Reverted PR3455

This commit is contained in:
Eduardo Quezada 2023-10-31 07:33:53 -03:00
parent 6dc534f807
commit e281103575
3 changed files with 1 additions and 5 deletions

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@ -36,8 +36,6 @@
* Fixed Last Resort not counting Sleep Talk as used for its effect by @DizzyEggg in https://github.com/rh-hideout/pokeemerald-expansion/pull/3378 * Fixed Last Resort not counting Sleep Talk as used for its effect by @DizzyEggg in https://github.com/rh-hideout/pokeemerald-expansion/pull/3378
## 🎭 Abilities 🎭 ## 🎭 Abilities 🎭
### Added
* Added config for Synchronize's Gen9 behaviour (as in, not working at all) by @Bassoonian in https://github.com/rh-hideout/pokeemerald-expansion/pull/3455
### Changed ### Changed
* Removed unused `STATUS3_CANT_SCORE_A_CRIT` by @AlexOn1ine in https://github.com/rh-hideout/pokeemerald-expansion/pull/3377 * Removed unused `STATUS3_CANT_SCORE_A_CRIT` by @AlexOn1ine in https://github.com/rh-hideout/pokeemerald-expansion/pull/3377
* Moved Beads of Ruin and Sword of Ruin damage to the appropiate damage modifier functions by @kittenchilly in https://github.com/rh-hideout/pokeemerald-expansion/pull/3415 * Moved Beads of Ruin and Sword of Ruin damage to the appropiate damage modifier functions by @kittenchilly in https://github.com/rh-hideout/pokeemerald-expansion/pull/3415

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@ -115,7 +115,7 @@
#define B_SHADOW_TAG_ESCAPE GEN_LATEST // In Gen4+, if both sides have a Pokémon with Shadow Tag, all battlers can escape. Before, neither side could escape this situation. #define B_SHADOW_TAG_ESCAPE GEN_LATEST // In Gen4+, if both sides have a Pokémon with Shadow Tag, all battlers can escape. Before, neither side could escape this situation.
#define B_MOODY_ACC_EVASION GEN_LATEST // In Gen8, Moody CANNOT raise Accuracy and Evasion anymore. #define B_MOODY_ACC_EVASION GEN_LATEST // In Gen8, Moody CANNOT raise Accuracy and Evasion anymore.
#define B_FLASH_FIRE_FROZEN GEN_LATEST // In Gen5+, Flash Fire can trigger even when frozen, when it couldn't before. #define B_FLASH_FIRE_FROZEN GEN_LATEST // In Gen5+, Flash Fire can trigger even when frozen, when it couldn't before.
#define B_SYNCHRONIZE_NATURE GEN_LATEST // In Gen8, if a Pokémon with Synchronize is leading the party, it's 100% guaranteed that wild Pokémon will have the same Nature, as opposed to 50% previously. In Gen9, it has no out-of-battle effect. #define B_SYNCHRONIZE_NATURE GEN_LATEST // In Gen8, if a Pokémon with Synchronize is leading the party, it's 100% guaranteed that wild Pokémon will have the same Nature, as opposed to 50% previously.
#define B_SYNCHRONIZE_TOXIC GEN_LATEST // In Gen5+, if a Pokémon with Synchronize is badly poisoned, the opponent will also become badly poisoned. Previously, the opponent would become regular poisoned. #define B_SYNCHRONIZE_TOXIC GEN_LATEST // In Gen5+, if a Pokémon with Synchronize is badly poisoned, the opponent will also become badly poisoned. Previously, the opponent would become regular poisoned.
#define B_UPDATED_INTIMIDATE GEN_LATEST // In Gen8, Intimidate doesn't work on opponents with the Inner Focus, Scrappy, Own Tempo or Oblivious abilities. It also activates Rattled. #define B_UPDATED_INTIMIDATE GEN_LATEST // In Gen8, Intimidate doesn't work on opponents with the Inner Focus, Scrappy, Own Tempo or Oblivious abilities. It also activates Rattled.
#define B_OBLIVIOUS_TAUNT GEN_LATEST // In Gen6+, Pokémon with Oblivious can't be taunted. #define B_OBLIVIOUS_TAUNT GEN_LATEST // In Gen6+, Pokémon with Oblivious can't be taunted.

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@ -415,7 +415,6 @@ static u8 PickWildMonNature(void)
} }
} }
} }
#if B_SYNCHRONIZE_NATURE < GEN_9
// check synchronize for a pokemon with the same ability // check synchronize for a pokemon with the same ability
if (!GetMonData(&gPlayerParty[0], MON_DATA_SANITY_IS_EGG) if (!GetMonData(&gPlayerParty[0], MON_DATA_SANITY_IS_EGG)
&& GetMonAbility(&gPlayerParty[0]) == ABILITY_SYNCHRONIZE && GetMonAbility(&gPlayerParty[0]) == ABILITY_SYNCHRONIZE
@ -426,7 +425,6 @@ static u8 PickWildMonNature(void)
{ {
return GetMonData(&gPlayerParty[0], MON_DATA_PERSONALITY) % NUM_NATURES; return GetMonData(&gPlayerParty[0], MON_DATA_PERSONALITY) % NUM_NATURES;
} }
#endif
// random nature // random nature
return Random() % NUM_NATURES; return Random() % NUM_NATURES;