Applied minor tweaks
-Made setbeakblast affect a specified battler instead of the gBattlerAttacker to justify the macro's layout. -Added Shell Trap to the list of moves unaffected by Encore. -Renamed CheckFocusPunch_ClearVarsBeforeTurnStarts into CheckChosenMoveForEffectsBeforeTurnStarts because that function doesn't just check for Focus Punch anymore, and it doesn't clear any variables either.
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2 changed files with 9 additions and 8 deletions
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@ -101,7 +101,7 @@ static void SetActionsAndBattlersTurnOrder(void);
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static void UpdateBattlerPartyOrdersOnSwitch(void);
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static void UpdateBattlerPartyOrdersOnSwitch(void);
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static bool8 AllAtActionConfirmed(void);
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static bool8 AllAtActionConfirmed(void);
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static void TryChangeTurnOrder(void);
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static void TryChangeTurnOrder(void);
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static void CheckFocusPunch_ClearVarsBeforeTurnStarts(void);
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static void CheckChosenMoveForEffectsBeforeTurnStarts(void);
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static void CheckMegaEvolutionBeforeTurn(void);
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static void CheckMegaEvolutionBeforeTurn(void);
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static void CheckQuickClaw_CustapBerryActivation(void);
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static void CheckQuickClaw_CustapBerryActivation(void);
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static void FreeResetData_ReturnToOvOrDoEvolutions(void);
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static void FreeResetData_ReturnToOvOrDoEvolutions(void);
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@ -4879,7 +4879,7 @@ static void CheckMegaEvolutionBeforeTurn(void)
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}
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}
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#if B_MEGA_EVO_TURN_ORDER <= GEN_6
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#if B_MEGA_EVO_TURN_ORDER <= GEN_6
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gBattleMainFunc = CheckFocusPunch_ClearVarsBeforeTurnStarts;
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gBattleMainFunc = CheckChosenMoveForEffectsBeforeTurnStarts;
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gBattleStruct->focusPunchBattlerId = 0;
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gBattleStruct->focusPunchBattlerId = 0;
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#else
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#else
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gBattleMainFunc = TryChangeTurnOrder; // This will just do nothing if no mon has mega evolved
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gBattleMainFunc = TryChangeTurnOrder; // This will just do nothing if no mon has mega evolved
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@ -4904,11 +4904,11 @@ static void TryChangeTurnOrder(void)
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}
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}
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}
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}
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}
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}
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gBattleMainFunc = CheckFocusPunch_ClearVarsBeforeTurnStarts;
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gBattleMainFunc = CheckChosenMoveForEffectsBeforeTurnStarts;
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gBattleStruct->focusPunchBattlerId = 0;
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gBattleStruct->focusPunchBattlerId = 0;
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}
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}
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static void CheckFocusPunch_ClearVarsBeforeTurnStarts(void)
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static void CheckChosenMoveForEffectsBeforeTurnStarts(void)
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{
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{
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u32 i;
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u32 i;
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@ -10031,7 +10031,7 @@ static void Cmd_various(void)
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gBattleMons[gActiveBattler].item = gLastUsedItem;
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gBattleMons[gActiveBattler].item = gLastUsedItem;
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break;
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break;
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case VARIOUS_SET_BEAK_BLAST:
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case VARIOUS_SET_BEAK_BLAST:
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gProtectStructs[gBattlerAttacker].beakBlastCharge = TRUE;
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gProtectStructs[gActiveBattler].beakBlastCharge = TRUE;
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break;
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break;
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case VARIOUS_SWAP_SIDE_STATUSES:
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case VARIOUS_SWAP_SIDE_STATUSES:
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CourtChangeSwapSideStatuses();
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CourtChangeSwapSideStatuses();
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@ -11927,7 +11927,8 @@ static void Cmd_trysetencore(void)
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if (gLastMoves[gBattlerTarget] == MOVE_STRUGGLE
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if (gLastMoves[gBattlerTarget] == MOVE_STRUGGLE
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|| gLastMoves[gBattlerTarget] == MOVE_ENCORE
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|| gLastMoves[gBattlerTarget] == MOVE_ENCORE
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|| gLastMoves[gBattlerTarget] == MOVE_MIRROR_MOVE)
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|| gLastMoves[gBattlerTarget] == MOVE_MIRROR_MOVE
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|| gLastMoves[gBattlerTarget] == MOVE_SHELL_TRAP)
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{
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{
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i = MAX_MON_MOVES;
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i = MAX_MON_MOVES;
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}
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}
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