Update IsDamageMoveUsable to check for Steel Roller viability (#4476)
* Update IsDamageMoveUsable to check for Steel Roller viability * Condense terrain flag checks and renamed IsDamageMoveUsable IsDamageMoveUsable is now named IsDamageMoveUnusable to more accurately reflect the boolean it returns.
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1 changed files with 6 additions and 2 deletions
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@ -366,7 +366,7 @@ static inline s32 LowestRollDmg(s32 dmg)
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return dmg;
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}
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bool32 IsDamageMoveUsable(u32 move, u32 battlerAtk, u32 battlerDef)
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bool32 IsDamageMoveUnusable(u32 move, u32 battlerAtk, u32 battlerDef)
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{
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s32 moveType;
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struct AiLogicData *aiData = AI_DATA;
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@ -438,6 +438,10 @@ bool32 IsDamageMoveUsable(u32 move, u32 battlerAtk, u32 battlerDef)
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if (!IS_BATTLER_OF_TYPE(battlerAtk, gMovesInfo[move].argument))
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return TRUE;
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break;
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case EFFECT_HIT_SET_REMOVE_TERRAIN:
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if (!(gFieldStatuses & STATUS_FIELD_TERRAIN_ANY))
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return TRUE;
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break;
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}
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return FALSE;
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@ -472,7 +476,7 @@ s32 AI_CalcDamage(u32 move, u32 battlerAtk, u32 battlerDef, u8 *typeEffectivenes
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GET_MOVE_TYPE(move, moveType);
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if (gMovesInfo[move].power)
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isDamageMoveUnusable = IsDamageMoveUsable(move, battlerAtk, battlerDef);
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isDamageMoveUnusable = IsDamageMoveUnusable(move, battlerAtk, battlerDef);
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effectivenessMultiplier = CalcTypeEffectivenessMultiplier(move, moveType, battlerAtk, battlerDef, aiData->abilities[battlerDef], FALSE);
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if (gMovesInfo[move].power && !isDamageMoveUnusable)
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