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ai lag fixes ready
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bb9501449c
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25459073e5
@ -70,7 +70,6 @@ Debug_BoxFilledMessage_Text:
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.string "Storage boxes filled!$"
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Debug_Script_1::
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multi_fixed_2_vs_2 TRAINER_WALLACE, NULL, TRAINER_JUAN_5, NULL, TRAINER_STEVEN, TRAINER_BACK_PIC_STEVEN
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end
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Debug_Script_2::
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@ -294,7 +294,7 @@ struct AiLogicData
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u8 moveLimitations[MAX_BATTLERS_COUNT];
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bool8 shouldSwitchMon; // Because all available moves have no/little effect. Each bit per battler.
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u8 monToSwitchId[MAX_BATTLERS_COUNT]; // ID of the mon to switch.
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bool8 weatherHasEffect; // WEATHER_HAS_EFFECT, so it doesn't have to be used all the time
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bool8 weatherHasEffect; // The same as WEATHER_HAS_EFFECT. Stored here, so it's called only once.
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};
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struct AI_ThinkingStruct
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@ -9,7 +9,7 @@
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// Battle Debug Menu
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#define DEBUG_BATTLE_MENU TRUE // If set to TRUE, enables a debug menu to use in battles by pressing the Select button.
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#define DEBUG_AI_DELAY_TIMER TRUE // If set to TRUE, displays the number of frames it takes for the AI to choose a move. Replaces the "What will PKMN do" text. Useful for devs or anyone who modifies the AI code and wants to see if it doesn't take too long to run.
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#define DEBUG_AI_DELAY_TIMER FALSE // If set to TRUE, displays the number of frames it takes for the AI to choose a move. Replaces the "What will PKMN do" text. Useful for devs or anyone who modifies the AI code and wants to see if it doesn't take too long to run.
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// Pokémon Debug
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#define DEBUG_POKEMON_MENU TRUE // Enables a debug menu for pokemon sprites and icons, accessed by pressing SELECT in the summary screen.
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@ -4034,7 +4034,7 @@ static bool32 TryChangeBattleTerrain(u32 battler, u32 statusFlag, u8 *timer)
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static void ForewarnChooseMove(u32 battler)
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{
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struct Forewarn {
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u32 battler;
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u8 battler;
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u8 power;
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u16 moveId;
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};
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