Fix magnet rise ai timer check (#7361)

Co-authored-by: ghoulslash <pokevoyager0@gmail.com>
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ghoulslash 2025-07-18 10:57:32 -04:00 committed by GitHub
parent 705f194d98
commit ac69a61cb4
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@ -2769,7 +2769,7 @@ static s32 AI_CheckBadMove(u32 battlerAtk, u32 battlerDef, u32 move, s32 score)
break;
case EFFECT_MAGNET_RISE:
if (gFieldStatuses & STATUS_FIELD_GRAVITY
|| gDisableStructs[battlerAtk].magnetRiseTimer != 0
|| gDisableStructs[battlerAtk].magnetRiseTimer > gBattleTurnCounter
|| aiData->holdEffects[battlerAtk] == HOLD_EFFECT_IRON_BALL
|| gStatuses3[battlerAtk] & (STATUS3_ROOTED | STATUS3_MAGNET_RISE | STATUS3_SMACKED_DOWN)
|| !IsBattlerGrounded(battlerAtk))