Corrected usage of B_AFFECTION_MECHANICS in CalcCritChanceStage
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1 changed files with 3 additions and 1 deletions
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@ -1892,9 +1892,11 @@ s32 CalcCritChanceStage(u8 battlerAtk, u8 battlerDef, u32 move, bool32 recordAbi
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+ (holdEffectAtk == HOLD_EFFECT_SCOPE_LENS)
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+ (holdEffectAtk == HOLD_EFFECT_SCOPE_LENS)
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+ 2 * (holdEffectAtk == HOLD_EFFECT_LUCKY_PUNCH && gBattleMons[gBattlerAttacker].species == SPECIES_CHANSEY)
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+ 2 * (holdEffectAtk == HOLD_EFFECT_LUCKY_PUNCH && gBattleMons[gBattlerAttacker].species == SPECIES_CHANSEY)
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+ 2 * BENEFITS_FROM_LEEK(battlerAtk, holdEffectAtk)
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+ 2 * BENEFITS_FROM_LEEK(battlerAtk, holdEffectAtk)
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+ (abilityAtk == ABILITY_SUPER_LUCK)
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#if B_AFFECTION_MECHANICS == TRUE
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#if B_AFFECTION_MECHANICS == TRUE
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+ (abilityAtk == ABILITY_SUPER_LUCK)
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*= 2 (GetMonFriendshipScore(&gPlayerParty[gBattlerPartyIndexes[gBattlerAttacker]]) >= 5);
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*= 2 (GetMonFriendshipScore(&gPlayerParty[gBattlerPartyIndexes[gBattlerAttacker]]) >= 5);
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#else
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+ (abilityAtk == ABILITY_SUPER_LUCK);
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#endif
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#endif
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if (critChance >= ARRAY_COUNT(sCriticalHitChance))
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if (critChance >= ARRAY_COUNT(sCriticalHitChance))
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