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.
This commit is contained in:
BuffelSaft 2021-09-02 16:15:58 +12:00
parent dd83e37261
commit 13636f8691
3 changed files with 7 additions and 3 deletions

View file

@ -485,7 +485,9 @@ struct BattleStruct
u16 assistPossibleMoves[PARTY_SIZE * MAX_MON_MOVES]; // Each of mons can know max 4 moves. u16 assistPossibleMoves[PARTY_SIZE * MAX_MON_MOVES]; // Each of mons can know max 4 moves.
u8 focusPunchBattlerId; u8 focusPunchBattlerId;
u8 battlerPreventingSwitchout; u8 battlerPreventingSwitchout;
u8 moneyMultiplier; u8 moneyMultiplier:6;
u8 moneyMultiplierItem:1;
u8 moneyMultiplierMove:1;
u8 savedTurnActionNumber; u8 savedTurnActionNumber;
u8 switchInAbilitiesCounter; u8 switchInAbilitiesCounter;
u8 faintedActionsState; u8 faintedActionsState;

View file

@ -2851,9 +2851,10 @@ void SetMoveEffect(bool32 primary, u32 certain)
gBattlescriptCurrInstr = sMoveEffectBS_Ptrs[gBattleScripting.moveEffect]; gBattlescriptCurrInstr = sMoveEffectBS_Ptrs[gBattleScripting.moveEffect];
break; break;
case MOVE_EFFECT_HAPPY_HOUR: case MOVE_EFFECT_HAPPY_HOUR:
if (GET_BATTLER_SIDE(gBattlerAttacker) == B_SIDE_PLAYER) if (GET_BATTLER_SIDE(gBattlerAttacker) == B_SIDE_PLAYER && !gBattleStruct->moneyMultiplierMove)
{ {
gBattleStruct->moneyMultiplier *= 2; gBattleStruct->moneyMultiplier *= 2;
gBattleStruct->moneyMultiplierMove = 1;
} }
gBattlescriptCurrInstr++; gBattlescriptCurrInstr++;
break; break;

View file

@ -5626,8 +5626,9 @@ u8 ItemBattleEffects(u8 caseID, u8 battlerId, bool8 moveTurn)
switch (battlerHoldEffect) switch (battlerHoldEffect)
{ {
case HOLD_EFFECT_DOUBLE_PRIZE: case HOLD_EFFECT_DOUBLE_PRIZE:
if (GetBattlerSide(battlerId) == B_SIDE_PLAYER) if (GetBattlerSide(battlerId) == B_SIDE_PLAYER && !gBattleStruct->moneyMultiplierItem)
gBattleStruct->moneyMultiplier *= 2; gBattleStruct->moneyMultiplier *= 2;
gBattleStruct->moneyMultiplierItem = 1;
break; break;
case HOLD_EFFECT_RESTORE_STATS: case HOLD_EFFECT_RESTORE_STATS:
for (i = 0; i < NUM_BATTLE_STATS; i++) for (i = 0; i < NUM_BATTLE_STATS; i++)