primal weather fix

This commit is contained in:
AlexOn1ine 2024-12-19 21:41:32 +01:00
parent 99fef0260f
commit eb4427db94
2 changed files with 8 additions and 6 deletions

View File

@ -286,12 +286,14 @@
// Battle Weather flags
#define B_WEATHER_NONE 0
#define B_WEATHER_RAIN (1 << 0)
#define B_WEATHER_RAIN_NORMAL (1 << 0)
#define B_WEATHER_RAIN_PRIMAL (1 << 1)
#define B_WEATHER_RAIN_DOWNPOUR (1 << 2) // unused
#define B_WEATHER_RAIN (B_WEATHER_RAIN_NORMAL | B_WEATHER_RAIN_PRIMAL | B_WEATHER_RAIN_DOWNPOUR)
#define B_WEATHER_SANDSTORM (1 << 3)
#define B_WEATHER_SUN (1 << 4)
#define B_WEATHER_SUN_NORMAL (1 << 4)
#define B_WEATHER_SUN_PRIMAL (1 << 5)
#define B_WEATHER_SUN (B_WEATHER_SUN_NORMAL | B_WEATHER_SUN_PRIMAL)
#define B_WEATHER_HAIL (1 << 6)
#define B_WEATHER_SNOW (1 << 7)
#define B_WEATHER_FOG (1 << 8)

View File

@ -3886,9 +3886,9 @@ bool32 HasNoMonsToSwitch(u32 battler, u8 partyIdBattlerOn1, u8 partyIdBattlerOn2
static const u16 sWeatherFlagsInfo[][2] =
{
[BATTLE_WEATHER_RAIN] = {B_WEATHER_RAIN, HOLD_EFFECT_DAMP_ROCK},
[BATTLE_WEATHER_RAIN] = {B_WEATHER_RAIN_NORMAL, HOLD_EFFECT_DAMP_ROCK},
[BATTLE_WEATHER_RAIN_PRIMAL] = {B_WEATHER_RAIN_PRIMAL, HOLD_EFFECT_DAMP_ROCK},
[BATTLE_WEATHER_SUN] = {B_WEATHER_SUN, HOLD_EFFECT_HEAT_ROCK},
[BATTLE_WEATHER_SUN] = {B_WEATHER_SUN_NORMAL, HOLD_EFFECT_HEAT_ROCK},
[BATTLE_WEATHER_SUN_PRIMAL] = {B_WEATHER_SUN_PRIMAL, HOLD_EFFECT_HEAT_ROCK},
[BATTLE_WEATHER_SANDSTORM] = {B_WEATHER_SANDSTORM, HOLD_EFFECT_SMOOTH_ROCK},
[BATTLE_WEATHER_HAIL] = {B_WEATHER_HAIL, HOLD_EFFECT_ICY_ROCK},
@ -4398,7 +4398,7 @@ u32 AbilityBattleEffects(u32 caseID, u32 battler, u32 ability, u32 special, u32
case WEATHER_DOWNPOUR:
if (!(gBattleWeather & B_WEATHER_RAIN))
{
gBattleWeather = B_WEATHER_RAIN;
gBattleWeather = B_WEATHER_RAIN_NORMAL;
gBattleScripting.animArg1 = B_ANIM_RAIN_CONTINUES;
effect++;
}
@ -4414,7 +4414,7 @@ u32 AbilityBattleEffects(u32 caseID, u32 battler, u32 ability, u32 special, u32
case WEATHER_DROUGHT:
if (!(gBattleWeather & B_WEATHER_SUN))
{
gBattleWeather = B_WEATHER_SUN;
gBattleWeather = B_WEATHER_SUN_NORMAL;
gBattleScripting.animArg1 = B_ANIM_SUN_CONTINUES;
effect++;
}