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Fixes Soft Level Cap issue #4327

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Apr 1, 2024
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2 changes: 1 addition & 1 deletion src/battle_controller_player.c
Original file line number Diff line number Diff line change
Expand Up @@ -2146,7 +2146,7 @@ void PlayerHandleExpUpdate(u32 battler)
u8 monId = gBattleResources->bufferA[battler][1];
s32 taskId, expPointsToGive;

if (GetMonData(&gPlayerParty[monId], MON_DATA_LEVEL) >= GetCurrentLevelCap())
if (GetMonData(&gPlayerParty[monId], MON_DATA_LEVEL) >= MAX_LEVEL)
{
PlayerBufferExecCompleted(battler);
}
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2 changes: 1 addition & 1 deletion src/battle_interface.c
Original file line number Diff line number Diff line change
Expand Up @@ -2688,7 +2688,7 @@ static void MoveBattleBarGraphically(u8 battlerId, u8 whichBar)
&gBattleSpritesDataPtr->battleBars[battlerId].currValue,
array, B_EXPBAR_PIXELS / 8);
level = GetMonData(&gPlayerParty[gBattlerPartyIndexes[battlerId]], MON_DATA_LEVEL);
if (level >= GetCurrentLevelCap())
if (level >= MAX_LEVEL)
{
for (i = 0; i < 8; i++)
array[i] = 0;
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