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https://github.com/Ninjdai1/pokeemerald.git
synced 2024-11-16 11:37:40 +01:00
var terrain, surge fixes
This commit is contained in:
parent
47d96aed3c
commit
67fefd0261
@ -808,10 +808,6 @@ gBattleAnims_General::
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.4byte General_IngrainHeal
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.4byte General_WishHeal
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.4byte General_MegaEvolution
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.4byte General_TerrainMisty
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.4byte General_TerrainGrassy
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.4byte General_TerrainElectric
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.4byte General_TerrainPsychic
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.4byte General_IllusionOff
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.4byte General_FormChange
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.4byte General_SlideOffScreen
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@ -24319,18 +24315,6 @@ MegaEvolutionParticles:
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delay 3
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return
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General_TerrainMisty:
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end
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General_TerrainGrassy:
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end
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General_TerrainElectric:
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end
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General_TerrainPsychic:
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end
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General_RestoreBg:
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restorebg
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waitbgfadein
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@ -5386,6 +5386,12 @@ BattleScript_OverworldWeatherStarts::
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playanimation2 BS_ATTACKER, sB_ANIM_ARG1, NULL
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end3
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BattleScript_OverworldTerrain::
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printfromtable gTerrainStringIds
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waitmessage 0x40
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playanimation BS_SCRIPTING, B_ANIM_RESTORE_BG, NULL
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end3
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BattleScript_SideStatusWoreOff::
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printstring STRINGID_PKMNSXWOREOFF
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waitmessage 0x40
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@ -6823,7 +6829,7 @@ BattleScript_ElectricSurgeActivates::
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call BattleScript_AbilityPopUp
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printstring STRINGID_TERRAINBECOMESELECTRIC
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waitstate
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playanimation BS_SCRIPTING, B_ANIM_TERRAIN_ELECTRIC, NULL
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playanimation BS_SCRIPTING, B_ANIM_RESTORE_BG, NULL
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end3
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BattleScript_MistySurgeActivates::
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@ -6831,7 +6837,7 @@ BattleScript_MistySurgeActivates::
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call BattleScript_AbilityPopUp
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printstring STRINGID_TERRAINBECOMESMISTY
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waitstate
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playanimation BS_SCRIPTING, B_ANIM_TERRAIN_MISTY, NULL
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playanimation BS_SCRIPTING, B_ANIM_RESTORE_BG, NULL
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end3
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BattleScript_GrassySurgeActivates::
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@ -6839,7 +6845,7 @@ BattleScript_GrassySurgeActivates::
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call BattleScript_AbilityPopUp
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printstring STRINGID_TERRAINBECOMESGRASSY
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waitstate
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playanimation BS_SCRIPTING, B_ANIM_TERRAIN_GRASSY, NULL
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playanimation BS_SCRIPTING, B_ANIM_RESTORE_BG, NULL
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end3
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BattleScript_PsychicSurgeActivates::
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@ -6847,7 +6853,7 @@ BattleScript_PsychicSurgeActivates::
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call BattleScript_AbilityPopUp
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printstring STRINGID_TERRAINBECOMESPSYCHIC
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waitstate
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playanimation BS_SCRIPTING, B_ANIM_TERRAIN_PSYCHIC, NULL
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playanimation BS_SCRIPTING, B_ANIM_RESTORE_BG, NULL
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end3
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BattleScript_BadDreamsActivates::
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@ -7035,7 +7041,9 @@ BattleScript_GrassyTerrainLoopIncrement::
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jumpifbytenotequal gBattleCommunication, gBattlersCount, BattleScript_GrassyTerrainLoop
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BattleScript_GrassyTerrainLoopEnd::
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bicword gHitMarker, HITMARKER_x20 | HITMARKER_IGNORE_SUBSTITUTE | HITMARKER_x100000
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jumpifword CMP_COMMON_BITS, gFieldStatuses, STATUS_FIELD_TERRAIN_PERMANENT, BattleScript_GrassyTerrainHealEnd
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jumpifbyte CMP_EQUAL, gFieldTimers + 5, 0x0, BattleScript_GrassyTerrainEnds
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BattleScript_GrassyTerrainHealEnd:
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end2
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BattleScript_AbilityNoSpecificStatLoss::
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@ -503,6 +503,7 @@ struct BattleStruct
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u8 wishPerishSongState;
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u8 wishPerishSongBattlerId;
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bool8 overworldWeatherDone;
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bool8 terrainDone;
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u8 atkCancellerTracker;
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struct BattleTvMovePoints tvMovePoints;
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struct BattleTv tv;
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@ -48,6 +48,7 @@ extern const u8 BattleScript_SandStormHailEnds[];
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extern const u8 BattleScript_SunlightContinues[];
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extern const u8 BattleScript_SunlightFaded[];
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extern const u8 BattleScript_OverworldWeatherStarts[];
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extern const u8 BattleScript_OverworldTerrain[];
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extern const u8 BattleScript_SideStatusWoreOff[];
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extern const u8 BattleScript_SafeguardProtected[];
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extern const u8 BattleScript_SafeguardEnds[];
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@ -23,6 +23,7 @@
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#define ABILITYEFFECT_TRACE1 0xC
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#define ABILITYEFFECT_TRACE2 0xD
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#define ABILITYEFFECT_MOVE_END_OTHER 0xE
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#define ABILITYEFFECT_SWITCH_IN_TERRAIN 0xFE
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#define ABILITYEFFECT_SWITCH_IN_WEATHER 0xFF
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#define ITEMEFFECT_ON_SWITCH_IN 0x0
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@ -221,18 +221,19 @@
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#define SIDE_STATUS_MAT_BLOCK (1 << 21)
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// Field affecting statuses.
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#define STATUS_FIELD_MAGIC_ROOM 0x1
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#define STATUS_FIELD_TRICK_ROOM 0x2
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#define STATUS_FIELD_WONDER_ROOM 0x4
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#define STATUS_FIELD_MUDSPORT 0x8
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#define STATUS_FIELD_WATERSPORT 0x10
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#define STATUS_FIELD_GRAVITY 0x20
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#define STATUS_FIELD_GRASSY_TERRAIN 0x40
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#define STATUS_FIELD_MISTY_TERRAIN 0x80
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#define STATUS_FIELD_ELECTRIC_TERRAIN 0x100
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#define STATUS_FIELD_PSYCHIC_TERRAIN 0x200
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#define STATUS_FIELD_ION_DELUGE 0x400
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#define STATUS_FIELD_FAIRY_LOCK 0x800
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#define STATUS_FIELD_MAGIC_ROOM (1 << 0)
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#define STATUS_FIELD_TRICK_ROOM (1 << 1)
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#define STATUS_FIELD_WONDER_ROOM (1 << 2)
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#define STATUS_FIELD_MUDSPORT (1 << 3)
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#define STATUS_FIELD_WATERSPORT (1 << 4)
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#define STATUS_FIELD_GRAVITY (1 << 5)
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#define STATUS_FIELD_GRASSY_TERRAIN (1 << 6)
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#define STATUS_FIELD_MISTY_TERRAIN (1 << 7)
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#define STATUS_FIELD_ELECTRIC_TERRAIN (1 << 8)
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#define STATUS_FIELD_PSYCHIC_TERRAIN (1 << 9)
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#define STATUS_FIELD_ION_DELUGE (1 << 10)
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#define STATUS_FIELD_FAIRY_LOCK (1 << 11)
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#define STATUS_FIELD_TERRAIN_PERMANENT (1 << 12) // Overworld thunderstorm generates electric terrain
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#define STATUS_TERRAIN_ANY (STATUS_FIELD_GRASSY_TERRAIN | STATUS_FIELD_MISTY_TERRAIN | STATUS_FIELD_ELECTRIC_TERRAIN | STATUS_FIELD_PSYCHIC_TERRAIN)
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@ -518,14 +518,10 @@
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#define B_ANIM_INGRAIN_HEAL 0x15
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#define B_ANIM_WISH_HEAL 0x16
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#define B_ANIM_MEGA_EVOLUTION 0x17
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#define B_ANIM_TERRAIN_MISTY 0x18
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#define B_ANIM_TERRAIN_GRASSY 0x19
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#define B_ANIM_TERRAIN_ELECTRIC 0x1A
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#define B_ANIM_TERRAIN_PSYCHIC 0x1B
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#define B_ANIM_ILLUSION_OFF 0x1C
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#define B_ANIM_FORM_CHANGE 0x1D
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#define B_ANIM_SLIDE_OFFSCREEN 0x1E // for Emergency Exit
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#define B_ANIM_RESTORE_BG 0x1F // for Terrain Endings
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#define B_ANIM_ILLUSION_OFF 0x18
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#define B_ANIM_FORM_CHANGE 0x19
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#define B_ANIM_SLIDE_OFFSCREEN 0x1A // for Emergency Exit
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#define B_ANIM_RESTORE_BG 0x1B // for Terrain Endings, Surge abilities
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// special animations table
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#define B_ANIM_LVL_UP 0x0
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@ -131,6 +131,10 @@
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#define B_FLAG_INVERSE_BATTLE 0 // If this flag is set, the battle's type effectiveness are inversed. For example, fire is super effective against water.
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#define B_FLAG_FORCE_DOUBLE_WILD 0 // If this flag is set, all land and surfing wild battles will be double battles.
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// Var Settings
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// To use the following features in scripting, replace the 0s with the Var ID you're assigning to it. Eg: replace VAR_UNUSED_0x40F7 with VAR_TERRAIN for that feature
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#define VAR_TERRAIN 0 // If this var has a value, assigning a STATUS_FIELD_xx_TERRAIN to it before battle causes the battle to start with that terrain active
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// Interface settings
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#define B_ABILITY_POP_UP TRUE // In Gen5+, the Pokémon abilities are displayed in a pop-up, when they activate in battle.
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#define B_FAST_INTRO TRUE // If set to TRUE, battle intro texts print at the same time as animation of a Pokémon, as opposing to waiting for the animation to end.
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@ -147,6 +151,7 @@
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#define B_PARALYZE_ELECTRIC GEN_6 // In Gen6+, Electric-type Pokémon can't be paralyzed.
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#define B_POWDER_GRASS GEN_6 // In Gen6+, Grass-type Pokémon are immune to powder and spore moves.
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#define B_STEEL_RESISTANCES GEN_6 // In Gen6+, Steel-type Pokémon are no longer resistant to Dark and Ghost moves.
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#define B_THUNDERSTORM_TERRAIN TRUE // If TRUE, overworld Thunderstorm generates Rain and Electric Terrain as in Gen 8.
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// Animation Settings
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#define B_NEW_SWORD_PARTICLE TRUE // If set to TRUE, it updates Swords Dance's particle.
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@ -965,10 +965,7 @@ static void TryToggleHealboxVisibility(u8 priority, u8 healthboxLeftSpriteId, u8
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case B_ANIM_WISH_HEAL:
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//new
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case B_ANIM_MEGA_EVOLUTION:
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case B_ANIM_TERRAIN_MISTY:
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case B_ANIM_TERRAIN_GRASSY:
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case B_ANIM_TERRAIN_ELECTRIC:
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case B_ANIM_TERRAIN_PSYCHIC:
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case B_ANIM_RESTORE_BG:
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break;
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}
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return; //all other special anims dont hide
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@ -3483,6 +3483,12 @@ static void TryDoEventsBeforeFirstTurn(void)
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gBattleStruct->overworldWeatherDone = TRUE;
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return;
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}
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if (!gBattleStruct->terrainDone && AbilityBattleEffects(0, 0, 0, ABILITYEFFECT_SWITCH_IN_TERRAIN, 0) != 0)
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{
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gBattleStruct->terrainDone = TRUE;
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return;
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}
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// Check all switch in abilities happening from the fastest mon to slowest.
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while (gBattleStruct->switchInAbilitiesCounter < gBattlersCount)
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{
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@ -6937,8 +6937,11 @@ static void HandleTerrainMove(u32 moveEffect)
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gBattleCommunication[MULTISTRING_CHOOSER] = 1;
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break;
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case EFFECT_ELECTRIC_TERRAIN:
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statusFlag = STATUS_FIELD_ELECTRIC_TERRAIN, timer = &gFieldTimers.electricTerrainTimer;
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gBattleCommunication[MULTISTRING_CHOOSER] = 2;
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if (!(gFieldStatuses & STATUS_FIELD_TERRAIN_PERMANENT))
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{
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statusFlag = STATUS_FIELD_ELECTRIC_TERRAIN, timer = &gFieldTimers.electricTerrainTimer;
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gBattleCommunication[MULTISTRING_CHOOSER] = 2;
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}
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break;
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case EFFECT_PSYCHIC_TERRAIN:
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statusFlag = STATUS_FIELD_PSYCHIC_TERRAIN, timer = &gFieldTimers.psychicTerrainTimer;
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@ -1988,16 +1988,18 @@ u8 DoFieldEndTurnEffects(void)
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gBattleStruct->turnCountersTracker++;
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break;
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case ENDTURN_ELECTRIC_TERRAIN:
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if (gFieldStatuses & STATUS_FIELD_ELECTRIC_TERRAIN && --gFieldTimers.electricTerrainTimer == 0)
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if (gFieldStatuses & STATUS_FIELD_ELECTRIC_TERRAIN
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&& ((!gFieldStatuses & STATUS_FIELD_TERRAIN_PERMANENT) && --gFieldTimers.electricTerrainTimer == 0))
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{
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gFieldStatuses &= ~(STATUS_FIELD_ELECTRIC_TERRAIN);
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gFieldStatuses &= ~(STATUS_FIELD_ELECTRIC_TERRAIN | STATUS_FIELD_TERRAIN_PERMANENT);
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BattleScriptExecute(BattleScript_ElectricTerrainEnds);
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effect++;
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}
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gBattleStruct->turnCountersTracker++;
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break;
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case ENDTURN_MISTY_TERRAIN:
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if (gFieldStatuses & STATUS_FIELD_MISTY_TERRAIN && --gFieldTimers.mistyTerrainTimer == 0)
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if (gFieldStatuses & STATUS_FIELD_MISTY_TERRAIN
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&& ((!gFieldStatuses & STATUS_FIELD_TERRAIN_PERMANENT) && --gFieldTimers.mistyTerrainTimer == 0))
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{
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gFieldStatuses &= ~(STATUS_FIELD_MISTY_TERRAIN);
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BattleScriptExecute(BattleScript_MistyTerrainEnds);
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@ -2008,15 +2010,18 @@ u8 DoFieldEndTurnEffects(void)
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case ENDTURN_GRASSY_TERRAIN:
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if (gFieldStatuses & STATUS_FIELD_GRASSY_TERRAIN)
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{
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if (gFieldTimers.grassyTerrainTimer == 0 || --gFieldTimers.grassyTerrainTimer == 0)
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if (!(gFieldStatuses & STATUS_FIELD_TERRAIN_PERMANENT)
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&& (gFieldTimers.grassyTerrainTimer == 0 || --gFieldTimers.grassyTerrainTimer == 0))
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gFieldStatuses &= ~(STATUS_FIELD_GRASSY_TERRAIN);
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BattleScriptExecute(BattleScript_GrassyTerrainHeals);
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effect++;
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}
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gBattleStruct->turnCountersTracker++;
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break;
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case ENDTURN_PSYCHIC_TERRAIN:
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if (gFieldStatuses & STATUS_FIELD_PSYCHIC_TERRAIN && --gFieldTimers.psychicTerrainTimer == 0)
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if (gFieldStatuses & STATUS_FIELD_PSYCHIC_TERRAIN
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&& ((!gFieldStatuses & STATUS_FIELD_TERRAIN_PERMANENT) && --gFieldTimers.psychicTerrainTimer == 0))
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{
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gFieldStatuses &= ~(STATUS_FIELD_PSYCHIC_TERRAIN);
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BattleScriptExecute(BattleScript_PsychicTerrainEnds);
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@ -3602,6 +3607,41 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u16 ability, u8 special, u16 move
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gBattleScripting.battler = battler;
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switch (gLastUsedAbility)
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{
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case ABILITYEFFECT_SWITCH_IN_TERRAIN:
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if (VarGet(VAR_TERRAIN) & STATUS_TERRAIN_ANY)
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{
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u16 terrainFlags = VarGet(VAR_TERRAIN) & STATUS_TERRAIN_ANY; // only works for status flag (1 << 15)
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gFieldStatuses = terrainFlags | STATUS_FIELD_TERRAIN_PERMANENT; // terrain is permanent
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switch (VarGet(VAR_TERRAIN) & STATUS_TERRAIN_ANY)
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{
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case STATUS_FIELD_ELECTRIC_TERRAIN:
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gBattleCommunication[MULTISTRING_CHOOSER] = 2;
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break;
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case STATUS_FIELD_MISTY_TERRAIN:
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gBattleCommunication[MULTISTRING_CHOOSER] = 0;
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break;
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case STATUS_FIELD_GRASSY_TERRAIN:
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gBattleCommunication[MULTISTRING_CHOOSER] = 1;
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break;
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case STATUS_FIELD_PSYCHIC_TERRAIN:
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gBattleCommunication[MULTISTRING_CHOOSER] = 3;
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break;
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}
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BattleScriptPushCursorAndCallback(BattleScript_OverworldTerrain);
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effect++;
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}
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#if B_THUNDERSTORM_TERRAIN == TRUE
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else if (GetCurrentWeather() == WEATHER_RAIN_THUNDERSTORM && !(gFieldStatuses & STATUS_FIELD_ELECTRIC_TERRAIN))
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{
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// drizzle started rain, so just do electric terrain anim
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gFieldStatuses = (STATUS_FIELD_ELECTRIC_TERRAIN | STATUS_FIELD_TERRAIN_PERMANENT);
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gBattleCommunication[MULTISTRING_CHOOSER] = 2;
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BattleScriptPushCursorAndCallback(BattleScript_OverworldTerrain);
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effect++;
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}
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#endif
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break;
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case ABILITYEFFECT_SWITCH_IN_WEATHER:
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if (!(gBattleTypeFlags & BATTLE_TYPE_RECORDED))
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{
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