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Use compact weather macros
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e270ee1a74
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@ -1901,7 +1901,7 @@ BattleScript_EffectStomp::
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BattleScript_EffectSolarbeam::
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BattleScript_EffectSolarbeam::
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jumpifabilitypresent ABILITY_CLOUD_NINE, BattleScript_SolarbeamDecideTurn
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jumpifabilitypresent ABILITY_CLOUD_NINE, BattleScript_SolarbeamDecideTurn
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jumpifabilitypresent ABILITY_AIR_LOCK, BattleScript_SolarbeamDecideTurn
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jumpifabilitypresent ABILITY_AIR_LOCK, BattleScript_SolarbeamDecideTurn
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jumpifhalfword CMP_COMMON_BITS, gBattleWeather, WEATHER_SUN_TEMPORARY | WEATHER_SUN_PERMANENT, BattleScript_SolarbeamOnFirstTurn
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jumpifhalfword CMP_COMMON_BITS, gBattleWeather, WEATHER_SUN_ANY, BattleScript_SolarbeamOnFirstTurn
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BattleScript_SolarbeamDecideTurn::
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BattleScript_SolarbeamDecideTurn::
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jumpifstatus2 BS_ATTACKER, STATUS2_MULTIPLETURNS, BattleScript_TwoTurnMovesSecondTurn
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jumpifstatus2 BS_ATTACKER, STATUS2_MULTIPLETURNS, BattleScript_TwoTurnMovesSecondTurn
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jumpifword CMP_COMMON_BITS, gHitMarker, HITMARKER_NO_ATTACKSTRING, BattleScript_TwoTurnMovesSecondTurn
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jumpifword CMP_COMMON_BITS, gHitMarker, HITMARKER_NO_ATTACKSTRING, BattleScript_TwoTurnMovesSecondTurn
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@ -2491,7 +2491,7 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u8 ability, u8 special, u16 moveA
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case WEATHER_SANDSTORM:
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case WEATHER_SANDSTORM:
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if (!(gBattleWeather & WEATHER_SANDSTORM_ANY))
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if (!(gBattleWeather & WEATHER_SANDSTORM_ANY))
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{
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{
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gBattleWeather = (WEATHER_SANDSTORM_PERMANENT | WEATHER_SANDSTORM_TEMPORARY);
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gBattleWeather = WEATHER_SANDSTORM_ANY;
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gBattleScripting.animArg1 = B_ANIM_SANDSTORM_CONTINUES;
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gBattleScripting.animArg1 = B_ANIM_SANDSTORM_CONTINUES;
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gBattleScripting.battler = battler;
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gBattleScripting.battler = battler;
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effect++;
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effect++;
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@ -2500,7 +2500,7 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u8 ability, u8 special, u16 moveA
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case WEATHER_DROUGHT:
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case WEATHER_DROUGHT:
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if (!(gBattleWeather & WEATHER_SUN_ANY))
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if (!(gBattleWeather & WEATHER_SUN_ANY))
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{
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{
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gBattleWeather = (WEATHER_SUN_PERMANENT | WEATHER_SUN_TEMPORARY);
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gBattleWeather = WEATHER_SUN_ANY;
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gBattleScripting.animArg1 = B_ANIM_SUN_CONTINUES;
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gBattleScripting.animArg1 = B_ANIM_SUN_CONTINUES;
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gBattleScripting.battler = battler;
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gBattleScripting.battler = battler;
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effect++;
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effect++;
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@ -2526,7 +2526,7 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u8 ability, u8 special, u16 moveA
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case ABILITY_SAND_STREAM:
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case ABILITY_SAND_STREAM:
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if (!(gBattleWeather & WEATHER_SANDSTORM_PERMANENT))
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if (!(gBattleWeather & WEATHER_SANDSTORM_PERMANENT))
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{
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{
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gBattleWeather = (WEATHER_SANDSTORM_PERMANENT | WEATHER_SANDSTORM_TEMPORARY);
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gBattleWeather = WEATHER_SANDSTORM_ANY;
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BattleScriptPushCursorAndCallback(BattleScript_SandstreamActivates);
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BattleScriptPushCursorAndCallback(BattleScript_SandstreamActivates);
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gBattleScripting.battler = battler;
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gBattleScripting.battler = battler;
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effect++;
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effect++;
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@ -2535,7 +2535,7 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u8 ability, u8 special, u16 moveA
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case ABILITY_DROUGHT:
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case ABILITY_DROUGHT:
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if (!(gBattleWeather & WEATHER_SUN_PERMANENT))
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if (!(gBattleWeather & WEATHER_SUN_PERMANENT))
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{
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{
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gBattleWeather = (WEATHER_SUN_PERMANENT | WEATHER_SUN_TEMPORARY);
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gBattleWeather = WEATHER_SUN_ANY;
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BattleScriptPushCursorAndCallback(BattleScript_DroughtActivates);
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BattleScriptPushCursorAndCallback(BattleScript_DroughtActivates);
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gBattleScripting.battler = battler;
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gBattleScripting.battler = battler;
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effect++;
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effect++;
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