Add stat stage constants
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@@ -3135,7 +3135,7 @@ void SwitchInClearSetData(void)
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if (gBattleMoves[gCurrentMove].effect != EFFECT_BATON_PASS)
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{
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for (i = 0; i < NUM_BATTLE_STATS; i++)
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gBattleMons[gActiveBattler].statStages[i] = 6;
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gBattleMons[gActiveBattler].statStages[i] = DEFAULT_STAT_STAGE;
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for (i = 0; i < gBattlersCount; i++)
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{
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if ((gBattleMons[i].status2 & STATUS2_ESCAPE_PREVENTION) && gDisableStructs[i].battlerPreventingEscape == gActiveBattler)
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@@ -3244,7 +3244,7 @@ void FaintClearSetData(void)
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u8 *ptr;
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for (i = 0; i < NUM_BATTLE_STATS; i++)
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gBattleMons[gActiveBattler].statStages[i] = 6;
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gBattleMons[gActiveBattler].statStages[i] = DEFAULT_STAT_STAGE;
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gBattleMons[gActiveBattler].status2 = 0;
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gStatuses3[gActiveBattler] = 0;
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@@ -3398,7 +3398,7 @@ static void BattleIntroDrawTrainersOrMonsSprites(void)
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hpOnSwitchout = &gBattleStruct->hpOnSwitchout[GetBattlerSide(gActiveBattler)];
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*hpOnSwitchout = gBattleMons[gActiveBattler].hp;
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for (i = 0; i < NUM_BATTLE_STATS; i++)
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gBattleMons[gActiveBattler].statStages[i] = 6;
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gBattleMons[gActiveBattler].statStages[i] = DEFAULT_STAT_STAGE;
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gBattleMons[gActiveBattler].status2 = 0;
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}
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