Fix stacking effect on HOLD_EFFECT_DOUBLE_PRIZE
moneyMultiplier should only ever be 1, 2 or 4. This adds some flags to moneyMultiplier that prevent HOLD_EFFECT_DOUBLE_PRIZE and Happy Hour from infinitely increasing it.
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dd83e37261
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3 changed files with 7 additions and 3 deletions
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@ -485,7 +485,9 @@ struct BattleStruct
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u16 assistPossibleMoves[PARTY_SIZE * MAX_MON_MOVES]; // Each of mons can know max 4 moves.
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u8 focusPunchBattlerId;
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u8 battlerPreventingSwitchout;
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u8 moneyMultiplier;
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u8 moneyMultiplier:6;
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u8 moneyMultiplierItem:1;
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u8 moneyMultiplierMove:1;
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u8 savedTurnActionNumber;
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u8 switchInAbilitiesCounter;
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u8 faintedActionsState;
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@ -2851,9 +2851,10 @@ void SetMoveEffect(bool32 primary, u32 certain)
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gBattlescriptCurrInstr = sMoveEffectBS_Ptrs[gBattleScripting.moveEffect];
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break;
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case MOVE_EFFECT_HAPPY_HOUR:
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if (GET_BATTLER_SIDE(gBattlerAttacker) == B_SIDE_PLAYER)
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if (GET_BATTLER_SIDE(gBattlerAttacker) == B_SIDE_PLAYER && !gBattleStruct->moneyMultiplierMove)
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{
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gBattleStruct->moneyMultiplier *= 2;
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gBattleStruct->moneyMultiplierMove = 1;
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}
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gBattlescriptCurrInstr++;
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break;
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@ -5626,8 +5626,9 @@ u8 ItemBattleEffects(u8 caseID, u8 battlerId, bool8 moveTurn)
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switch (battlerHoldEffect)
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{
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case HOLD_EFFECT_DOUBLE_PRIZE:
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if (GetBattlerSide(battlerId) == B_SIDE_PLAYER)
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if (GetBattlerSide(battlerId) == B_SIDE_PLAYER && !gBattleStruct->moneyMultiplierItem)
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gBattleStruct->moneyMultiplier *= 2;
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gBattleStruct->moneyMultiplierItem = 1;
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break;
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case HOLD_EFFECT_RESTORE_STATS:
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for (i = 0; i < NUM_BATTLE_STATS; i++)
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