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Hi, in GetAILogicData in battle_ai_main.c, there's a check if (!(gBattleTypeFlags & (BATTLE_TYPE_TRAINER | BATTLE_TYPE_FIRST_BATTLE | BATTLE_TYPE_SAFARI | BATTLE_TYPE_ROAMER)) && !IsWildMonSmart()) return;
This lacks BATTLE_TYPE_INGAME_PARTNER, so the battle partner does not calculate damage in a multi_fixed_wild battle.
Based on 2c287b7
If I'm not wrong, the four can be replaced with BATTLE_TYPE_HAS_AI, which includes BATTLE_TYPE_INGAME_PARTNER and is used in a check guarding ComputeBattleAiScores in battle_main.c
The text was updated successfully, but these errors were encountered:
If I'm not wrong, the four can be replaced with BATTLE_TYPE_HAS_AI, which includes BATTLE_TYPE_INGAME_PARTNER and is used in a check guarding ComputeBattleAiScores in battle_main.c
Yes, indeed it should. Feel free to make a PR if you are able to, so I can review it.
Hi, in
GetAILogicData
in battle_ai_main.c, there's a checkif (!(gBattleTypeFlags & (BATTLE_TYPE_TRAINER | BATTLE_TYPE_FIRST_BATTLE | BATTLE_TYPE_SAFARI | BATTLE_TYPE_ROAMER)) && !IsWildMonSmart()) return;
This lacks
BATTLE_TYPE_INGAME_PARTNER
, so the battle partner does not calculate damage in amulti_fixed_wild
battle.Based on 2c287b7
If I'm not wrong, the four can be replaced with
BATTLE_TYPE_HAS_AI
, which includesBATTLE_TYPE_INGAME_PARTNER
and is used in a check guardingComputeBattleAiScores
in battle_main.cThe text was updated successfully, but these errors were encountered: