use ability num instead of alt ability

This commit is contained in:
DizzyEggg
2019-05-14 15:22:16 +02:00
committed by huderlem
parent 2fdc489bc0
commit 33979f0fa6
24 changed files with 571 additions and 571 deletions
+4 -4
View File
@@ -1122,7 +1122,7 @@ bool32 TryGenerateBattlePikeWildMon(bool8 checkKeenEyeIntimidate)
u8 headerId = GetBattlePikeWildMonHeaderId();
u32 lvlMode = gSaveBlock2Ptr->frontier.lvlMode;
const struct PikeWildMon *const *const wildMons = sWildMons[lvlMode];
u32 abilityBit;
u32 abilityNum;
s32 pikeMonId = GetMonData(&gEnemyParty[0], MON_DATA_SPECIES, NULL);
pikeMonId = SpeciesToPikeMonId(pikeMonId);
@@ -1153,10 +1153,10 @@ bool32 TryGenerateBattlePikeWildMon(bool8 checkKeenEyeIntimidate)
&gExperienceTables[gBaseStats[wildMons[headerId][pikeMonId].species].growthRate][monLevel]);
if (gBaseStats[wildMons[headerId][pikeMonId].species].ability2)
abilityBit = Random() % 2;
abilityNum = Random() % 2;
else
abilityBit = 0;
SetMonData(&gEnemyParty[0], MON_DATA_ALT_ABILITY, &abilityBit);
abilityNum = 0;
SetMonData(&gEnemyParty[0], MON_DATA_ABILITY_NUM, &abilityNum);
for (i = 0; i < MAX_MON_MOVES; i++)
SetMonMoveSlot(&gEnemyParty[0], wildMons[headerId][pikeMonId].moves[i], i);