Gooey add check for not displaying ability pop up when not necessary
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1 changed files with 3 additions and 2 deletions
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@ -3318,6 +3318,7 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u8 ability, u8 special, u16 moveA
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case ABILITY_TANGLING_HAIR:
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case ABILITY_TANGLING_HAIR:
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if (!(gMoveResultFlags & MOVE_RESULT_NO_EFFECT)
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if (!(gMoveResultFlags & MOVE_RESULT_NO_EFFECT)
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&& gBattleMons[gBattlerAttacker].hp != 0
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&& gBattleMons[gBattlerAttacker].hp != 0
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&& gBattleMons[gBattlerAttacker].statStages[STAT_SPEED] != 0
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&& !gProtectStructs[gBattlerAttacker].confusionSelfDmg
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&& !gProtectStructs[gBattlerAttacker].confusionSelfDmg
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&& TARGET_TURN_DAMAGED
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&& TARGET_TURN_DAMAGED
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&& (gBattleMoves[move].flags & FLAG_MAKES_CONTACT))
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&& (gBattleMoves[move].flags & FLAG_MAKES_CONTACT))
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@ -3489,10 +3490,10 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u8 ability, u8 special, u16 moveA
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gBattleStruct->atkCancellerTracker = 0;
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gBattleStruct->atkCancellerTracker = 0;
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gBattlerAttacker = gBattlerAbility = battler;
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gBattlerAttacker = gBattlerAbility = battler;
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gCalledMove = gCurrentMove;
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gCalledMove = gCurrentMove;
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// Set the target to the original target of the mon that first used a Dance move
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// Set the target to the original target of the mon that first used a Dance move
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gBattlerTarget = gBattleScripting.savedBattler & 0x3;
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gBattlerTarget = gBattleScripting.savedBattler & 0x3;
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// Make sure that the target isn't an ally - if it is, target the original user
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// Make sure that the target isn't an ally - if it is, target the original user
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if (GetBattlerSide(gBattlerTarget) == GetBattlerSide(gBattlerAttacker))
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if (GetBattlerSide(gBattlerTarget) == GetBattlerSide(gBattlerAttacker))
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gBattlerTarget = (gBattleScripting.savedBattler & 0xF0) >> 4;
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gBattlerTarget = (gBattleScripting.savedBattler & 0xF0) >> 4;
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