Make overworld weather-based terrain effects use B_MSG_TERRAIN_SET constants for intro text (#3793)

Co-authored-by: ravepossum <ravepossum@example.com>
This commit is contained in:
ravepossum 2023-12-22 03:43:22 -05:00 committed by GitHub
parent 96cb4d3823
commit c9e9b4906a
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23

View file

@ -4276,7 +4276,7 @@ u32 AbilityBattleEffects(u32 caseID, u32 battler, u32 ability, u32 special, u32
{
// overworld weather started rain, so just do electric terrain anim
gFieldStatuses = (STATUS_FIELD_ELECTRIC_TERRAIN | STATUS_FIELD_TERRAIN_PERMANENT);
gBattleCommunication[MULTISTRING_CHOOSER] = 2;
gBattleCommunication[MULTISTRING_CHOOSER] = B_MSG_TERRAIN_SET_ELECTRIC;
BattleScriptPushCursorAndCallback(BattleScript_OverworldTerrain);
effect++;
}
@ -4285,7 +4285,7 @@ u32 AbilityBattleEffects(u32 caseID, u32 battler, u32 ability, u32 special, u32
&& !(gFieldStatuses & STATUS_FIELD_MISTY_TERRAIN))
{
gFieldStatuses = (STATUS_FIELD_MISTY_TERRAIN | STATUS_FIELD_TERRAIN_PERMANENT);
gBattleCommunication[MULTISTRING_CHOOSER] = 0;
gBattleCommunication[MULTISTRING_CHOOSER] = B_MSG_TERRAIN_SET_MISTY;
BattleScriptPushCursorAndCallback(BattleScript_OverworldTerrain);
effect++;
}