diff --git a/include/battle.h b/include/battle.h index f4c5bd997e..68beaf219f 100644 --- a/include/battle.h +++ b/include/battle.h @@ -450,7 +450,7 @@ STATIC_ASSERT(sizeof(((struct BattleStruct *)0)->palaceFlags) * 8 >= MAX_BATTLER #define DYNAMIC_TYPE_MASK ((1 << 6) - 1) #define F_DYNAMIC_TYPE_IGNORE_PHYSICALITY (1 << 6) // If set, the dynamic type's physicality won't be used for certain move effects. -#define F_DYNAMIC_TYPE_UNREAD (1 << 7) // Set for Hidden Power and Weather Ball but never apparently checked. +#define F_DYNAMIC_TYPE_SET (1 << 7) // Set for all dynamic types to distinguish a dynamic type of Normal (0) from no dynamic type. #define GET_MOVE_TYPE(move, typeArg) \ { \ diff --git a/src/battle_script_commands.c b/src/battle_script_commands.c index fd87e94e2a..96ae0e68a3 100644 --- a/src/battle_script_commands.c +++ b/src/battle_script_commands.c @@ -8841,7 +8841,7 @@ static void Cmd_hiddenpowercalc(void) gBattleStruct->dynamicMoveType = ((NUMBER_OF_MON_TYPES - 3) * typeBits) / 63 + 1; if (gBattleStruct->dynamicMoveType >= TYPE_MYSTERY) gBattleStruct->dynamicMoveType++; - gBattleStruct->dynamicMoveType |= F_DYNAMIC_TYPE_IGNORE_PHYSICALITY | F_DYNAMIC_TYPE_UNREAD; + gBattleStruct->dynamicMoveType |= F_DYNAMIC_TYPE_IGNORE_PHYSICALITY | F_DYNAMIC_TYPE_SET; gBattlescriptCurrInstr++; } @@ -9718,15 +9718,15 @@ static void Cmd_setweatherballtype(void) if (gBattleWeather & B_WEATHER_ANY) gBattleScripting.dmgMultiplier = 2; if (gBattleWeather & B_WEATHER_RAIN) - *(&gBattleStruct->dynamicMoveType) = TYPE_WATER | F_DYNAMIC_TYPE_UNREAD; + *(&gBattleStruct->dynamicMoveType) = TYPE_WATER | F_DYNAMIC_TYPE_SET; else if (gBattleWeather & B_WEATHER_SANDSTORM) - *(&gBattleStruct->dynamicMoveType) = TYPE_ROCK | F_DYNAMIC_TYPE_UNREAD; + *(&gBattleStruct->dynamicMoveType) = TYPE_ROCK | F_DYNAMIC_TYPE_SET; else if (gBattleWeather & B_WEATHER_SUN) - *(&gBattleStruct->dynamicMoveType) = TYPE_FIRE | F_DYNAMIC_TYPE_UNREAD; + *(&gBattleStruct->dynamicMoveType) = TYPE_FIRE | F_DYNAMIC_TYPE_SET; else if (gBattleWeather & B_WEATHER_HAIL) - *(&gBattleStruct->dynamicMoveType) = TYPE_ICE | F_DYNAMIC_TYPE_UNREAD; + *(&gBattleStruct->dynamicMoveType) = TYPE_ICE | F_DYNAMIC_TYPE_SET; else - *(&gBattleStruct->dynamicMoveType) = TYPE_NORMAL | F_DYNAMIC_TYPE_UNREAD; + *(&gBattleStruct->dynamicMoveType) = TYPE_NORMAL | F_DYNAMIC_TYPE_SET; } gBattlescriptCurrInstr++;