Fix a few usages of EFFECTIVE

This commit is contained in:
dannye 2023-11-21 20:18:04 -06:00
parent 41ec74e1f0
commit a247120ac1
3 changed files with 3 additions and 4 deletions

View file

@ -5324,8 +5324,7 @@ AIGetTypeEffectiveness:
inc hl inc hl
ld c, [hl] ; c = type 2 of player's pokemon ld c, [hl] ; c = type 2 of player's pokemon
; initialize to neutral effectiveness ; initialize to neutral effectiveness
; bug: this is $10 (MORE_EFFECTIVE + 1) but should be 10 (EFFECTIVE) ld a, $10 ; bug: should be EFFECTIVE (10)
ld a, MORE_EFFECTIVE + 1
ld [wTypeEffectiveness], a ld [wTypeEffectiveness], a
ld hl, TypeEffects ld hl, TypeEffects
.loop .loop

View file

@ -1,7 +1,7 @@
DisplayEffectiveness: DisplayEffectiveness:
ld a, [wDamageMultipliers] ld a, [wDamageMultipliers]
and $7F and $7F
cp $0A cp EFFECTIVE
ret z ret z
ld hl, SuperEffectiveText ld hl, SuperEffectiveText
jr nc, .done jr nc, .done

View file

@ -1,5 +1,5 @@
_UpdateSprites:: _UpdateSprites::
ld h, $c1 ld h, HIGH(wSpriteStateData1)
inc h inc h
ld a, SPRITESTATEDATA2_IMAGEBASEOFFSET ld a, SPRITESTATEDATA2_IMAGEBASEOFFSET
.spriteLoop .spriteLoop