fix flavour flavor not building, fuccing americans

This commit is contained in:
DizzyEggg 2017-11-27 21:24:34 +01:00
parent 6e317c6463
commit 7144b3b7af
2 changed files with 8 additions and 16 deletions

View File

@ -74,10 +74,10 @@
#define B_BUFF_PLACEHOLDER_BEGIN 0xFD #define B_BUFF_PLACEHOLDER_BEGIN 0xFD
#define B_BUFF_EOS 0xFF #define B_BUFF_EOS 0xFF
#define PREPARE_FLAVOUR_BUFFER(textVar, flavourId) \ #define PREPARE_FLAVOR_BUFFER(textVar, flavourId) \
{ \ { \
textVar[0] = B_BUFF_PLACEHOLDER_BEGIN; \ textVar[0] = B_BUFF_PLACEHOLDER_BEGIN; \
textVar[1] = B_BUFF_NEGATIVE_FLAVOUR; \ textVar[1] = B_BUFF_NEGATIVE_FLAVOR; \
textVar[2] = flavourId; \ textVar[2] = flavourId; \
textVar[3] = B_BUFF_EOS; \ textVar[3] = B_BUFF_EOS; \
} }

View File

@ -20,6 +20,7 @@
#include "event_data.h" #include "event_data.h"
#include "calculate_base_damage.h" #include "calculate_base_damage.h"
#include "link.h" #include "link.h"
#include "berry.h"
extern const u8* gBattlescriptCurrInstr; extern const u8* gBattlescriptCurrInstr;
extern const u8* gSelectionBattleScripts[BATTLE_BANKS_COUNT]; extern const u8* gSelectionBattleScripts[BATTLE_BANKS_COUNT];
@ -2537,15 +2538,6 @@ enum
ITEM_STATS_CHANGE, // 5 ITEM_STATS_CHANGE, // 5
}; };
enum
{
FLAVOR_SPICY, // 0
FLAVOR_DRY, // 1
FLAVOR_SWEET, // 2
FLAVOR_BITTER, // 3
FLAVOR_SOUR, // 4
};
u8 ItemBattleEffects(u8 caseID, u8 bank, bool8 moveTurn) u8 ItemBattleEffects(u8 caseID, u8 bank, bool8 moveTurn)
{ {
int i = 0; int i = 0;
@ -2707,7 +2699,7 @@ u8 ItemBattleEffects(u8 caseID, u8 bank, bool8 moveTurn)
case HOLD_EFFECT_CONFUSE_SPICY: case HOLD_EFFECT_CONFUSE_SPICY:
if (gBattleMons[bank].hp <= gBattleMons[bank].maxHP / 2 && !moveTurn) if (gBattleMons[bank].hp <= gBattleMons[bank].maxHP / 2 && !moveTurn)
{ {
PREPARE_FLAVOUR_BUFFER(gBattleTextBuff1, FLAVOR_SPICY); PREPARE_FLAVOR_BUFFER(gBattleTextBuff1, FLAVOR_SPICY);
gBattleMoveDamage = gBattleMons[bank].maxHP / bankQuality; gBattleMoveDamage = gBattleMons[bank].maxHP / bankQuality;
if (gBattleMoveDamage == 0) if (gBattleMoveDamage == 0)
@ -2725,7 +2717,7 @@ u8 ItemBattleEffects(u8 caseID, u8 bank, bool8 moveTurn)
case HOLD_EFFECT_CONFUSE_DRY: case HOLD_EFFECT_CONFUSE_DRY:
if (gBattleMons[bank].hp <= gBattleMons[bank].maxHP / 2 && !moveTurn) if (gBattleMons[bank].hp <= gBattleMons[bank].maxHP / 2 && !moveTurn)
{ {
PREPARE_FLAVOUR_BUFFER(gBattleTextBuff1, FLAVOR_DRY); PREPARE_FLAVOR_BUFFER(gBattleTextBuff1, FLAVOR_DRY);
gBattleMoveDamage = gBattleMons[bank].maxHP / bankQuality; gBattleMoveDamage = gBattleMons[bank].maxHP / bankQuality;
if (gBattleMoveDamage == 0) if (gBattleMoveDamage == 0)
@ -2743,7 +2735,7 @@ u8 ItemBattleEffects(u8 caseID, u8 bank, bool8 moveTurn)
case HOLD_EFFECT_CONFUSE_SWEET: case HOLD_EFFECT_CONFUSE_SWEET:
if (gBattleMons[bank].hp <= gBattleMons[bank].maxHP / 2 && !moveTurn) if (gBattleMons[bank].hp <= gBattleMons[bank].maxHP / 2 && !moveTurn)
{ {
PREPARE_FLAVOUR_BUFFER(gBattleTextBuff1, FLAVOR_SWEET); PREPARE_FLAVOR_BUFFER(gBattleTextBuff1, FLAVOR_SWEET);
gBattleMoveDamage = gBattleMons[bank].maxHP / bankQuality; gBattleMoveDamage = gBattleMons[bank].maxHP / bankQuality;
if (gBattleMoveDamage == 0) if (gBattleMoveDamage == 0)
@ -2761,7 +2753,7 @@ u8 ItemBattleEffects(u8 caseID, u8 bank, bool8 moveTurn)
case HOLD_EFFECT_CONFUSE_BITTER: case HOLD_EFFECT_CONFUSE_BITTER:
if (gBattleMons[bank].hp <= gBattleMons[bank].maxHP / 2 && !moveTurn) if (gBattleMons[bank].hp <= gBattleMons[bank].maxHP / 2 && !moveTurn)
{ {
PREPARE_FLAVOUR_BUFFER(gBattleTextBuff1, FLAVOR_BITTER); PREPARE_FLAVOR_BUFFER(gBattleTextBuff1, FLAVOR_BITTER);
gBattleMoveDamage = gBattleMons[bank].maxHP / bankQuality; gBattleMoveDamage = gBattleMons[bank].maxHP / bankQuality;
if (gBattleMoveDamage == 0) if (gBattleMoveDamage == 0)
@ -2779,7 +2771,7 @@ u8 ItemBattleEffects(u8 caseID, u8 bank, bool8 moveTurn)
case HOLD_EFFECT_CONFUSE_SOUR: case HOLD_EFFECT_CONFUSE_SOUR:
if (gBattleMons[bank].hp <= gBattleMons[bank].maxHP / 2 && !moveTurn) if (gBattleMons[bank].hp <= gBattleMons[bank].maxHP / 2 && !moveTurn)
{ {
PREPARE_FLAVOUR_BUFFER(gBattleTextBuff1, FLAVOR_SOUR); PREPARE_FLAVOR_BUFFER(gBattleTextBuff1, FLAVOR_SOUR);
gBattleMoveDamage = gBattleMons[bank].maxHP / bankQuality; gBattleMoveDamage = gBattleMons[bank].maxHP / bankQuality;
if (gBattleMoveDamage == 0) if (gBattleMoveDamage == 0)