Changed how SIDE_STATUS_RETALIATE is cleared

This commit is contained in:
LOuroboros 2021-10-15 07:09:27 -03:00
parent 3a25bce185
commit 2bf8022673
2 changed files with 1 additions and 3 deletions

View file

@ -3583,6 +3583,7 @@ static void HandleEndTurn_ContinueBattle(void)
gBattleMons[i].status2 &= ~(STATUS2_FLINCHED);
if ((gBattleMons[i].status1 & STATUS1_SLEEP) && (gBattleMons[i].status2 & STATUS2_MULTIPLETURNS))
CancelMultiTurnMoves(i);
gSideStatuses[GET_BATTLER_SIDE(i)] &= ~SIDE_STATUS_RETALIATE;
}
gBattleStruct->turnEffectsTracker = 0;
gBattleStruct->turnEffectsBattlerId = 0;

View file

@ -7935,10 +7935,7 @@ static u32 CalcMoveBasePowerAfterModifiers(u16 move, u8 battlerAtk, u8 battlerDe
break;
case EFFECT_RETALIATE:
if (gSideStatuses[atkSide] & SIDE_STATUS_RETALIATE)
{
MulModifier(&modifier, UQ_4_12(2.0));
gSideStatuses[atkSide] &= ~SIDE_STATUS_RETALIATE;
}
break;
case EFFECT_SOLARBEAM:
if (WEATHER_HAS_EFFECT && gBattleWeather & (WEATHER_HAIL_ANY | WEATHER_SANDSTORM_ANY | WEATHER_RAIN_ANY))