT_ESCAPE && CanBattlerSwitch(gBattlerAttacker))
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gProtectStructs[battler].disableEjectPack = 1; // Set flag for target
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BattleScriptPushCursor();
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gBattlescriptCurrInstr = BattleScript_WeakArmorActivates;
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effect++;
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@ -5851,7 +5853,8 @@ u8 ItemBattleEffects(u8 caseID, u8 battlerId, bool8 moveTurn)
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}
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break;
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case HOLD_EFFECT_EJECT_PACK:
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if (gSpecialStatuses[battlerId].statFell)
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if (gSpecialStatuses[battlerId].statFell
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&& !(gCurrentMove == MOVE_PARTING_SHOT && CanBattlerSwitch(gBattlerAttacker))) // Does not activate if attacker used Parting Shot and can switch out
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{
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gSpecialStatuses[battlerId].statFell = FALSE;
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gActiveBattler = gBattleScripting.battler = battlerId;
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