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2 changed files with 11 additions and 1 deletions
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@ -181,7 +181,7 @@
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#define B_FLASH_FIRE_FROZEN GEN_7 // In Gen5+, Flash Fire can trigger even when frozen, when it couldn't before.
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#define B_FLASH_FIRE_FROZEN GEN_7 // In Gen5+, Flash Fire can trigger even when frozen, when it couldn't before.
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#define B_SYNCHRONIZE_NATURE GEN_8 // In Gen8, if a Pokémon with Synchronize is leading the party, it's 100% guaranteed that wild Pokémon will have the same ability, as opposed to 50% previously.
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#define B_SYNCHRONIZE_NATURE GEN_8 // In Gen8, if a Pokémon with Synchronize is leading the party, it's 100% guaranteed that wild Pokémon will have the same ability, as opposed to 50% previously.
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#define B_SYNCHRONIZE_TOXIC GEN_8 // In Gen5+, if a Pokémon with Synchronize is badly poisoned, the opponent will also become badly poisoned. Previously, the opponent would become regular poisoned.
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#define B_SYNCHRONIZE_TOXIC GEN_8 // In Gen5+, if a Pokémon with Synchronize is badly poisoned, the opponent will also become badly poisoned. Previously, the opponent would become regular poisoned.
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#define B_UPDATED_INTIMIDATE GEN_8 // In Gen8, Intimidate doesn't work on opponents with the Inner Focus, Scrappy, Own Tempo or Oblivious abilities.
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#define B_UPDATED_INTIMIDATE GEN_8 // In Gen8, Intimidate doesn't work on opponents with the Inner Focus, Scrappy, Own Tempo or Oblivious abilities. It also activates Rattled.
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// Item settings
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// Item settings
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#define B_HP_BERRIES GEN_7 // In Gen4+, berries which restore hp activate immediately after HP drops to half. In Gen3, the effect occurs at the end of the turn.
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#define B_HP_BERRIES GEN_7 // In Gen4+, berries which restore hp activate immediately after HP drops to half. In Gen3, the effect occurs at the end of the turn.
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@ -1581,6 +1581,16 @@ void PrepareStringBattle(u16 stringId, u8 battler)
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else
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else
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SET_STATCHANGER(STAT_SPATK, 2, FALSE);
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SET_STATCHANGER(STAT_SPATK, 2, FALSE);
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}
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}
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#if B_UPDATED_INTIMIDATE >= GEN_8
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else if (stringId == STRINGID_PKMNCUTSATTACKWITH && targetAbility == ABILITY_RATTLED
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&& CompareStat(gBattlerTarget, STAT_SPEED, MAX_STAT_STAGE, CMP_LESS_THAN))
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{
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gBattlerAbility = gBattlerTarget;
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BattleScriptPushCursor();
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gBattlescriptCurrInstr = BattleScript_DefiantActivates;
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SET_STATCHANGER(STAT_SPEED, 1, FALSE);
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}
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#endif
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gActiveBattler = battler;
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gActiveBattler = battler;
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BtlController_EmitPrintString(BUFFER_A, stringId);
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BtlController_EmitPrintString(BUFFER_A, stringId);
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