Review changes and option to hide split icon.

This commit is contained in:
Eduardo Quezada 2020-10-15 20:15:44 -03:00
parent 0d39b29691
commit a6e88b82ee
5 changed files with 26 additions and 23 deletions

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@ -72,7 +72,7 @@
#define B_PSYWAVE_DMG GEN_6 // Psywave's damage formula. See Cmd_psywavedamageeffect.
// Move settings
#define B_PHYSICAL_SPECIAL_SPLIT GEN_3 // In Gen3, the move's type determines if it will do physical or special damage.
#define B_PHYSICAL_SPECIAL_SPLIT GEN_6 // In Gen3, the move's type determines if it will do physical or special damage. The split icon in the summary will reflect this.
#define B_FELL_STINGER_STAT_RAISE GEN_6 // In Gen7+, it raises Atk by 3 stages instead of 2 if it causes the target to faint.
#define B_SOUND_SUBSTITUTE GEN_6 // In Gen6+, sound moves bypass Substitute.
#define B_TOXIC_NEVER_MISS GEN_6 // In Gen6+, if Toxic is used by a Poison type, it will never miss.
@ -98,29 +98,32 @@
#define B_HP_BERRIES GEN_6 // In Gen4+, berries which restore hp activate immediately after hp drops to half. In gen3, the effect occurs at the end of the turn.
#define B_BERRIES_INSTANT GEN_6 // In Gen4+, most berries activate on battle start/switch-in if applicable. In gen3, they only activate either at the move end or turn end.
// Other
#define B_FLAG_INVERSE_BATTLE 0 // If this flag is set, the battle's type effectiveness are inversed. For example, fire is super effective against water. 0 disables the feature.
// Interface settings
#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_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.
// Other
#define B_FLAG_INVERSE_BATTLE 0 // If this flag is set, the battle's type effectiveness are inversed. For example, fire is super effective against water. 0 disables the feature.
#define B_SLEEP_TURNS GEN_6 // In Gen5+, sleep lasts for 1-3 turns instead of 2-5 turns.
#define B_PARALYZE_ELECTRIC GEN_6 // In Gen6+, Electric type Pokémon can't be paralyzed.
#define B_POWDER_GRASS GEN_6 // In Gen6+, Grass type Pokémon are immune to powder and spore moves.
// Animation Settings
#define NEW_SWORD_PARTICLE TRUE // update swords dance particle
#define NEW_LEECH_SEED_PARTICLE TRUE //update leech seed's animation particle
#define NEW_HORN_ATTACK_PARTICLE TRUE //update horn attack's horn
#define NEW_LEAF_PARTICLE TRUE // update leaf particle
#define NEW_EMBER_PARTICLES TRUE //updates ember fire particle
#define NEW_MEAN_LOOK_PARTICLE TRUE //update mean look eye
#define NEW_TEETH_PARTICLE TRUE //update bite/crunch teeth particle
#define NEW_HANDS_FEET_PARTICLE TRUE //update chop/kick/punch particles
#define NEW_SPIKES_PARTICLE TRUE //update spikes particle
#define NEW_FLY_BUBBLE_PARTICLE TRUE //update fly 'bubble' particle
#define NEW_CURSE_NAIL_PARTICLE TRUE //updates curse nail
#define NEW_BATON_PASS_BALL_PARTICLE TRUE //update baton pass pokeball sprite
#define NEW_MORNING_SUN_STAR_PARTICLE TRUE //updates morning sun star particles
#define NEW_IMPACT_PALETTE TRUE //updates the basic 'hit' particle
#define NEW_SURF_PARTICLE_PALETTE TRUE //updates the surf wave palette
#define NEW_SWORD_PARTICLE TRUE // If set to TRUE, it updates Swords Dance's particle.
#define NEW_LEECH_SEED_PARTICLE TRUE // If set to TRUE, it updates Leech Seed's animation particle.
#define NEW_HORN_ATTACK_PARTICLE TRUE // If set to TRUE, it updates Horn Attack's horn particle.
#define NEW_LEAF_PARTICLE TRUE // If set to TRUE, it updates leaf particle.
#define NEW_EMBER_PARTICLES TRUE // If set to TRUE, it updates Ember's fire particle.
#define NEW_MEAN_LOOK_PARTICLE TRUE // If set to TRUE, it updates Mean Look's eye particle.
#define NEW_TEETH_PARTICLE TRUE // If set to TRUE, it updates Bite/Crunch teeth particle.
#define NEW_HANDS_FEET_PARTICLE TRUE // If set to TRUE, it updates chop/kick/punch particles.
#define NEW_SPIKES_PARTICLE TRUE // If set to TRUE, it updates Spikes particle.
#define NEW_FLY_BUBBLE_PARTICLE TRUE // If set to TRUE, it updates Fly's 'bubble' particle.
#define NEW_CURSE_NAIL_PARTICLE TRUE // If set to TRUE, it updates Curse's nail.
#define NEW_BATON_PASS_BALL_PARTICLE TRUE // If set to TRUE, it updates Baton Pass' Poké Ball sprite.
#define NEW_MORNING_SUN_STAR_PARTICLE TRUE // If set to TRUE, it updates Morning Sun's star particles.
#define NEW_IMPACT_PALETTE TRUE // If set to TRUE, it updates the basic 'hit' palette.
#define NEW_SURF_PARTICLE_PALETTE TRUE // If set to TRUE, it updates Surf's wave palette.
#endif // GUARD_CONSTANTS_BATTLE_CONFIG_H

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@ -3,7 +3,6 @@
#include "battle.h"
#include "battle_anim.h"
#include "battle_ai_script_commands.h"
#include "battle_config.h"
#include "battle_factory.h"
#include "battle_setup.h"
#include "data.h"

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@ -4287,8 +4287,7 @@ s8 GetMovePriority(u32 battlerId, u16 move)
{
priority++;
}
else if (GetBattlerAbility(battlerId) == ABILITY_PRANKSTER
&& GetBattleMoveSplit(move) == SPLIT_STATUS)
else if (GetBattlerAbility(battlerId) == ABILITY_PRANKSTER && IS_MOVE_STATUS(move))
{
priority++;
}

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@ -4247,7 +4247,7 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u8 ability, u8 special, u16 moveA
if (!(gMoveResultFlags & MOVE_RESULT_NO_EFFECT)
&& TARGET_TURN_DAMAGED
&& IsBattlerAlive(battler)
&& GetBattleMoveSplit(gCurrentMove) == SPLIT_PHYSICAL
&& IS_MOVE_PHYSICAL(gCurrentMove)
&& (gBattleMons[battler].statStages[STAT_SPEED] != 12 || gBattleMons[battler].statStages[STAT_DEF] != 0))
{
BattleScriptPushCursor();

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@ -46,6 +46,7 @@
#include "constants/region_map_sections.h"
#include "constants/rgb.h"
#include "constants/songs.h"
#include "constants/battle_config.h"
// Screen titles (upper left)
#define PSS_LABEL_WINDOW_POKEMON_INFO_TITLE 0
@ -3708,7 +3709,8 @@ static void PrintMoveDetails(u16 move)
{
if (sMonSummaryScreen->currPageIndex == PSS_PAGE_BATTLE_MOVES)
{
ShowSplitIcon(GetBattleMoveSplit(move));
if (B_SHOW_SPLIT_ICON == TRUE)
ShowSplitIcon(GetBattleMoveSplit(move));
PrintMovePowerAndAccuracy(move);
PrintTextOnWindow(windowId, gMoveDescriptionPointers[move - 1], 6, 1, 0, 0);
}