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Config for HP bars moving faster for higher HP amounts. Credit to Dat.H
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@ -216,6 +216,7 @@
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// Interface settings
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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_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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#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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#define B_FAST_HP_DRAIN TRUE // If set to TRUE, HP bars will move faster to accomodate higher max HP amounts.
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#define B_SHOW_TARGETS TRUE // If set to TRUE, all available targets, for moves hitting 2 or 3 Pokémon, will be shown before selecting a move.
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#define B_SHOW_TARGETS TRUE // If set to TRUE, all available targets, for moves hitting 2 or 3 Pokémon, will be shown before selecting a move.
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#define B_SHOW_SPLIT_ICON TRUE // If set to TRUE, it will show an icon in the summary showing the move's category split.
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#define B_SHOW_SPLIT_ICON TRUE // If set to TRUE, it will show an icon in the summary showing the move's category split.
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#define B_HIDE_HEALTHBOX_IN_ANIMS TRUE // If set to TRUE, hides healthboxes during move animations.
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#define B_HIDE_HEALTHBOX_IN_ANIMS TRUE // If set to TRUE, hides healthboxes during move animations.
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@ -2438,7 +2438,11 @@ s32 MoveBattleBar(u8 battlerId, u8 healthboxSpriteId, u8 whichBar, u8 unused)
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gBattleSpritesDataPtr->battleBars[battlerId].oldValue,
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gBattleSpritesDataPtr->battleBars[battlerId].oldValue,
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gBattleSpritesDataPtr->battleBars[battlerId].receivedValue,
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gBattleSpritesDataPtr->battleBars[battlerId].receivedValue,
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&gBattleSpritesDataPtr->battleBars[battlerId].currValue,
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&gBattleSpritesDataPtr->battleBars[battlerId].currValue,
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#if B_FAST_HP_DRAIN == TRUE
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B_HEALTHBAR_PIXELS / 8, max(gBattleSpritesDataPtr->battleBars[battlerId].maxValue / 64, 1));
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#else
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B_HEALTHBAR_PIXELS / 8, 1);
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B_HEALTHBAR_PIXELS / 8, 1);
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#endif
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}
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}
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else // exp bar
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else // exp bar
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{
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{
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