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
+5 -5
View File
@@ -76,7 +76,7 @@ struct PyramidWildMon
{
u16 species;
u8 lvl;
u8 abilityBit;
u8 abilityNum;
u16 moves[4];
};
@@ -1401,23 +1401,23 @@ void GenerateBattlePyramidWildMon(void)
MON_DATA_EXP,
&gExperienceTables[gBaseStats[wildMons[id].species].growthRate][lvl]);
switch (wildMons[id].abilityBit)
switch (wildMons[id].abilityNum)
{
case 0:
case 1:
SetMonData(&gEnemyParty[0], MON_DATA_ALT_ABILITY, &wildMons[id].abilityBit);
SetMonData(&gEnemyParty[0], MON_DATA_ABILITY_NUM, &wildMons[id].abilityNum);
break;
case 2:
default:
if (gBaseStats[wildMons[id].species].ability2)
{
i = GetMonData(&gEnemyParty[0], MON_DATA_PERSONALITY, NULL) % 2;
SetMonData(&gEnemyParty[0], MON_DATA_ALT_ABILITY, &i);
SetMonData(&gEnemyParty[0], MON_DATA_ABILITY_NUM, &i);
}
else
{
i = 0;
SetMonData(&gEnemyParty[0], MON_DATA_ALT_ABILITY, &i);
SetMonData(&gEnemyParty[0], MON_DATA_ABILITY_NUM, &i);
}
break;
}