Config for HP bars moving faster for higher HP amounts. Credit to Dat.H

This commit is contained in:
Eduardo Quezada D'Ottone 2021-12-12 12:33:49 -03:00
parent aa2b2e6a70
commit 7ca07527fa
2 changed files with 5 additions and 0 deletions

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@ -216,6 +216,7 @@
// Interface settings // Interface settings
#define B_ABILITY_POP_UP TRUE // In Gen5+, the Pokémon abilities are displayed in a pop-up, when they activate in battle. #define B_ABILITY_POP_UP TRUE // In Gen5+, the Pokémon abilities are displayed in a pop-up, when they activate in battle.
#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. #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.
#define B_FAST_HP_DRAIN TRUE // If set to TRUE, HP bars will move faster to accomodate higher max HP amounts.
#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. #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.
#define B_SHOW_SPLIT_ICON TRUE // If set to TRUE, it will show an icon in the summary showing the move's category split. #define B_SHOW_SPLIT_ICON TRUE // If set to TRUE, it will show an icon in the summary showing the move's category split.
#define B_HIDE_HEALTHBOX_IN_ANIMS TRUE // If set to TRUE, hides healthboxes during move animations. #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)
gBattleSpritesDataPtr->battleBars[battlerId].oldValue, gBattleSpritesDataPtr->battleBars[battlerId].oldValue,
gBattleSpritesDataPtr->battleBars[battlerId].receivedValue, gBattleSpritesDataPtr->battleBars[battlerId].receivedValue,
&gBattleSpritesDataPtr->battleBars[battlerId].currValue, &gBattleSpritesDataPtr->battleBars[battlerId].currValue,
#if B_FAST_HP_DRAIN == TRUE
B_HEALTHBAR_PIXELS / 8, max(gBattleSpritesDataPtr->battleBars[battlerId].maxValue / 64, 1));
#else
B_HEALTHBAR_PIXELS / 8, 1); B_HEALTHBAR_PIXELS / 8, 1);
#endif
} }
else // exp bar else // exp bar
{ {