Rename faintifabilitynotdamp and jumpifattackandspecialattackcannotfall
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@@ -374,7 +374,8 @@ BattleScript_EffectExplosion::
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attackcanceler
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attackstring
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ppreduce
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faintifabilitynotdamp
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@ Below jumps to BattleScript_DampStopsExplosion if it fails (only way it can)
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tryexplosion
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setatkhptozero
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waitstate
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jumpifbyte CMP_NO_COMMON_BITS, gMoveResultFlags, MOVE_RESULT_MISSED, BattleScript_ExplosionDoAnimStartLoop
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@@ -2201,10 +2202,10 @@ BattleScript_AlreadyBurned::
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BattleScript_EffectMemento::
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attackcanceler
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jumpifbyte CMP_EQUAL, cMISS_TYPE, B_MSG_PROTECTED, BattleScript_MementoFailProtect
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jumpifbyte CMP_EQUAL, cMISS_TYPE, B_MSG_PROTECTED, BattleScript_MementoTargetProtect
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attackstring
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ppreduce
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jumpifattackandspecialattackcannotfall BattleScript_ButItFailed
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trymemento BattleScript_ButItFailed
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setatkhptozero
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attackanimation
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waitanimation
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@@ -2214,7 +2215,7 @@ BattleScript_EffectMemento::
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playstatchangeanimation BS_TARGET, BIT_ATK, STAT_CHANGE_NEGATIVE | STAT_CHANGE_BY_TWO
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setstatchanger STAT_ATK, 2, TRUE
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statbuffchange STAT_BUFF_ALLOW_PTR, BattleScript_EffectMementoTrySpAtk
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@ Greater than STAT_FELL is checking if the stat cannot decrease
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@ Greater than B_MSG_DEFENDER_STAT_FELL is checking if the stat cannot decrease
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jumpifbyte CMP_GREATER_THAN, cMULTISTRING_CHOOSER, B_MSG_DEFENDER_STAT_FELL, BattleScript_EffectMementoTrySpAtk
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printfromtable gStatDownStringIds
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waitmessage B_WAIT_TIME_LONG
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@@ -2222,7 +2223,7 @@ BattleScript_EffectMementoTrySpAtk:
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playstatchangeanimation BS_TARGET, BIT_SPATK, STAT_CHANGE_NEGATIVE | STAT_CHANGE_BY_TWO
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setstatchanger STAT_SPATK, 2, TRUE
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statbuffchange STAT_BUFF_ALLOW_PTR, BattleScript_EffectMementoTryFaint
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@ Greater than STAT_FELL is checking if the stat cannot decrease
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@ Greater than B_MSG_DEFENDER_STAT_FELL is checking if the stat cannot decrease
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jumpifbyte CMP_GREATER_THAN, cMULTISTRING_CHOOSER, B_MSG_DEFENDER_STAT_FELL, BattleScript_EffectMementoTryFaint
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printfromtable gStatDownStringIds
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waitmessage B_WAIT_TIME_LONG
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@@ -2233,11 +2234,12 @@ BattleScript_EffectMementoPrintNoEffect:
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printstring STRINGID_BUTNOEFFECT
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waitmessage B_WAIT_TIME_LONG
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goto BattleScript_EffectMementoTryFaint
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BattleScript_MementoFailProtect:
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@ If the target is protected there's no need to check the target's stats or animate, the user will just faint
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BattleScript_MementoTargetProtect:
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attackstring
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ppreduce
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jumpifattackandspecialattackcannotfall BattleScript_MementoFailEnd
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BattleScript_MementoFailEnd:
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trymemento BattleScript_MementoTargetProtectEnd
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BattleScript_MementoTargetProtectEnd:
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setatkhptozero
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pause B_WAIT_TIME_LONG
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effectivenesssound
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