Update BS constants for Cmd rename
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@@ -4405,7 +4405,7 @@ static void Cmd_playstatchangeanimation(void)
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{
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if (statsToCheck & 1)
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{
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if (gBattlescriptCurrInstr[3] & STAT_CHANGE_DONT_CHECK_LOWER)
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if (gBattlescriptCurrInstr[3] & STAT_CHANGE_IGNORE_ABILITY)
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{
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if (gBattleMons[gActiveBattler].statStages[currStat] > 0)
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{
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@@ -4464,7 +4464,7 @@ static void Cmd_playstatchangeanimation(void)
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}
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}
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if (gBattlescriptCurrInstr[3] & STAT_CHANGE_ONLY_MULTIPLE && changeableStatsCount < 2)
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if (gBattlescriptCurrInstr[3] & STAT_CHANGE_SKIP_NEXT_ANIM && changeableStatsCount < 2)
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{
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gBattlescriptCurrInstr += 4;
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}
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@@ -4472,7 +4472,7 @@ static void Cmd_playstatchangeanimation(void)
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{
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BtlController_EmitBattleAnimation(0, B_ANIM_STATS_CHANGE, statAnimId);
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MarkBattlerForControllerExec(gActiveBattler);
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if (gBattlescriptCurrInstr[3] & STAT_CHANGE_ONLY_MULTIPLE && changeableStatsCount > 1)
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if (gBattlescriptCurrInstr[3] & STAT_CHANGE_SKIP_NEXT_ANIM && changeableStatsCount > 1)
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gBattleScripting.statAnimPlayed = TRUE;
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gBattlescriptCurrInstr += 4;
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}
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@@ -4547,12 +4547,12 @@ static void Cmd_moveend(void)
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effect = TRUE;
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gBattleScripting.moveendState++;
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break;
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case MOVEEND_MOVE_END_ABILITIES: // Such as abilities activating on contact(Poison Spore, Rough Skin, etc.).
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if (AbilityBattleEffects(ABILITYEFFECT_MOVE_END, gBattlerTarget, 0, 0, 0))
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case MOVEEND_CONTACT_ABILITIES: // Also includes Color Change
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if (AbilityBattleEffects(ABILITYEFFECT_CONTACT, gBattlerTarget, 0, 0, 0))
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effect = TRUE;
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gBattleScripting.moveendState++;
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break;
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case MOVEEND_STATUS_IMMUNITY_ABILITIES: // status immunities
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case MOVEEND_IMMUNITY_ABILITIES: // status immunities
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if (AbilityBattleEffects(ABILITYEFFECT_IMMUNITY, 0, 0, 0, 0))
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effect = TRUE; // it loops through all battlers, so we increment after its done with all battlers
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else
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@@ -4971,9 +4971,9 @@ static void Cmd_jumpifcantswitch(void)
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s32 lastMonId;
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struct Pokemon *party;
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gActiveBattler = GetBattlerForBattleScript(gBattlescriptCurrInstr[1] & ~(DONT_CHECK_STATUSES));
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gActiveBattler = GetBattlerForBattleScript(gBattlescriptCurrInstr[1] & ~(SWITCH_IGNORE_ESCAPE_PREVENTION));
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if (!(gBattlescriptCurrInstr[1] & DONT_CHECK_STATUSES)
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if (!(gBattlescriptCurrInstr[1] & SWITCH_IGNORE_ESCAPE_PREVENTION)
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&& ((gBattleMons[gActiveBattler].status2 & (STATUS2_WRAPPED | STATUS2_ESCAPE_PREVENTION))
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|| (gStatuses3[gActiveBattler] & STATUS3_ROOTED)))
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{
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@@ -7002,7 +7002,7 @@ static void Cmd_manipulatedamage(void)
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case DMG_CHANGE_SIGN:
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gBattleMoveDamage *= -1;
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break;
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case DMG_HALF_BY_TWO_NOT_MORE_THAN_HALF_MAX_HP:
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case DMG_RECOIL_FROM_MISS:
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gBattleMoveDamage /= 2;
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if (gBattleMoveDamage == 0)
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gBattleMoveDamage = 1;
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@@ -2084,7 +2084,7 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u8 ability, u8 special, u16 moveA
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}
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}
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break;
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case ABILITYEFFECT_MOVE_END: // Think contact abilities.
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case ABILITYEFFECT_CONTACT: // Also includes Color Change
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switch (gLastUsedAbility)
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{
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case ABILITY_COLOR_CHANGE:
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