Added configs for modern post-battle stat calcs
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@ -93,6 +93,8 @@
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#define B_RECOIL_IF_MISS_DMG GEN_7 // In Gen5+, Jump Kick and High Jump Kick will always do half of the user's max HP when missing.
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#define B_RECOIL_IF_MISS_DMG GEN_7 // In Gen5+, Jump Kick and High Jump Kick will always do half of the user's max HP when missing.
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#define B_PSYWAVE_DMG GEN_7 // Psywave's damage formula. See Cmd_psywavedamageeffect.
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#define B_PSYWAVE_DMG GEN_7 // Psywave's damage formula. See Cmd_psywavedamageeffect.
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#define B_BADGE_BOOST GEN_7 // In Gen4+, Gym Badges no longer boost a Pokémon's stats.
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#define B_BADGE_BOOST GEN_7 // In Gen4+, Gym Badges no longer boost a Pokémon's stats.
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#define B_MAX_LEVEL_EV_GAINS GEN_7 // In Gen5+, Lv100 Pokémon can obtain Effort Values normally.
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#define B_RECALCULATE_STATS GEN_7 // In Gen5+, the stats of the Pokémon who participate in battle are recalculated at the end of each battle.
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// Move data settings
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// Move data settings
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#define B_UPDATED_MOVE_DATA GEN_8 // Updates move data in gBattleMoves, including Power, Accuracy, PP, stat changes, targets, chances of secondary effects, etc.
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#define B_UPDATED_MOVE_DATA GEN_8 // Updates move data in gBattleMoves, including Power, Accuracy, PP, stat changes, targets, chances of secondary effects, etc.
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@ -3783,6 +3783,9 @@ static void Cmd_getexp(void)
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*(&gBattleStruct->sentInPokes) >>= 1;
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*(&gBattleStruct->sentInPokes) >>= 1;
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gBattleScripting.getexpState = 5;
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gBattleScripting.getexpState = 5;
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gBattleMoveDamage = 0; // used for exp
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gBattleMoveDamage = 0; // used for exp
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#if B_MAX_LEVEL_EV_GAINS >= GEN_5
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MonGainEVs(&gPlayerParty[gBattleStruct->expGetterMonId], gBattleMons[gBattlerFainted].species);
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#endif
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}
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}
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else
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else
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{
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{
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@ -3958,6 +3961,12 @@ static void Cmd_getexp(void)
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case 6: // increment instruction
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case 6: // increment instruction
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if (gBattleControllerExecFlags == 0)
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if (gBattleControllerExecFlags == 0)
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{
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{
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#if B_RECALCULATE_STATS >= GEN_5
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// Recalculate the stats of every party member before the end
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for (i = 0; i < PARTY_SIZE; i++)
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CalculateMonStats(&gPlayerParty[i]);
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#endif
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// not sure why gf clears the item and ability here
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// not sure why gf clears the item and ability here
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gBattleMons[gBattlerFainted].item = 0;
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gBattleMons[gBattlerFainted].item = 0;
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gBattleMons[gBattlerFainted].ability = 0;
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gBattleMons[gBattlerFainted].ability = 0;
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