thru atkc0
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@@ -1647,7 +1647,7 @@ static void BattleAICmd_if_last_move_did_damage(void)
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if (gAIScriptPtr[2] == 0)
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{
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if (gDisableStructs[index].disabledMove == 0)
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if (gDisableStructs[index].disabledMove == MOVE_NONE)
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{
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gAIScriptPtr += 7;
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return;
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@@ -1660,7 +1660,7 @@ static void BattleAICmd_if_last_move_did_damage(void)
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gAIScriptPtr += 7;
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return;
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}
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else if (gDisableStructs[index].encoredMove != 0)
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else if (gDisableStructs[index].encoredMove != MOVE_NONE)
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{
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gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 3);
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return;
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+1487
-2
File diff suppressed because it is too large
Load Diff
+5
-5
@@ -926,12 +926,12 @@ u8 DoBattlerEndTurnEffects(void)
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}
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if (i == MAX_MON_MOVES) // pokemon does not have the disabled move anymore
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{
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gDisableStructs[gActiveBattler].disabledMove = 0;
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gDisableStructs[gActiveBattler].disabledMove = MOVE_NONE;
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gDisableStructs[gActiveBattler].disableTimer = 0;
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}
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else if (--gDisableStructs[gActiveBattler].disableTimer == 0) // disable ends
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{
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gDisableStructs[gActiveBattler].disabledMove = 0;
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gDisableStructs[gActiveBattler].disabledMove = MOVE_NONE;
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BattleScriptExecute(BattleScript_DisabledNoMore);
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++effect;
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}
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@@ -943,13 +943,13 @@ u8 DoBattlerEndTurnEffects(void)
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{
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if (gBattleMons[gActiveBattler].moves[gDisableStructs[gActiveBattler].encoredMovePos] != gDisableStructs[gActiveBattler].encoredMove) // pokemon does not have the encored move anymore
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{
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gDisableStructs[gActiveBattler].encoredMove = 0;
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gDisableStructs[gActiveBattler].encoredMove = MOVE_NONE;
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gDisableStructs[gActiveBattler].encoreTimer = 0;
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}
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else if (--gDisableStructs[gActiveBattler].encoreTimer == 0
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|| gBattleMons[gActiveBattler].pp[gDisableStructs[gActiveBattler].encoredMovePos] == 0)
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{
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gDisableStructs[gActiveBattler].encoredMove = 0;
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gDisableStructs[gActiveBattler].encoredMove = MOVE_NONE;
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gDisableStructs[gActiveBattler].encoreTimer = 0;
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BattleScriptExecute(BattleScript_EncoredNoMore);
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++effect;
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@@ -1307,7 +1307,7 @@ u8 AtkCanceller_UnableToUseMove(void)
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++gBattleStruct->atkCancellerTracker;
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break;
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case CANCELLER_DISABLED: // disabled move
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if (gDisableStructs[gBattlerAttacker].disabledMove == gCurrentMove && gDisableStructs[gBattlerAttacker].disabledMove != 0)
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if (gDisableStructs[gBattlerAttacker].disabledMove == gCurrentMove && gDisableStructs[gBattlerAttacker].disabledMove != MOVE_NONE)
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{
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gProtectStructs[gBattlerAttacker].usedDisabledMove = 1;
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gBattleScripting.battler = gBattlerAttacker;
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