Correct dynamic type flag name
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@@ -450,7 +450,7 @@ STATIC_ASSERT(sizeof(((struct BattleStruct *)0)->palaceFlags) * 8 >= MAX_BATTLER
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#define DYNAMIC_TYPE_MASK ((1 << 6) - 1)
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#define DYNAMIC_TYPE_MASK ((1 << 6) - 1)
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#define F_DYNAMIC_TYPE_IGNORE_PHYSICALITY (1 << 6) // If set, the dynamic type's physicality won't be used for certain move effects.
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#define F_DYNAMIC_TYPE_IGNORE_PHYSICALITY (1 << 6) // If set, the dynamic type's physicality won't be used for certain move effects.
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#define F_DYNAMIC_TYPE_UNREAD (1 << 7) // Set for Hidden Power and Weather Ball but never apparently checked.
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#define F_DYNAMIC_TYPE_SET (1 << 7) // Set for all dynamic types to distinguish a dynamic type of Normal (0) from no dynamic type.
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#define GET_MOVE_TYPE(move, typeArg) \
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#define GET_MOVE_TYPE(move, typeArg) \
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{ \
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{ \
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@@ -8841,7 +8841,7 @@ static void Cmd_hiddenpowercalc(void)
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gBattleStruct->dynamicMoveType = ((NUMBER_OF_MON_TYPES - 3) * typeBits) / 63 + 1;
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gBattleStruct->dynamicMoveType = ((NUMBER_OF_MON_TYPES - 3) * typeBits) / 63 + 1;
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if (gBattleStruct->dynamicMoveType >= TYPE_MYSTERY)
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if (gBattleStruct->dynamicMoveType >= TYPE_MYSTERY)
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gBattleStruct->dynamicMoveType++;
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gBattleStruct->dynamicMoveType++;
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gBattleStruct->dynamicMoveType |= F_DYNAMIC_TYPE_IGNORE_PHYSICALITY | F_DYNAMIC_TYPE_UNREAD;
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gBattleStruct->dynamicMoveType |= F_DYNAMIC_TYPE_IGNORE_PHYSICALITY | F_DYNAMIC_TYPE_SET;
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gBattlescriptCurrInstr++;
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gBattlescriptCurrInstr++;
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}
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}
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@@ -9718,15 +9718,15 @@ static void Cmd_setweatherballtype(void)
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if (gBattleWeather & B_WEATHER_ANY)
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if (gBattleWeather & B_WEATHER_ANY)
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gBattleScripting.dmgMultiplier = 2;
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gBattleScripting.dmgMultiplier = 2;
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if (gBattleWeather & B_WEATHER_RAIN)
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if (gBattleWeather & B_WEATHER_RAIN)
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*(&gBattleStruct->dynamicMoveType) = TYPE_WATER | F_DYNAMIC_TYPE_UNREAD;
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*(&gBattleStruct->dynamicMoveType) = TYPE_WATER | F_DYNAMIC_TYPE_SET;
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else if (gBattleWeather & B_WEATHER_SANDSTORM)
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else if (gBattleWeather & B_WEATHER_SANDSTORM)
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*(&gBattleStruct->dynamicMoveType) = TYPE_ROCK | F_DYNAMIC_TYPE_UNREAD;
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*(&gBattleStruct->dynamicMoveType) = TYPE_ROCK | F_DYNAMIC_TYPE_SET;
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else if (gBattleWeather & B_WEATHER_SUN)
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else if (gBattleWeather & B_WEATHER_SUN)
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*(&gBattleStruct->dynamicMoveType) = TYPE_FIRE | F_DYNAMIC_TYPE_UNREAD;
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*(&gBattleStruct->dynamicMoveType) = TYPE_FIRE | F_DYNAMIC_TYPE_SET;
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else if (gBattleWeather & B_WEATHER_HAIL)
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else if (gBattleWeather & B_WEATHER_HAIL)
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*(&gBattleStruct->dynamicMoveType) = TYPE_ICE | F_DYNAMIC_TYPE_UNREAD;
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*(&gBattleStruct->dynamicMoveType) = TYPE_ICE | F_DYNAMIC_TYPE_SET;
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else
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else
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*(&gBattleStruct->dynamicMoveType) = TYPE_NORMAL | F_DYNAMIC_TYPE_UNREAD;
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*(&gBattleStruct->dynamicMoveType) = TYPE_NORMAL | F_DYNAMIC_TYPE_SET;
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}
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}
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gBattlescriptCurrInstr++;
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gBattlescriptCurrInstr++;
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