Merge pull request #1270 from LOuroboros/drives_and_types

Made Techno Blast's animation change depending on the Drive held
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Eduardo Quezada D'Ottone 2020-12-12 21:43:45 -03:00 committed by GitHub
commit ea1dca3024
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@ -14,6 +14,7 @@
#include "battle_scripts.h" #include "battle_scripts.h"
#include "battle_controllers.h" #include "battle_controllers.h"
#include "constants/moves.h" #include "constants/moves.h"
#include "constants/hold_effects.h"
//// function declarations //// function declarations
static void SpriteCB_SpriteToCentreOfSide(struct Sprite* sprite); static void SpriteCB_SpriteToCentreOfSide(struct Sprite* sprite);
@ -5001,8 +5002,9 @@ void AnimTask_PurpleFlamesOnTarget(u8 taskId)
void AnimTask_TechnoBlast(u8 taskId) void AnimTask_TechnoBlast(u8 taskId)
{ {
//gBattleAnimArgs[0] = gItems[GetBattlerPartyData(gBattleAnimAttacker).item].holdEffectParam; if (ItemId_GetHoldEffect(gBattleMons[gBattleAnimAttacker].item) == HOLD_EFFECT_DRIVE)
gBattleAnimArgs[0] = ItemId_GetHoldEffectParam(gBattleMons[gBattleAnimAttacker].item); gBattleAnimArgs[0] = ItemId_GetSecondaryId(gBattleMons[gBattleAnimAttacker].item);
else
gBattleAnimArgs[0] = 0;
DestroyAnimVisualTask(taskId); DestroyAnimVisualTask(taskId);
} }