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https://github.com/Ninjdai1/pokeemerald.git
synced 2024-12-27 04:04:17 +01:00
Implemented Intrepid Sword and Dauntless Shield and...
-Renamed BattleScript_TargetAbilityStatRaise to BattleScript_TargetAbilityStatRaiseOnMoveEnd -Added a copy, BattleScript_TargetAbilityStatRaiseOnSwitchin Their labels reflect the instances of a battle in which they can be called.
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@ -7082,7 +7082,17 @@ BattleScript_AngryPointActivates::
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waitmessage 0x40
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return
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BattleScript_TargetAbilityStatRaise::
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BattleScript_TargetAbilityStatRaiseOnSwitchin::
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call BattleScript_AbilityPopUp
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statbuffchange STAT_BUFF_NOT_PROTECT_AFFECTED | MOVE_EFFECT_CERTAIN, NULL
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setgraphicalstatchangevalues
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playanimation BS_TARGET, B_ANIM_STATS_CHANGE, sB_ANIM_ARG1
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waitanimation
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printstring STRINGID_TARGETABILITYSTATRAISE
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waitmessage 0x40
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end3
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BattleScript_TargetAbilityStatRaiseOnMoveEnd::
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call BattleScript_AbilityPopUp
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statbuffchange STAT_BUFF_NOT_PROTECT_AFFECTED | MOVE_EFFECT_CERTAIN, NULL
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setgraphicalstatchangevalues
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@ -249,7 +249,7 @@ extern const u8 BattleScript_SturdiedMsg[];
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extern const u8 BattleScript_GravityEnds[];
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extern const u8 BattleScript_MoveStatDrain[];
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extern const u8 BattleScript_MoveStatDrain_PPLoss[];
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extern const u8 BattleScript_TargetAbilityStatRaise[];
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extern const u8 BattleScript_TargetAbilityStatRaiseOnMoveEnd[];
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extern const u8 BattleScript_AngryPointActivates[];
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extern const u8 BattleScript_AttackerAbilityStatRaise[];
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extern const u8 BattleScript_AttackerAbilityStatRaiseEnd3[];
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@ -350,5 +350,6 @@ extern const u8 BattleScript_EmergencyExitWild[];
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extern const u8 BattleScript_EmergencyExitWildNoPopUp[];
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extern const u8 BattleScript_CheekPouchActivates[];
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extern const u8 BattleScript_AnnounceAirLockCloudNine[];
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extern const u8 BattleScript_TargetAbilityStatRaiseOnSwitchin[];
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#endif // GUARD_BATTLE_SCRIPTS_H
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@ -3936,6 +3936,24 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u16 ability, u8 special, u16 move
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effect++;
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}
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break;
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case ABILITY_INTREPID_SWORD:
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if (!gSpecialStatuses[battler].switchInAbilityDone)
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{
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gSpecialStatuses[battler].switchInAbilityDone = 1;
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SET_STATCHANGER(STAT_ATK, 1, FALSE);
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BattleScriptPushCursorAndCallback(BattleScript_TargetAbilityStatRaiseOnSwitchin);
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effect++;
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}
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break;
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case ABILITY_DAUNTLESS_SHIELD:
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if (!gSpecialStatuses[battler].switchInAbilityDone)
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{
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gSpecialStatuses[battler].switchInAbilityDone = 1;
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SET_STATCHANGER(STAT_DEF, 1, FALSE);
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BattleScriptPushCursorAndCallback(BattleScript_TargetAbilityStatRaiseOnSwitchin);
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effect++;
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}
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break;
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}
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break;
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case ABILITYEFFECT_ENDTURN: // 1
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@ -4249,7 +4267,7 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u16 ability, u8 special, u16 move
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{
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SET_STATCHANGER(STAT_ATK, 1, FALSE);
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BattleScriptPushCursor();
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gBattlescriptCurrInstr = BattleScript_TargetAbilityStatRaise;
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gBattlescriptCurrInstr = BattleScript_TargetAbilityStatRaiseOnMoveEnd;
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effect++;
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}
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break;
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@ -4262,7 +4280,7 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u16 ability, u8 special, u16 move
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{
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SET_STATCHANGER(STAT_SPEED, 1, FALSE);
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BattleScriptPushCursor();
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gBattlescriptCurrInstr = BattleScript_TargetAbilityStatRaise;
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gBattlescriptCurrInstr = BattleScript_TargetAbilityStatRaiseOnMoveEnd;
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effect++;
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}
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break;
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@ -4275,7 +4293,7 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u16 ability, u8 special, u16 move
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{
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SET_STATCHANGER(STAT_DEF, 2, FALSE);
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BattleScriptPushCursor();
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gBattlescriptCurrInstr = BattleScript_TargetAbilityStatRaise;
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gBattlescriptCurrInstr = BattleScript_TargetAbilityStatRaiseOnMoveEnd;
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effect++;
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}
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break;
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@ -4287,7 +4305,7 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u16 ability, u8 special, u16 move
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{
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SET_STATCHANGER(STAT_DEF, 1, FALSE);
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BattleScriptPushCursor();
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gBattlescriptCurrInstr = BattleScript_TargetAbilityStatRaise;
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gBattlescriptCurrInstr = BattleScript_TargetAbilityStatRaiseOnMoveEnd;
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effect++;
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}
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break;
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@ -4304,7 +4322,7 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u16 ability, u8 special, u16 move
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{
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SET_STATCHANGER(STAT_SPATK, 1, FALSE);
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BattleScriptPushCursor();
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gBattlescriptCurrInstr = BattleScript_TargetAbilityStatRaise;
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gBattlescriptCurrInstr = BattleScript_TargetAbilityStatRaiseOnMoveEnd;
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effect++;
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}
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break;
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