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Make fog cause misty terrain
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@ -169,6 +169,7 @@
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// Terrain settings
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// Terrain settings
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#define B_TERRAIN_BG_CHANGE TRUE // If set to TRUE, terrain moves permanently change the default battle background until the effect fades.
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#define B_TERRAIN_BG_CHANGE TRUE // If set to TRUE, terrain moves permanently change the default battle background until the effect fades.
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#define B_THUNDERSTORM_TERRAIN TRUE // If TRUE, overworld Thunderstorm generates Rain and Electric Terrain as in Gen 8.
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#define B_THUNDERSTORM_TERRAIN TRUE // If TRUE, overworld Thunderstorm generates Rain and Electric Terrain as in Gen 8.
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#define B_FOG_TERRAIN TRUE // If TRUE, overworld Fog generates Misty Terrain as in Gen 8.
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#define B_TERRAIN_TYPE_BOOST GEN_LATEST // In Gen8, damage is boosted by 30% instead of 50%.
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#define B_TERRAIN_TYPE_BOOST GEN_LATEST // In Gen8, damage is boosted by 30% instead of 50%.
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#define B_SECRET_POWER_EFFECT GEN_LATEST // Secret Power's effects change depending on terrain and generation. See GetSecretPowerMoveEffect.
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#define B_SECRET_POWER_EFFECT GEN_LATEST // Secret Power's effects change depending on terrain and generation. See GetSecretPowerMoveEffect.
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#define B_SECRET_POWER_ANIMATION GEN_LATEST // Secret Power's animations change depending on terrain and generation.
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#define B_SECRET_POWER_ANIMATION GEN_LATEST // Secret Power's animations change depending on terrain and generation.
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@ -4205,6 +4205,15 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u16 ability, u8 special, u16 move
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effect++;
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effect++;
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}
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}
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#endif
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#endif
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#if B_FOG_TERRAIN == TRUE
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else if ((GetCurrentWeather() == WEATHER_FOG_HORIZONTAL || GetCurrentWeather() == WEATHER_FOG_DIAGONAL) && !(gFieldStatuses & STATUS_FIELD_MISTY_TERRAIN))
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{
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gFieldStatuses = (STATUS_FIELD_MISTY_TERRAIN | STATUS_FIELD_TERRAIN_PERMANENT);
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gBattleCommunication[MULTISTRING_CHOOSER] = 0;
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BattleScriptPushCursorAndCallback(BattleScript_OverworldTerrain);
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effect++;
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}
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#endif
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break;
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break;
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case ABILITYEFFECT_SWITCH_IN_WEATHER:
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case ABILITYEFFECT_SWITCH_IN_WEATHER:
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gBattleScripting.battler = battler;
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gBattleScripting.battler = battler;
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