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Fix team messages
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159d1089a7
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@ -398,8 +398,9 @@ B_PARTNER_NAME = FD 33
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B_BUFF3 = FD 34
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B_ATK_TRAINER_NAME = FD 35
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B_ATK_TRAINER_CLASS = FD 36
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B_ATK_TEAM = FD 37
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B_DEF_NAME = FD 38
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B_ATK_TEAM1 = FD 37
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B_ATK_TEAM2 = FD 38
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B_DEF_NAME = FD 39
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@ indicates the end of a town/city name (before " TOWN" or " CITY")
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NAME_END = FC 00
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@ -59,8 +59,9 @@
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#define B_TXT_BUFF3 0x34
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#define B_TXT_ATK_TRAINER_NAME 0x35
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#define B_TXT_ATK_TRAINER_CLASS 0x36
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#define B_TXT_ATK_TEAM 0x37
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#define B_TXT_DEF_NAME 0x38
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#define B_TXT_ATK_TEAM1 0x37 // Your/The opposing
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#define B_TXT_ATK_TEAM2 0x38 // your/the opposing
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#define B_TXT_DEF_NAME 0x39
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// for B_TXT_BUFF1, B_TXT_BUFF2 and B_TXT_BUFF3
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@ -526,7 +526,7 @@ static const u8 sText_PkmnFlung[] = _("{B_ATK_NAME_WITH_PREFIX} flung its\n{B_LA
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static const u8 sText_PkmnPreventedFromHealing[] = _("{B_DEF_NAME_WITH_PREFIX} was prevented\nfrom healing!");
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static const u8 sText_PkmnSwitchedAtkAndDef[] = _("{B_ATK_NAME_WITH_PREFIX} switched its\nAttack and Defense!");
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static const u8 sText_PkmnsAbilitySuppressed[] = _("{B_DEF_NAME_WITH_PREFIX}'s ability\nwas suppressed!");
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static const u8 sText_ShieldedFromCriticalHits[] = _("The {B_CURRENT_MOVE} shielded your\nteam from critical hits!");
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static const u8 sText_ShieldedFromCriticalHits[] = _("The {B_CURRENT_MOVE} shielded {B_ATK_TEAM2}\nteam from critical hits!");
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static const u8 sText_SwitchedAtkAndSpAtk[] = _("{B_ATK_NAME_WITH_PREFIX} switched all its\nchanges to its Attack and\pSp. Atk with the target!");
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static const u8 sText_SwitchedDefAndSpDef[] = _("{B_ATK_NAME_WITH_PREFIX} switched all its\nchanges to its Defense and\pSp. Def with the target!");
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static const u8 sText_PkmnAcquiredAbility[] = _("{B_DEF_NAME_WITH_PREFIX} acquired\n{B_LAST_ABILITY}!");
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@ -539,7 +539,7 @@ static const u8 sText_PointedStonesFloat[] =_("Pointed stones float in the air\n
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static const u8 sText_CloakedInMysticalMoonlight[] =_("It became cloaked in mystical\nmoonlight!");
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static const u8 sText_TrappedBySwirlingMagma[] =_("{B_DEF_NAME_WITH_PREFIX} became\ntrapped by swirling magma!");
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static const u8 sText_VanishedInstantly[] =_("{B_ATK_NAME_WITH_PREFIX} vanished\ninstantly!");
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static const u8 sText_ProtectedTeam[] =_("{B_CURRENT_MOVE} protected\n{B_ATK_TEAM}!");
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static const u8 sText_ProtectedTeam[] =_("{B_CURRENT_MOVE} protected\n{B_ATK_TEAM2} team!");
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static const u8 sText_SharedItsGuard[] =_("{B_ATK_NAME_WITH_PREFIX} shared its\nguard with the target!");
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static const u8 sText_SharedItsPower[] =_("{B_ATK_NAME_WITH_PREFIX} shared its\npower with the target!");
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static const u8 sText_SwapsDefAndSpDefOfAllPkmn[] =_("It created a bizarre area in which\nthe Defense and Sp.Def stats are swapped!");
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@ -562,8 +562,8 @@ static const u8 sText_EmbargoEnds[] = _("{B_DEF_NAME_WITH_PREFIX}can\nuse items
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static const u8 sText_MagnetRiseEnds[] = _("{B_ATK_NAME_WITH_PREFIX}'s electromagnetism\nwore off!");
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static const u8 sText_HealBlockEnds[] = _("{B_ATK_NAME_WITH_PREFIX}'s Heal Block\nwore off!");
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static const u8 sText_TelekinesisEnds[] = _("{B_ATK_NAME_WITH_PREFIX} was freed\nfrom the telekinesis!");
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static const u8 sText_TailwindEnds[] = _("{B_ATK_TEAM}'s tailwind\n petered out!");
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static const u8 sText_LuckyChantEnds[] = _("{B_ATK_TEAM}'s Lucky Chant\n wore off!");
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static const u8 sText_TailwindEnds[] = _("{B_ATK_TEAM1} team's tailwind\n petered out!");
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static const u8 sText_LuckyChantEnds[] = _("{B_ATK_TEAM1} team's Lucky Chant\n wore off!");
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static const u8 sText_TrickRoomEnds[] = _("The twisted dimensions returned to\nnormal!");
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static const u8 sText_WonderRoomEnds[] = _("Wonder Room wore off, and\nDefense and Sp. Def stats returned to normal!");
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static const u8 sText_MagicRoomEnds[] = _("Magic Room wore off, and\nheld items' effects returned to normal!");
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@ -1623,8 +1623,10 @@ const u8 gText_RecordBattleToPass[] = _("Would you like to record your battle\no
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const u8 gText_BattleRecordedOnPass[] = _("{B_PLAYER_NAME}'s battle result was recorded\non the FRONTIER PASS.");
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static const u8 sText_LinkTrainerWantsToBattlePause[] = _("{B_LINK_OPPONENT1_NAME}\nwants to battle!{PAUSE 49}");
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static const u8 sText_TwoLinkTrainersWantToBattlePause[] = _("{B_LINK_OPPONENT1_NAME} and {B_LINK_OPPONENT2_NAME}\nwant to battle!{PAUSE 49}");
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static const u8 sText_YourTeam[] = _("Your team");
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static const u8 sText_OpposingTeam[] = _("The opposing team");
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static const u8 sText_Your1[] = _("Your");
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static const u8 sText_Opposing1[] = _("The opposing");
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static const u8 sText_Your2[] = _("your");
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static const u8 sText_Opposing2[] = _("the opposing");
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// This is four lists of moves which use a different attack string in Japanese
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// to the default. See the documentation for ChooseTypeOfMoveUsedString for more detail.
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@ -3113,11 +3115,17 @@ u32 BattleStringExpandPlaceholders(const u8 *src, u8 *dst)
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break;
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}
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break;
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case B_TXT_ATK_TEAM:
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case B_TXT_ATK_TEAM1:
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if (GetBattlerSide(gBattlerAttacker) == B_SIDE_PLAYER)
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toCpy = sText_YourTeam;
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toCpy = sText_Your1;
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else
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toCpy = sText_OpposingTeam;
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toCpy = sText_Opposing1;
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break;
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case B_TXT_ATK_TEAM2:
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if (GetBattlerSide(gBattlerAttacker) == B_SIDE_PLAYER)
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toCpy = sText_Your2;
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else
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toCpy = sText_Opposing2;
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break;
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}
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