Allow Cycling Through Balls in the Last Ball Used Menu (#3039)

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voloved 2023-08-24 19:23:26 -04:00 committed by GitHub
parent 9c937a945c
commit 2a2cd77cf4
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11 changed files with 266 additions and 6 deletions

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@ -1010,6 +1010,8 @@ extern u8 gBattleControllerData[MAX_BATTLERS_COUNT];
extern bool8 gHasFetchedBall; extern bool8 gHasFetchedBall;
extern u8 gLastUsedBall; extern u8 gLastUsedBall;
extern u16 gLastThrownBall; extern u16 gLastThrownBall;
extern u16 gBallToDisplay;
extern bool8 gLastUsedBallMenuPresent;
extern u8 gPartyCriticalHits[PARTY_SIZE]; extern u8 gPartyCriticalHits[PARTY_SIZE];
#endif // GUARD_BATTLE_H #endif // GUARD_BATTLE_H

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@ -105,6 +105,8 @@ bool32 CanThrowLastUsedBall(void);
void TryHideLastUsedBall(void); void TryHideLastUsedBall(void);
void TryRestoreLastUsedBall(void); void TryRestoreLastUsedBall(void);
void TryAddLastUsedBallItemSprites(void); void TryAddLastUsedBallItemSprites(void);
void SwapBallToDisplay(bool32 sameBall);
void ArrowsChangeColorLastBallCycle(bool32 showArrows);
void UpdateAbilityPopup(u8 battlerId); void UpdateAbilityPopup(u8 battlerId);
#endif // GUARD_BATTLE_INTERFACE_H #endif // GUARD_BATTLE_INTERFACE_H

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@ -191,6 +191,7 @@
#define B_CRITICAL_CAPTURE TRUE // If set to TRUE, Critical Capture will be enabled. #define B_CRITICAL_CAPTURE TRUE // If set to TRUE, Critical Capture will be enabled.
#define B_LAST_USED_BALL TRUE // If TRUE, the "last used ball" feature from Gen 7 will be implemented #define B_LAST_USED_BALL TRUE // If TRUE, the "last used ball" feature from Gen 7 will be implemented
#define B_LAST_USED_BALL_BUTTON R_BUTTON // If last used ball is implemented, this button (or button combo) will trigger throwing the last used ball. #define B_LAST_USED_BALL_BUTTON R_BUTTON // If last used ball is implemented, this button (or button combo) will trigger throwing the last used ball.
#define B_LAST_USED_BALL_CYCLE TRUE // If TRUE, then holding B_LAST_USED_BALL_BUTTON while pressing the D-Pad cycles through the balls
// Other settings // Other settings
#define B_DOUBLE_WILD_CHANCE 0 // % chance of encountering two Pokémon in a Wild Encounter. #define B_DOUBLE_WILD_CHANCE 0 // % chance of encountering two Pokémon in a Wild Encounter.

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@ -184,6 +184,9 @@ static void (*const sPlayerBufferCommands[CONTROLLER_CMDS_COUNT])(void) =
[CONTROLLER_TERMINATOR_NOP] = PlayerCmdEnd [CONTROLLER_TERMINATOR_NOP] = PlayerCmdEnd
}; };
static EWRAM_DATA bool8 sAckBallUseBtn = FALSE;
static EWRAM_DATA bool8 sBallSwapped = FALSE;
// unknown unused data // unknown unused data
static const u8 sUnused[] = {0x48, 0x48, 0x20, 0x5a, 0x50, 0x50, 0x50, 0x58}; static const u8 sUnused[] = {0x48, 0x48, 0x20, 0x5a, 0x50, 0x50, 0x50, 0x58};
@ -231,6 +234,49 @@ static void CompleteOnBankSpritePosX_0(void)
PlayerBufferExecCompleted(); PlayerBufferExecCompleted();
} }
static u16 GetPrevBall(u16 ballId)
{
u16 ballPrev;
u32 i, j;
CompactItemsInBagPocket(&gBagPockets[BALLS_POCKET]);
for (i = 0; i < gBagPockets[BALLS_POCKET].capacity; i++)
{
if (ballId == gBagPockets[BALLS_POCKET].itemSlots[i].itemId)
{
if (i <= 0)
{
for (j = gBagPockets[BALLS_POCKET].capacity - 1; j >= 0; j--)
{
ballPrev = gBagPockets[BALLS_POCKET].itemSlots[j].itemId;
if (ballPrev != ITEM_NONE)
return ballPrev;
}
}
i--;
return gBagPockets[BALLS_POCKET].itemSlots[i].itemId;
}
}
}
static u16 GetNextBall(u16 ballId)
{
u16 ballNext;
u32 i;
CompactItemsInBagPocket(&gBagPockets[BALLS_POCKET]);
for (i = 0; i < gBagPockets[BALLS_POCKET].capacity; i++)
{
if (ballId == gBagPockets[BALLS_POCKET].itemSlots[i].itemId)
{
i++;
ballNext = gBagPockets[BALLS_POCKET].itemSlots[i].itemId;
if (ballNext == ITEM_NONE)
return gBagPockets[BALLS_POCKET].itemSlots[0].itemId; // Zeroth slot
else
return ballNext;
}
}
}
static void HandleInputChooseAction(void) static void HandleInputChooseAction(void)
{ {
u16 itemId = gBattleResources->bufferA[gActiveBattler][2] | (gBattleResources->bufferA[gActiveBattler][3] << 8); u16 itemId = gBattleResources->bufferA[gActiveBattler][2] | (gBattleResources->bufferA[gActiveBattler][3] << 8);
@ -243,6 +289,62 @@ static void HandleInputChooseAction(void)
else else
gPlayerDpadHoldFrames = 0; gPlayerDpadHoldFrames = 0;
#if B_LAST_USED_BALL == TRUE && B_LAST_USED_BALL_CYCLE == TRUE
if (!gLastUsedBallMenuPresent)
{
sAckBallUseBtn = FALSE;
}
else if (JOY_NEW(B_LAST_USED_BALL_BUTTON))
{
sAckBallUseBtn = TRUE;
sBallSwapped = FALSE;
ArrowsChangeColorLastBallCycle(TRUE);
}
if (sAckBallUseBtn)
{
if (JOY_HELD(B_LAST_USED_BALL_BUTTON) && (JOY_NEW(DPAD_DOWN) || JOY_NEW(DPAD_RIGHT)))
{
bool8 sameBall = FALSE;
u16 nextBall = GetNextBall(gBallToDisplay);
sBallSwapped = TRUE;
if (gBallToDisplay == nextBall)
sameBall = TRUE;
else
gBallToDisplay = nextBall;
SwapBallToDisplay(sameBall);
PlaySE(SE_SELECT);
}
else if (JOY_HELD(B_LAST_USED_BALL_BUTTON) && (JOY_NEW(DPAD_UP) || JOY_NEW(DPAD_LEFT)))
{
bool8 sameBall = FALSE;
u16 prevBall = GetPrevBall(gBallToDisplay);
sBallSwapped = TRUE;
if (gBallToDisplay == prevBall)
sameBall = TRUE;
else
gBallToDisplay = prevBall;
SwapBallToDisplay(sameBall);
PlaySE(SE_SELECT);
}
else if (!JOY_HELD(B_LAST_USED_BALL_BUTTON) && sBallSwapped)
{
sAckBallUseBtn = FALSE;
sBallSwapped = FALSE;
ArrowsChangeColorLastBallCycle(FALSE);
}
else if (!JOY_HELD(B_LAST_USED_BALL_BUTTON) && CanThrowLastUsedBall())
{
sAckBallUseBtn = FALSE;
PlaySE(SE_SELECT);
ArrowsChangeColorLastBallCycle(FALSE);
TryHideLastUsedBall();
BtlController_EmitTwoReturnValues(1, B_ACTION_THROW_BALL, 0);
PlayerBufferExecCompleted();
}
return;
}
#endif
if (JOY_NEW(A_BUTTON)) if (JOY_NEW(A_BUTTON))
{ {
PlaySE(SE_SELECT); PlaySE(SE_SELECT);
@ -333,7 +435,7 @@ static void HandleInputChooseAction(void)
PlayerBufferExecCompleted(); PlayerBufferExecCompleted();
} }
#endif #endif
#if B_LAST_USED_BALL == TRUE #if B_LAST_USED_BALL == TRUE && B_LAST_USED_BALL_CYCLE == FALSE
else if (JOY_NEW(B_LAST_USED_BALL_BUTTON) && CanThrowLastUsedBall()) else if (JOY_NEW(B_LAST_USED_BALL_BUTTON) && CanThrowLastUsedBall())
{ {
PlaySE(SE_SELECT); PlaySE(SE_SELECT);

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@ -3213,10 +3213,18 @@ static const struct OamData sOamData_LastUsedBall =
.objMode = 0, .objMode = 0,
.mosaic = 0, .mosaic = 0,
.bpp = 0, .bpp = 0,
#if B_LAST_USED_BALL_CYCLE == TRUE
.shape = SPRITE_SHAPE(32x64),
#else
.shape = SPRITE_SHAPE(32x32), .shape = SPRITE_SHAPE(32x32),
#endif
.x = 0, .x = 0,
.matrixNum = 0, .matrixNum = 0,
#if B_LAST_USED_BALL_CYCLE == TRUE
.size = SPRITE_SIZE(32x64),
#else
.size = SPRITE_SIZE(32x32), .size = SPRITE_SIZE(32x32),
#endif
.tileNum = 0, .tileNum = 0,
.priority = 1, .priority = 1,
.paletteNum = 0, .paletteNum = 0,
@ -3234,7 +3242,11 @@ static const struct SpriteTemplate sSpriteTemplate_LastUsedBallWindow =
.callback = SpriteCB_LastUsedBallWin .callback = SpriteCB_LastUsedBallWin
}; };
#if B_LAST_USED_BALL_BUTTON == R_BUTTON #if B_LAST_USED_BALL_BUTTON == R_BUTTON && B_LAST_USED_BALL_CYCLE == TRUE
static const u8 ALIGNED(4) sLastUsedBallWindowGfx[] = INCBIN_U8("graphics/battle_interface/last_used_ball_r_cycle.4bpp");
#elif B_LAST_USED_BALL_CYCLE == TRUE
static const u8 ALIGNED(4) sLastUsedBallWindowGfx[] = INCBIN_U8("graphics/battle_interface/last_used_ball_l_cycle.4bpp");
#elif B_LAST_USED_BALL_BUTTON == R_BUTTON
static const u8 ALIGNED(4) sLastUsedBallWindowGfx[] = INCBIN_U8("graphics/battle_interface/last_used_ball_r.4bpp"); static const u8 ALIGNED(4) sLastUsedBallWindowGfx[] = INCBIN_U8("graphics/battle_interface/last_used_ball_r.4bpp");
#else #else
static const u8 ALIGNED(4) sLastUsedBallWindowGfx[] = INCBIN_U8("graphics/battle_interface/last_used_ball_l.4bpp"); static const u8 ALIGNED(4) sLastUsedBallWindowGfx[] = INCBIN_U8("graphics/battle_interface/last_used_ball_l.4bpp");
@ -3247,12 +3259,19 @@ static const struct SpriteSheet sSpriteSheet_LastUsedBallWindow =
#define LAST_USED_BALL_X_F 15 #define LAST_USED_BALL_X_F 15
#define LAST_USED_BALL_X_0 -15 #define LAST_USED_BALL_X_0 -15
#define LAST_USED_BALL_Y ((IsDoubleBattle()) ? 78 : 68) #define LAST_USED_BALL_Y ((IsDoubleBattle()) ? 78 : 68)
#define LAST_USED_BALL_Y_BNC ((IsDoubleBattle()) ? 76 : 66)
#define LAST_BALL_WIN_X_F (LAST_USED_BALL_X_F - 1) #define LAST_BALL_WIN_X_F (LAST_USED_BALL_X_F - 1)
#define LAST_BALL_WIN_X_0 (LAST_USED_BALL_X_0 - 1) #define LAST_BALL_WIN_X_0 (LAST_USED_BALL_X_0 - 1)
#define LAST_USED_WIN_Y (LAST_USED_BALL_Y - 8) #define LAST_USED_WIN_Y (LAST_USED_BALL_Y - 8)
#define sHide data[0] #define sHide data[0]
#define sTimer data[1]
#define sMoving data[2]
#define sBounce data[3] // 0 = Bounce down; 1 = Bounce up
#define sState data[0]
#define sSameBall data[1]
bool32 CanThrowLastUsedBall(void) bool32 CanThrowLastUsedBall(void)
{ {
@ -3263,7 +3282,7 @@ bool32 CanThrowLastUsedBall(void)
return FALSE; return FALSE;
if (gBattleTypeFlags & (BATTLE_TYPE_TRAINER | BATTLE_TYPE_FRONTIER)) if (gBattleTypeFlags & (BATTLE_TYPE_TRAINER | BATTLE_TYPE_FRONTIER))
return FALSE; return FALSE;
if (!CheckBagHasItem(gLastThrownBall, 1)) if (!CheckBagHasItem(gBallToDisplay, 1))
return FALSE; return FALSE;
return TRUE; return TRUE;
@ -3279,7 +3298,7 @@ void TryAddLastUsedBallItemSprites(void)
// we're out of the last used ball, so just set it to the first ball in the bag // we're out of the last used ball, so just set it to the first ball in the bag
// we have to compact the bag first bc it is typically only compacted when you open it // we have to compact the bag first bc it is typically only compacted when you open it
CompactItemsInBagPocket(&gBagPockets[BALLS_POCKET]); CompactItemsInBagPocket(&gBagPockets[BALLS_POCKET]);
gLastThrownBall = gBagPockets[BALLS_POCKET].itemSlots[0].itemId; gBallToDisplay = gBagPockets[BALLS_POCKET].itemSlots[0].itemId;
} }
if (!CanThrowLastUsedBall()) if (!CanThrowLastUsedBall())
@ -3288,10 +3307,11 @@ void TryAddLastUsedBallItemSprites(void)
// ball // ball
if (gBattleStruct->ballSpriteIds[0] == MAX_SPRITES) if (gBattleStruct->ballSpriteIds[0] == MAX_SPRITES)
{ {
gBattleStruct->ballSpriteIds[0] = AddItemIconSprite(102, 102, gLastThrownBall); gBattleStruct->ballSpriteIds[0] = AddItemIconSprite(102, 102, gBallToDisplay);
gSprites[gBattleStruct->ballSpriteIds[0]].x = LAST_USED_BALL_X_0; gSprites[gBattleStruct->ballSpriteIds[0]].x = LAST_USED_BALL_X_0;
gSprites[gBattleStruct->ballSpriteIds[0]].y = LAST_USED_BALL_Y; gSprites[gBattleStruct->ballSpriteIds[0]].y = LAST_USED_BALL_Y;
gSprites[gBattleStruct->ballSpriteIds[0]].sHide = FALSE; // restore gSprites[gBattleStruct->ballSpriteIds[0]].sHide = FALSE; // restore
gLastUsedBallMenuPresent = TRUE;
gSprites[gBattleStruct->ballSpriteIds[0]].callback = SpriteCB_LastUsedBall; gSprites[gBattleStruct->ballSpriteIds[0]].callback = SpriteCB_LastUsedBall;
} }
@ -3306,7 +3326,11 @@ void TryAddLastUsedBallItemSprites(void)
LAST_BALL_WIN_X_0, LAST_BALL_WIN_X_0,
LAST_USED_WIN_Y, 5); LAST_USED_WIN_Y, 5);
gSprites[gBattleStruct->ballSpriteIds[1]].sHide = FALSE; // restore gSprites[gBattleStruct->ballSpriteIds[1]].sHide = FALSE; // restore
gLastUsedBallMenuPresent = TRUE;
} }
#if B_LAST_USED_BALL_CYCLE == TRUE
ArrowsChangeColorLastBallCycle(0); //Default the arrows to be invisible
#endif
#endif #endif
} }
@ -3347,6 +3371,9 @@ static void SpriteCB_LastUsedBall(struct Sprite *sprite)
{ {
if (sprite->sHide) if (sprite->sHide)
{ {
if (sprite->y < LAST_USED_BALL_Y) // Used to recover from an incomplete bounce before hiding the window
sprite->y++;
if (sprite->x != LAST_USED_BALL_X_0) if (sprite->x != LAST_USED_BALL_X_0)
sprite->x--; sprite->x--;
@ -3373,14 +3400,19 @@ static void TryHideOrRestoreLastUsedBall(u8 caseId)
gSprites[gBattleStruct->ballSpriteIds[0]].sHide = TRUE; // hide gSprites[gBattleStruct->ballSpriteIds[0]].sHide = TRUE; // hide
if (gBattleStruct->ballSpriteIds[1] != MAX_SPRITES) if (gBattleStruct->ballSpriteIds[1] != MAX_SPRITES)
gSprites[gBattleStruct->ballSpriteIds[1]].sHide = TRUE; // hide gSprites[gBattleStruct->ballSpriteIds[1]].sHide = TRUE; // hide
gLastUsedBallMenuPresent = FALSE;
break; break;
case 1: // restore case 1: // restore
if (gBattleStruct->ballSpriteIds[0] != MAX_SPRITES) if (gBattleStruct->ballSpriteIds[0] != MAX_SPRITES)
gSprites[gBattleStruct->ballSpriteIds[0]].sHide = FALSE; // restore gSprites[gBattleStruct->ballSpriteIds[0]].sHide = FALSE; // restore
if (gBattleStruct->ballSpriteIds[1] != MAX_SPRITES) if (gBattleStruct->ballSpriteIds[1] != MAX_SPRITES)
gSprites[gBattleStruct->ballSpriteIds[1]].sHide = FALSE; // restore gSprites[gBattleStruct->ballSpriteIds[1]].sHide = FALSE; // restore
gLastUsedBallMenuPresent = TRUE;
break; break;
} }
#if B_LAST_USED_BALL_CYCLE == TRUE
ArrowsChangeColorLastBallCycle(0); //Default the arrows to be invisible
#endif
#endif #endif
} }
@ -3400,3 +3432,120 @@ void TryRestoreLastUsedBall(void)
TryAddLastUsedBallItemSprites(); TryAddLastUsedBallItemSprites();
#endif #endif
} }
static void SpriteCB_LastUsedBallBounce(struct Sprite *sprite)
{
if ((sprite->sTimer++ % 4) != 0) // Change the image every 4 frame
return;
if (sprite->sBounce)
{
if (sprite->y > LAST_USED_BALL_Y_BNC)
sprite->y--;
else
sprite->sMoving = FALSE;
}
else
{
if (sprite->y < LAST_USED_BALL_Y)
sprite->y++;
else
sprite->sMoving = FALSE;
}
}
static void Task_BounceBall(u8 taskId)
{
struct Sprite *sprite = &gSprites[gBattleStruct->ballSpriteIds[0]];
struct Task *task = &gTasks[taskId];
switch(task->sState)
{
case 0: // Bounce up
sprite->sBounce = TRUE;
sprite->sMoving = TRUE;
sprite->callback = SpriteCB_LastUsedBallBounce;
if (task->sSameBall)
task->sState = 3;
else
task->sState = 1;
break;
case 1: // Destroy Icon
if (!sprite->sMoving)
{
DestroyLastUsedBallGfx(sprite);
task->sState++;
} // Passthrough
case 2: //Create New Icon
if (!sprite->inUse)
{
gBattleStruct->ballSpriteIds[0] = AddItemIconSprite(102, 102, gBallToDisplay);
gSprites[gBattleStruct->ballSpriteIds[0]].x = LAST_USED_BALL_X_F;
gSprites[gBattleStruct->ballSpriteIds[0]].y = LAST_USED_BALL_Y_BNC;
task->sState++;
} // Fallthrough
case 3: // Bounce Down
if (!sprite->sMoving)
{
sprite->sBounce = FALSE;
sprite->sMoving = TRUE;
sprite->callback = SpriteCB_LastUsedBallBounce; //Show and bounce down
task->sState++;
}
break;
case 4: // Destroy Task
if(!sprite->sMoving)
{
sprite->callback = SpriteCB_LastUsedBall;
DestroyTask(taskId);
}
}
if (!gLastUsedBallMenuPresent)
{
// Used to check if the R button was released before the animation was complete
sprite->callback = SpriteCB_LastUsedBall;
DestroyTask(taskId);
}
}
void SwapBallToDisplay(bool32 sameBall)
{
u8 taskId;
taskId = CreateTask(Task_BounceBall, 10);
gTasks[taskId].sSameBall = sameBall;
}
void ArrowsChangeColorLastBallCycle(bool32 showArrows)
{
#if B_LAST_USED_BALL == TRUE && B_LAST_USED_BALL_CYCLE == TRUE
u16 paletteNum = 16 + gSprites[gBattleStruct->ballSpriteIds[1]].oam.paletteNum;
struct PlttData *defaultPlttArrow;
struct PlttData *defaultPlttOutline;
struct PlttData *pltArrow;
struct PlttData *pltOutline;
if (gBattleStruct->ballSpriteIds[1] == MAX_SPRITES)
return;
paletteNum *= 16;
pltArrow = (struct PlttData *)&gPlttBufferFaded[paletteNum + 9]; // Arrow color is in idx 9
pltOutline = (struct PlttData *)&gPlttBufferFaded[paletteNum + 8]; // Arrow outline is in idx 8
if (!showArrows) //Make invisible
{
defaultPlttArrow = (struct PlttData *)&gPlttBufferFaded[paletteNum + 13]; // Background color is idx 13
pltArrow->r = defaultPlttArrow->r;
pltArrow->g = defaultPlttArrow->g;
pltArrow->b = defaultPlttArrow->b;
pltOutline->r = defaultPlttArrow->r;
pltOutline->g = defaultPlttArrow->g;
pltOutline->b = defaultPlttArrow->b;
}
else // Make gray
{
defaultPlttArrow = (struct PlttData *)&gPlttBufferFaded[paletteNum + 11]; // Grey color is idx 11
defaultPlttOutline = (struct PlttData *)&gPlttBufferFaded[paletteNum + 10]; //Light grey color for outline is idx 10
pltArrow->r = defaultPlttArrow->r;
pltArrow->g = defaultPlttArrow->g;
pltArrow->b = defaultPlttArrow->b;
pltOutline->r = defaultPlttOutline->r;
pltOutline->g = defaultPlttOutline->g;
pltOutline->b = defaultPlttOutline->b;
}
#endif
}

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@ -242,6 +242,8 @@ EWRAM_DATA struct TotemBoost gTotemBoosts[MAX_BATTLERS_COUNT] = {0};
EWRAM_DATA bool8 gHasFetchedBall = FALSE; EWRAM_DATA bool8 gHasFetchedBall = FALSE;
EWRAM_DATA u8 gLastUsedBall = 0; EWRAM_DATA u8 gLastUsedBall = 0;
EWRAM_DATA u16 gLastThrownBall = 0; EWRAM_DATA u16 gLastThrownBall = 0;
EWRAM_DATA u16 gBallToDisplay = 0;
EWRAM_DATA bool8 gLastUsedBallMenuPresent = FALSE;
EWRAM_DATA u8 gPartyCriticalHits[PARTY_SIZE] = {0}; EWRAM_DATA u8 gPartyCriticalHits[PARTY_SIZE] = {0};
EWRAM_DATA static u8 sTriedEvolving = 0; EWRAM_DATA static u8 sTriedEvolving = 0;

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@ -15155,6 +15155,7 @@ static void Cmd_handleballthrow(void)
u8 catchRate; u8 catchRate;
gLastThrownBall = gLastUsedItem; gLastThrownBall = gLastUsedItem;
gBallToDisplay = gLastThrownBall;
if (gBattleTypeFlags & BATTLE_TYPE_SAFARI) if (gBattleTypeFlags & BATTLE_TYPE_SAFARI)
catchRate = gBattleStruct->safariCatchFactor * 1275 / 100; catchRate = gBattleStruct->safariCatchFactor * 1275 / 100;
else else

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@ -723,7 +723,7 @@ void HandleAction_ThrowBall(void)
gBattlerAttacker = gBattlerByTurnOrder[gCurrentTurnActionNumber]; gBattlerAttacker = gBattlerByTurnOrder[gCurrentTurnActionNumber];
gBattle_BG0_X = 0; gBattle_BG0_X = 0;
gBattle_BG0_Y = 0; gBattle_BG0_Y = 0;
gLastUsedItem = gLastThrownBall; gLastUsedItem = gBallToDisplay;
RemoveBagItem(gLastUsedItem, 1); RemoveBagItem(gLastUsedItem, 1);
gBattlescriptCurrInstr = BattleScript_BallThrow; gBattlescriptCurrInstr = BattleScript_BallThrow;
gCurrentActionFuncId = B_ACTION_EXEC_SCRIPT; gCurrentActionFuncId = B_ACTION_EXEC_SCRIPT;

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@ -149,3 +149,4 @@
.include "src/trainer_hill.o" .include "src/trainer_hill.o"
.include "src/rayquaza_scene.o" .include "src/rayquaza_scene.o"
.include "src/debug.o" .include "src/debug.o"
.include "src/battle_controller_player.o"