CLOSES #1211, CLOSES #1228, CLOSES #1229, CLOSES #1232, CLOSES #1251, CLOSES #1265, CLOSES #1267, CLOSES #1276, CLOSES #1279, CLOSES #1282, CLOSES #1293, CLOSES #1296, CLOSES #1303, CLOSES #1329, CLOSES #1338, CLOSES #1341, CLOSES #1343, CLOSES #1344, CLOSES #1368, CLOSES #1385, CLOSES #1388, CLOSES #1389, CLOSES #1391

This commit is contained in:
bryanthaboi
2026-08-16 08:55:40 -04:00
parent 65128e13a4
commit 1151c188a7
50 changed files with 2835 additions and 276 deletions
+5 -5
View File
@@ -232,15 +232,15 @@ function EffectRegistry.runDamaging(battle, ctx, record)
hitSfx = { sound = "Damage", pitch = 0x20 }
end
-- GetPlayerAnimationType / GetEnemyAnimationType (engine/battle/core.asm
-- :3159 / :5555): wAnimationType is 4 (blink the enemy pic) or 1 (shake
-- the screen vertically) for a damaging move with no added effect, and
-- 5 / 2 (a horizontal shake) as soon as the move HAS one -- which is why
-- Bubblebeam and Confusion shake instead of blinking (#354)
-- :3159 / :5555): 4 blinks the enemy pic, 1 shakes vertically, 5 / 2 once
-- the move has an added effect (#354)
local added = move.effect ~= nil and move.effect ~= "NO_ADDITIONAL_EFFECT"
-- PlayApplyingAttackAnimation runs on both arms of the wOptions check
-- (engine/battle/animations.asm:424-437), so the blink is not gated (#1384)
local hitFx = { sfx = hitSfx,
animType = user.isPlayer and (added and 5 or 4)
or (added and 2 or 1),
blink = battle:animationsOn() and target or nil }
blink = target }
local totalDealt = 0
local landed, brokeSub = 0, false