Make overworld weather-based terrain effects use B_MSG_TERRAIN_SET constants for intro text (#3793)
Co-authored-by: ravepossum <ravepossum@example.com>
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1 changed files with 2 additions and 2 deletions
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@ -4276,7 +4276,7 @@ u32 AbilityBattleEffects(u32 caseID, u32 battler, u32 ability, u32 special, u32
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{
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// overworld weather started rain, so just do electric terrain anim
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gFieldStatuses = (STATUS_FIELD_ELECTRIC_TERRAIN | STATUS_FIELD_TERRAIN_PERMANENT);
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gBattleCommunication[MULTISTRING_CHOOSER] = 2;
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gBattleCommunication[MULTISTRING_CHOOSER] = B_MSG_TERRAIN_SET_ELECTRIC;
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BattleScriptPushCursorAndCallback(BattleScript_OverworldTerrain);
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effect++;
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}
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@ -4285,7 +4285,7 @@ u32 AbilityBattleEffects(u32 caseID, u32 battler, u32 ability, u32 special, u32
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&& !(gFieldStatuses & STATUS_FIELD_MISTY_TERRAIN))
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{
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gFieldStatuses = (STATUS_FIELD_MISTY_TERRAIN | STATUS_FIELD_TERRAIN_PERMANENT);
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gBattleCommunication[MULTISTRING_CHOOSER] = 0;
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gBattleCommunication[MULTISTRING_CHOOSER] = B_MSG_TERRAIN_SET_MISTY;
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BattleScriptPushCursorAndCallback(BattleScript_OverworldTerrain);
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effect++;
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}
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