Merge pull request #1867 from AsparagusEduardo/BE_synchroToxic

Config for Synchronize's interaction with toxic poisoning
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ghoulslash 2021-11-06 10:36:50 -04:00 committed by GitHub
commit f7d11527aa
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2 changed files with 6 additions and 3 deletions

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@ -161,7 +161,8 @@
#define B_SHADOW_TAG_ESCAPE GEN_7 // 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_8 // In Gen8, Moody CANNOT raise Accuracy and Evasion anymore.
#define B_FLASH_FIRE_FROZEN GEN_7 // In Gen5+, Flash Fire can trigger even when frozen, when it couldn't before.
#define B_SYNCHRONIZE_NATURE GEN_8 // In Gen8, if the Pokémon with Synchronize is leading the party, it's 100% guaranteed that wild Pokémon will have the same ability, as opposed to 50% previously.
#define B_SYNCHRONIZE_NATURE GEN_8 // In Gen8, if a Pokémon with Synchronize is leading the party, it's 100% guaranteed that wild Pokémon will have the same ability, as opposed to 50% previously.
#define B_SYNCHRONIZE_TOXIC GEN_8 // 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_8 // In Gen8, Intimidate doesn't work on opponents with the Inner Focus, Scrappy, Own Tempo or Oblivious abilities.
// Item settings

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@ -5471,8 +5471,10 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u16 ability, u8 special, u16 move
if (!(gBattleMons[gBattlerAttacker].status1 & STATUS1_ANY))
{
gBattleStruct->synchronizeMoveEffect &= ~(MOVE_EFFECT_AFFECTS_USER | MOVE_EFFECT_CERTAIN);
if (gBattleStruct->synchronizeMoveEffect == MOVE_EFFECT_TOXIC)
gBattleStruct->synchronizeMoveEffect = MOVE_EFFECT_POISON;
#if B_SYNCHRONIZE_TOXIC < GEN_5
if (gBattleStruct->synchronizeMoveEffect == MOVE_EFFECT_TOXIC)
gBattleStruct->synchronizeMoveEffect = MOVE_EFFECT_POISON;
#endif
gBattleScripting.moveEffect = gBattleStruct->synchronizeMoveEffect + MOVE_EFFECT_AFFECTS_USER;
gBattleScripting.battler = gBattlerAbility = gBattlerTarget;