Move touchedProtectLike to protect structs
This makes more sense than putting it in DisableStruct.
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2 changed files with 6 additions and 6 deletions
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@ -100,7 +100,6 @@ struct DisableStruct
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u8 truantCounter:1;
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u8 truantCounter:1;
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u8 truantSwitchInHack:1;
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u8 truantSwitchInHack:1;
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u8 mimickedMoves:4;
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u8 mimickedMoves:4;
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u8 touchedProtectLike: 1;
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u8 rechargeTimer;
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u8 rechargeTimer;
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u8 autotomizeCount;
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u8 autotomizeCount;
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u8 slowStartTimer;
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u8 slowStartTimer;
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@ -145,6 +144,7 @@ struct ProtectStruct
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u32 usedThroatChopPreventedMove:1;
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u32 usedThroatChopPreventedMove:1;
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u32 micle:1;
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u32 micle:1;
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u32 custap:1; // also quick claw
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u32 custap:1; // also quick claw
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u32 touchedProtectLike:1;
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u32 physicalDmg;
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u32 physicalDmg;
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u32 specialDmg;
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u32 specialDmg;
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u8 physicalBattlerId;
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u8 physicalBattlerId;
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@ -1456,7 +1456,7 @@ static void Cmd_attackcanceler(void)
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&& gBattleMoves[gCurrentMove].effect != EFFECT_SUCKER_PUNCH)
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&& gBattleMoves[gCurrentMove].effect != EFFECT_SUCKER_PUNCH)
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{
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{
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if (gBattleMoves[gCurrentMove].flags & FLAG_MAKES_CONTACT)
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if (gBattleMoves[gCurrentMove].flags & FLAG_MAKES_CONTACT)
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gDisableStructs[gBattlerAttacker].touchedProtectLike = 1;
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gProtectStructs[gBattlerAttacker].touchedProtectLike = 1;
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CancelMultiTurnMoves(gBattlerAttacker);
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CancelMultiTurnMoves(gBattlerAttacker);
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gMoveResultFlags |= MOVE_RESULT_MISSED;
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gMoveResultFlags |= MOVE_RESULT_MISSED;
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gLastLandedMoves[gBattlerTarget] = 0;
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gLastLandedMoves[gBattlerTarget] = 0;
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@ -4779,11 +4779,11 @@ static void Cmd_moveend(void)
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switch (gBattleScripting.moveendState)
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switch (gBattleScripting.moveendState)
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{
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{
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case MOVEEND_PROTECT_LIKE_EFFECT:
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case MOVEEND_PROTECT_LIKE_EFFECT:
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if (gDisableStructs[gBattlerAttacker].touchedProtectLike)
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if (gProtectStructs[gBattlerAttacker].touchedProtectLike)
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{
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{
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if (gProtectStructs[gBattlerTarget].spikyShielded && GetBattlerAbility(gBattlerAttacker) != ABILITY_MAGIC_GUARD)
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if (gProtectStructs[gBattlerTarget].spikyShielded && GetBattlerAbility(gBattlerAttacker) != ABILITY_MAGIC_GUARD)
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{
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{
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gDisableStructs[gBattlerAttacker].touchedProtectLike = 0;
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gProtectStructs[gBattlerAttacker].touchedProtectLike = 0;
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gBattleMoveDamage = gBattleMons[gBattlerAttacker].maxHP / 8;
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gBattleMoveDamage = gBattleMons[gBattlerAttacker].maxHP / 8;
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if (gBattleMoveDamage == 0)
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if (gBattleMoveDamage == 0)
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gBattleMoveDamage = 1;
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gBattleMoveDamage = 1;
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@ -4794,7 +4794,7 @@ static void Cmd_moveend(void)
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}
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}
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else if (gProtectStructs[gBattlerTarget].kingsShielded)
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else if (gProtectStructs[gBattlerTarget].kingsShielded)
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{
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{
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gDisableStructs[gBattlerAttacker].touchedProtectLike = 0;
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gProtectStructs[gBattlerAttacker].touchedProtectLike = 0;
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i = gBattlerAttacker;
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i = gBattlerAttacker;
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gBattlerAttacker = gBattlerTarget;
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gBattlerAttacker = gBattlerTarget;
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gBattlerTarget = i; // gBattlerTarget and gBattlerAttacker are swapped in order to activate Defiant, if applicable
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gBattlerTarget = i; // gBattlerTarget and gBattlerAttacker are swapped in order to activate Defiant, if applicable
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@ -4805,7 +4805,7 @@ static void Cmd_moveend(void)
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}
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}
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else if (gProtectStructs[gBattlerTarget].banefulBunkered)
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else if (gProtectStructs[gBattlerTarget].banefulBunkered)
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{
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{
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gDisableStructs[gBattlerAttacker].touchedProtectLike = 0;
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gProtectStructs[gBattlerAttacker].touchedProtectLike = 0;
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gBattleScripting.moveEffect = MOVE_EFFECT_POISON | MOVE_EFFECT_AFFECTS_USER;
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gBattleScripting.moveEffect = MOVE_EFFECT_POISON | MOVE_EFFECT_AFFECTS_USER;
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PREPARE_MOVE_BUFFER(gBattleTextBuff1, MOVE_BANEFUL_BUNKER);
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PREPARE_MOVE_BUFFER(gBattleTextBuff1, MOVE_BANEFUL_BUNKER);
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BattleScriptPushCursor();
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BattleScriptPushCursor();
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