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https://github.com/Ninjdai1/pokeemerald.git
synced 2024-12-26 19:54:21 +01:00
fix flavour flavor not building, fuccing americans
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parent
6e317c6463
commit
7144b3b7af
@ -74,10 +74,10 @@
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#define B_BUFF_PLACEHOLDER_BEGIN 0xFD
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#define B_BUFF_PLACEHOLDER_BEGIN 0xFD
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#define B_BUFF_EOS 0xFF
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#define B_BUFF_EOS 0xFF
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#define PREPARE_FLAVOUR_BUFFER(textVar, flavourId) \
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#define PREPARE_FLAVOR_BUFFER(textVar, flavourId) \
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{ \
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{ \
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textVar[0] = B_BUFF_PLACEHOLDER_BEGIN; \
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textVar[0] = B_BUFF_PLACEHOLDER_BEGIN; \
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textVar[1] = B_BUFF_NEGATIVE_FLAVOUR; \
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textVar[1] = B_BUFF_NEGATIVE_FLAVOR; \
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textVar[2] = flavourId; \
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textVar[2] = flavourId; \
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textVar[3] = B_BUFF_EOS; \
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textVar[3] = B_BUFF_EOS; \
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}
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}
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@ -20,6 +20,7 @@
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#include "event_data.h"
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#include "event_data.h"
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#include "calculate_base_damage.h"
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#include "calculate_base_damage.h"
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#include "link.h"
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#include "link.h"
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#include "berry.h"
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extern const u8* gBattlescriptCurrInstr;
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extern const u8* gBattlescriptCurrInstr;
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extern const u8* gSelectionBattleScripts[BATTLE_BANKS_COUNT];
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extern const u8* gSelectionBattleScripts[BATTLE_BANKS_COUNT];
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@ -2537,15 +2538,6 @@ enum
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ITEM_STATS_CHANGE, // 5
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ITEM_STATS_CHANGE, // 5
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};
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};
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enum
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{
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FLAVOR_SPICY, // 0
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FLAVOR_DRY, // 1
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FLAVOR_SWEET, // 2
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FLAVOR_BITTER, // 3
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FLAVOR_SOUR, // 4
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};
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u8 ItemBattleEffects(u8 caseID, u8 bank, bool8 moveTurn)
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u8 ItemBattleEffects(u8 caseID, u8 bank, bool8 moveTurn)
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{
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{
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int i = 0;
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int i = 0;
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@ -2707,7 +2699,7 @@ u8 ItemBattleEffects(u8 caseID, u8 bank, bool8 moveTurn)
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case HOLD_EFFECT_CONFUSE_SPICY:
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case HOLD_EFFECT_CONFUSE_SPICY:
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if (gBattleMons[bank].hp <= gBattleMons[bank].maxHP / 2 && !moveTurn)
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if (gBattleMons[bank].hp <= gBattleMons[bank].maxHP / 2 && !moveTurn)
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{
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{
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PREPARE_FLAVOUR_BUFFER(gBattleTextBuff1, FLAVOR_SPICY);
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PREPARE_FLAVOR_BUFFER(gBattleTextBuff1, FLAVOR_SPICY);
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gBattleMoveDamage = gBattleMons[bank].maxHP / bankQuality;
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gBattleMoveDamage = gBattleMons[bank].maxHP / bankQuality;
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if (gBattleMoveDamage == 0)
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if (gBattleMoveDamage == 0)
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@ -2725,7 +2717,7 @@ u8 ItemBattleEffects(u8 caseID, u8 bank, bool8 moveTurn)
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case HOLD_EFFECT_CONFUSE_DRY:
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case HOLD_EFFECT_CONFUSE_DRY:
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if (gBattleMons[bank].hp <= gBattleMons[bank].maxHP / 2 && !moveTurn)
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if (gBattleMons[bank].hp <= gBattleMons[bank].maxHP / 2 && !moveTurn)
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{
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{
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PREPARE_FLAVOUR_BUFFER(gBattleTextBuff1, FLAVOR_DRY);
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PREPARE_FLAVOR_BUFFER(gBattleTextBuff1, FLAVOR_DRY);
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gBattleMoveDamage = gBattleMons[bank].maxHP / bankQuality;
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gBattleMoveDamage = gBattleMons[bank].maxHP / bankQuality;
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if (gBattleMoveDamage == 0)
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if (gBattleMoveDamage == 0)
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@ -2743,7 +2735,7 @@ u8 ItemBattleEffects(u8 caseID, u8 bank, bool8 moveTurn)
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case HOLD_EFFECT_CONFUSE_SWEET:
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case HOLD_EFFECT_CONFUSE_SWEET:
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if (gBattleMons[bank].hp <= gBattleMons[bank].maxHP / 2 && !moveTurn)
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if (gBattleMons[bank].hp <= gBattleMons[bank].maxHP / 2 && !moveTurn)
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{
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{
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PREPARE_FLAVOUR_BUFFER(gBattleTextBuff1, FLAVOR_SWEET);
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PREPARE_FLAVOR_BUFFER(gBattleTextBuff1, FLAVOR_SWEET);
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gBattleMoveDamage = gBattleMons[bank].maxHP / bankQuality;
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gBattleMoveDamage = gBattleMons[bank].maxHP / bankQuality;
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if (gBattleMoveDamage == 0)
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if (gBattleMoveDamage == 0)
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@ -2761,7 +2753,7 @@ u8 ItemBattleEffects(u8 caseID, u8 bank, bool8 moveTurn)
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case HOLD_EFFECT_CONFUSE_BITTER:
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case HOLD_EFFECT_CONFUSE_BITTER:
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if (gBattleMons[bank].hp <= gBattleMons[bank].maxHP / 2 && !moveTurn)
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if (gBattleMons[bank].hp <= gBattleMons[bank].maxHP / 2 && !moveTurn)
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{
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{
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PREPARE_FLAVOUR_BUFFER(gBattleTextBuff1, FLAVOR_BITTER);
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PREPARE_FLAVOR_BUFFER(gBattleTextBuff1, FLAVOR_BITTER);
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gBattleMoveDamage = gBattleMons[bank].maxHP / bankQuality;
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gBattleMoveDamage = gBattleMons[bank].maxHP / bankQuality;
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if (gBattleMoveDamage == 0)
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if (gBattleMoveDamage == 0)
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@ -2779,7 +2771,7 @@ u8 ItemBattleEffects(u8 caseID, u8 bank, bool8 moveTurn)
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case HOLD_EFFECT_CONFUSE_SOUR:
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case HOLD_EFFECT_CONFUSE_SOUR:
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if (gBattleMons[bank].hp <= gBattleMons[bank].maxHP / 2 && !moveTurn)
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if (gBattleMons[bank].hp <= gBattleMons[bank].maxHP / 2 && !moveTurn)
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{
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{
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PREPARE_FLAVOUR_BUFFER(gBattleTextBuff1, FLAVOR_SOUR);
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PREPARE_FLAVOR_BUFFER(gBattleTextBuff1, FLAVOR_SOUR);
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gBattleMoveDamage = gBattleMons[bank].maxHP / bankQuality;
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gBattleMoveDamage = gBattleMons[bank].maxHP / bankQuality;
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if (gBattleMoveDamage == 0)
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if (gBattleMoveDamage == 0)
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