Minor fixes to RNG and additional effect count
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2 changed files with 2 additions and 2 deletions
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@ -525,7 +525,7 @@ struct MoveInfo
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};
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#define EFFECTS_ARR(...) (const struct AdditionalEffect[]) {__VA_ARGS__}
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#define ADDITIONAL_EFFECTS(...) ((ARRAY_COUNT(EFFECTS_ARR( __VA_ARGS__ )) % 0xF) << 28) + (uintptr_t)(EFFECTS_ARR( __VA_ARGS__ ))
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#define ADDITIONAL_EFFECTS(...) ((min(ARRAY_COUNT(EFFECTS_ARR( __VA_ARGS__ )), 15)) << 28) + (uintptr_t)(EFFECTS_ARR( __VA_ARGS__ ))
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// Retrieve a move's additional effects and the count thereof
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#define GET_ADDITIONAL_EFFECTS_AND_COUNT(move, _count, _effects) u32 _count = GET_ADDITIONAL_EFFECTS_COUNT(move); const struct AdditionalEffect *_effects = GET_ADDITIONAL_EFFECTS(move)
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@ -3865,7 +3865,7 @@ static void Cmd_setadditionaleffects(void)
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percentChance = CalcSecondaryEffectChance(gBattlerAttacker, GetBattlerAbility(gBattlerAttacker), &additionalEffects[i]);
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// Activate effect if it's primary (chance == 0) or if RNGesus says so
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if ((percentChance == 0) || RandomPercentage(RNG_SECONDARY_EFFECT + i, percentChance))
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if ((percentChance == 0) || RandomPercentage(RNG_SECONDARY_EFFECT + (i % 3), percentChance))
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{
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gBattleScripting.moveEffect = additionalEffects[i].moveEffect | (MOVE_EFFECT_AFFECTS_USER * (additionalEffects[i].self));
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