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More review corrections
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@ -868,7 +868,7 @@ gBattleAnims_General::
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.4byte General_AquaRingHeal @ B_ANIM_AQUA_RING_HEAL
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.4byte General_BeakBlastSetUp @ B_ANIM_BEAK_BLAST_SETUP
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.4byte General_ShellTrapSetUp @ B_ANIM_SHELL_TRAP_SETUP
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.4byte General_ZMoveActivate @ B_ANIM_ZMOVE_ACTIVATE
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.4byte General_ZMoveActivate @ B_ANIM_ZMOVE_ACTIVATE
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.4byte General_AffectionHangedOn @ B_ANIM_AFFECTION_HANGED_ON
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.align 2
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@ -24885,12 +24885,12 @@ PrimalReversionParticles:
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delay 3
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return
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General_AffectionHangedOn:: @ Shameless copy of General_HangedOn
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createsprite gSimplePaletteBlendSpriteTemplate, ANIM_ATTACKER, 0, 2, 7, 0, 9, RGB_RED
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General_AffectionHangedOn:: @ TODO: Make new animation, currenty a copy of General_HangedOn.
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createsprite gSimplePaletteBlendSpriteTemplate, ANIM_ATTACKER, 0, F_PAL_ATTACKER, 7, 0, 9, RGB_RED
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playsewithpan SE_M_DRAGON_RAGE, SOUND_PAN_ATTACKER
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createvisualtask AnimTask_SlideMonForFocusBand, 5, 30, 128, 0, 1, 2, 0, 1
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waitforvisualfinish
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createsprite gSimplePaletteBlendSpriteTemplate, ANIM_ATTACKER, 0, 2, 4, 9, 0, RGB_RED
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createsprite gSimplePaletteBlendSpriteTemplate, ANIM_ATTACKER, 0, F_PAL_ATTACKER, 4, 9, 0, RGB_RED
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waitforvisualfinish
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delay 6
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createsprite gSlideMonToOriginalPosSpriteTemplate, ANIM_ATTACKER, 0, 0, 0, 15
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@ -259,8 +259,8 @@
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#define MOVE_RESULT_FOE_ENDURED (1 << 6)
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#define MOVE_RESULT_FOE_HUNG_ON (1 << 7)
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#define MOVE_RESULT_STURDIED (1 << 8)
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#define MOVE_RESULT_NO_EFFECT (MOVE_RESULT_MISSED | MOVE_RESULT_DOESNT_AFFECT_FOE | MOVE_RESULT_FAILED)
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#define MOVE_RESULT_FOE_ENDURED_AFFECTION (1 << 9)
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#define MOVE_RESULT_NO_EFFECT (MOVE_RESULT_MISSED | MOVE_RESULT_DOESNT_AFFECT_FOE | MOVE_RESULT_FAILED)
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// Battle Weather flags
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#define B_WEATHER_RAIN_TEMPORARY (1 << 0)
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@ -536,7 +536,7 @@
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#define B_ANIM_BEAK_BLAST_SETUP 33
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#define B_ANIM_SHELL_TRAP_SETUP 34
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#define B_ANIM_ZMOVE_ACTIVATE 35 // Using Z Moves
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#define B_ANIM_AFFECTION_HANGED_ON 36
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#define B_ANIM_AFFECTION_HANGED_ON 36 // TODO: Make new animation, currently a copy of B_ANIM_HANGED_ON.
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// special animations table (gBattleAnims_Special)
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#define B_ANIM_LVL_UP 0
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@ -2581,10 +2581,10 @@ u8 DoFieldEndTurnEffects(void)
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gSideTimers[B_SIDE_OPPONENT].retaliateTimer--;
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gBattleStruct->turnCountersTracker++;
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break;
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#if B_AFFECTION_MECHANICS == TRUE
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case ENDTURN_STATUS_HEAL:
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for (gBattlerAttacker = 0; gBattlerAttacker < gBattlersCount; gBattlerAttacker++)
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{
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#if B_AFFECTION_MECHANICS == TRUE
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if (GetBattlerSide(gBattlerAttacker) == B_SIDE_PLAYER
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&& GetMonFriendshipScore(&gPlayerParty[gBattlerPartyIndexes[gBattlerAttacker]]) >= FRIENDSHIP_GE_150
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&& (Random() % 100 < 20))
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@ -2593,10 +2593,10 @@ u8 DoFieldEndTurnEffects(void)
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BattleScriptExecute(BattleScript_AffectionBasedStatusHeal);
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break;
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}
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#endif
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}
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gBattleStruct->turnCountersTracker++;
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break;
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#endif
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case ENDTURN_FIELD_COUNT:
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effect++;
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break;
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