Taunt turn config
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2 changed files with 10 additions and 3 deletions
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@ -123,6 +123,7 @@
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#define B_DISABLE_TURNS GEN_7 // Disable's turns. See Cmd_disablelastusedattack.
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#define B_DISABLE_TURNS GEN_7 // Disable's turns. See Cmd_disablelastusedattack.
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#define B_TAILWIND_TURNS GEN_7 // In Gen5+, Tailwind lasts 4 turns instead of 3.
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#define B_TAILWIND_TURNS GEN_7 // In Gen5+, Tailwind lasts 4 turns instead of 3.
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#define B_SLEEP_TURNS GEN_7 // In Gen5+, sleep lasts for 1-3 turns instead of 2-5 turns.
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#define B_SLEEP_TURNS GEN_7 // In Gen5+, sleep lasts for 1-3 turns instead of 2-5 turns.
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#define B_TAUNT_TURNS GEN_7 // In Gen5+, Taunt lasts 3 turns if the user acts before the target, or 4 turns if the target acted before the user. In Gen3, taunt lasts 2 turns and in Gen 4, 3-5 turns.
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// Move data settings
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// Move data settings
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#define B_UPDATED_MOVE_DATA GEN_8 // Updates move data in gBattleMoves, including Power, Accuracy, PP, stat changes, targets, chances of secondary effects, etc.
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#define B_UPDATED_MOVE_DATA GEN_8 // Updates move data in gBattleMoves, including Power, Accuracy, PP, stat changes, targets, chances of secondary effects, etc.
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@ -11778,9 +11778,15 @@ static void Cmd_settaunt(void)
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}
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}
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else if (gDisableStructs[gBattlerTarget].tauntTimer == 0)
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else if (gDisableStructs[gBattlerTarget].tauntTimer == 0)
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{
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{
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u8 turns = 4;
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#if B_TAUNT_TURNS >= GEN_5
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if (GetBattlerTurnOrderNum(gBattlerTarget) > GetBattlerTurnOrderNum(gBattlerAttacker))
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u8 turns = 4;
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turns--; // If the target hasn't yet moved this turn, Taunt lasts for only three turns (source: Bulbapedia)
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if (GetBattlerTurnOrderNum(gBattlerTarget) > GetBattlerTurnOrderNum(gBattlerAttacker))
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turns--; // If the target hasn't yet moved this turn, Taunt lasts for only three turns (source: Bulbapedia)
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#elif B_TAUNT_TURNS == GEN_4
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u8 turns = (Random() & 2) + 3;
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#else
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u8 turns = 2;
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#endif
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gDisableStructs[gBattlerTarget].tauntTimer = gDisableStructs[gBattlerTarget].tauntTimer2 = turns;
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gDisableStructs[gBattlerTarget].tauntTimer = gDisableStructs[gBattlerTarget].tauntTimer2 = turns;
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gBattlescriptCurrInstr += 5;
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gBattlescriptCurrInstr += 5;
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