public void Reset() { overrideType1 = EPokemonType.Default; criticalStage = 0; atk = 0; def = 0; atkspe = 0; defspe = 0; vitesse = 0; precision = 0; esquive = 0; mentalStatus = EPokemonMentalStatus.Default; turnsSleep = 0; turnsConfusion = 0; turnsJail = 0; isStatChangesFromOppBlocked = false; canSwitch = true; fleeAttempts = 0; turnEffects.Reset(); m_lastAttackInfo.Reset(); }
CUIMentalStatusChangeAction(int _turn, EPokemonMentalStatus status = EPokemonMentalStatus.Default) : base(_turn) { newMentalStatus = status; }