Added clarification for BattleScript_IntimidateActivates (#10666)
Some checks failed
CI / build-emerald (push) Has been cancelled
CI / build-firered (push) Has been cancelled
CI / build-leafgreen (push) Has been cancelled
CI / release (push) Has been cancelled
CI / test (push) Has been cancelled
CI / build (push) Has been cancelled
CI / docs_validate (push) Has been cancelled
CI / allcontributors (push) Has been cancelled
Docs / deploy (push) Has been cancelled

This commit is contained in:
Alex
2026-08-19 20:46:38 +02:00
committed by GitHub
parent 3b10948eba
commit 4f55287a9e

View File

@@ -3368,14 +3368,14 @@ u32 AbilityBattleEffects(enum AbilityEffect caseID, enum BattlerId battler, enum
if (shouldAbilityTrigger && !IsOpposingSideEmpty(battler))
{
gEffectBattler = battler;
gBattleStruct->intimidateActivated = TRUE;
gBattleStruct->intimidateActivated = TRUE; // Intim specific
for (enum BattlerId i = 0; i < gBattlersCount; i++)
{
if (IsBattlerAlly(battler, i) || !IsBattlerAlive(i))
continue;
SetStatChange(i, STAT_ATK, -1);
}
BattleScriptCall(BattleScript_IntimidateActivates);
BattleScriptCall(BattleScript_IntimidateActivates); // Sets a flag to check for intim failure. Similar abilities should use BattleScript_AbilityStatChange.
effect++;
}
break;