Fix multi wild battles

This commit is contained in:
DizzyEggg 2022-08-24 21:56:24 +02:00
parent 21fe205f0f
commit e3ab439ec0
3 changed files with 133 additions and 133 deletions

View File

@ -81,7 +81,7 @@
#define WILD_DOUBLE_BATTLE ((gBattleTypeFlags & BATTLE_TYPE_DOUBLE && !(gBattleTypeFlags & (BATTLE_TYPE_LINK | BATTLE_TYPE_TRAINER))))
#define BATTLE_TWO_VS_ONE_OPPONENT ((gBattleTypeFlags & BATTLE_TYPE_INGAME_PARTNER && gTrainerBattleOpponent_B == 0xFFFF))
#define BATTLE_TYPE_HAS_AI (BATTLE_TYPE_TRAINER | BATTLE_TYPE_FIRST_BATTLE | BATTLE_TYPE_SAFARI | BATTLE_TYPE_ROAMER)
#define BATTLE_TYPE_HAS_AI (BATTLE_TYPE_TRAINER | BATTLE_TYPE_FIRST_BATTLE | BATTLE_TYPE_SAFARI | BATTLE_TYPE_ROAMER | BATTLE_TYPE_INGAME_PARTNER)
// Battle Outcome defines

View File

@ -3342,7 +3342,7 @@ static void DoBattleIntro(void)
MarkBattlerForControllerExec(gActiveBattler);
}
}
else // wild mon 2
else if (IsBattlerAlive(gActiveBattler)) // wild mon 2 if alive
{
BtlController_EmitLoadMonSprite(BUFFER_A);
MarkBattlerForControllerExec(gActiveBattler);