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https://github.com/Ninjdai1/pokeemerald.git
synced 2024-12-26 03:34:15 +01:00
removed default flags and added ingame warning if a function that requires them is used
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367b12801e
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@ -38,10 +38,22 @@ Debug_CheatStart::
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setflag FLAG_HIDE_ROUTE_116_MR_BRINEY
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clearflag FLAG_HIDE_BRINEYS_HOUSE_MR_BRINEY
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clearflag FLAG_HIDE_BRINEYS_HOUSE_PEEKO
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closemessage
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release
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end
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Debug_FlagsNotSetMessage::
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lockall
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message Debug_FlagsNotSetMessage_Text
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waitmessage
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waitbuttonpress
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releaseall
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end
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Debug_FlagsNotSetMessage_Text:
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.string "Feature unavailable!\n"
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.string "Please define a usable flag in:\l"
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.string "'include/constants/debug{UNDERSCORE}config.h'!$"
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Debug_Script_1::
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end
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@ -138,8 +138,8 @@
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#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.
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#define B_FLAG_FORCE_DOUBLE_WILD 0 // If this flag is set, all land and surfing wild battles will be double battles.
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#define B_SMART_WILD_AI_FLAG 0 // If not 0, you can set this flag in a script to enable smart wild pokemon
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#define B_FLAG_NO_BAG_USE FLAG_UNUSED_0x023 // If this flag is set, the debug function in the Utility submenu to disable the bag in battle can be used.
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#define B_FLAG_NO_CATCHING FLAG_UNUSED_0x024 // If this flag is set, the debug function in the Utility submenu to disable catching of wild Pokémon can be used.
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#define B_FLAG_NO_BAG_USE 0 // If this flag is set, the debug function in the Utility submenu to disable the bag in battle can be used.
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#define B_FLAG_NO_CATCHING 0 // If this flag is set, the debug function in the Utility submenu to disable catching of wild Pokémon can be used.
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// Var Settings
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// To use the following features in scripting, replace the 0s with the var ID you're assigning it to.
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@ -41,12 +41,12 @@
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#define FLAG_TEMP_1F (TEMP_FLAGS_START + 0x1F)
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#define TEMP_FLAGS_END FLAG_TEMP_1F
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#define FLAG_UNUSED_0x020 0x20 // Unused Flag //Used for DEBUG functions, can be changed in "constants/battle_config.h"
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#define FLAG_UNUSED_0x021 0x21 // Unused Flag //Used for DEBUG functions, can be changed in "constants/battle_config.h"
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#define FLAG_UNUSED_0x022 0x22 // Unused Flag //Used for DEBUG functions, can be changed in "constants/battle_config.h"
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#define FLAG_UNUSED_0x023 0x23 // Unused Flag //Used for DEBUG functions, can be changed in "constants/battle_config.h"
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#define FLAG_UNUSED_0x024 0x24 // Unused Flag //Used for DEBUG functions, can be changed in "constants/battle_config.h"
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#define FLAG_UNUSED_0x025 0x25 // Unused Flag //Used for DEBUG functions, can be changed in "constants/battle_config.h"
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#define FLAG_UNUSED_0x020 0x20 // Unused Flag
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#define FLAG_UNUSED_0x021 0x21 // Unused Flag
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#define FLAG_UNUSED_0x022 0x22 // Unused Flag
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#define FLAG_UNUSED_0x023 0x23 // Unused Flag
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#define FLAG_UNUSED_0x024 0x24 // Unused Flag
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#define FLAG_UNUSED_0x025 0x25 // Unused Flag
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#define FLAG_UNUSED_0x026 0x26 // Unused Flag
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#define FLAG_UNUSED_0x027 0x27 // Unused Flag
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#define FLAG_UNUSED_0x028 0x28 // Unused Flag
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@ -6,9 +6,9 @@
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#define DEBUG_SYSTEM_IN_MENU FALSE // Replaces the overworld debug menu button combination with a start menu entry (replaces the exit entry).
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// Replace the used flags with others or disable with a 0
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#define DEBUG_FLAG_NO_COLLISION FLAG_UNUSED_0x020 // If this flag is set, the debug function in the Utility submenu to disable player collision can be used.
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#define DEBUG_FLAG_NO_ENCOUNTER FLAG_UNUSED_0x021 // If this flag is set, the debug function in the Utility submenu to disable wild encounters can be used.
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#define DEBUG_FLAG_NO_TRAINER_SEE FLAG_UNUSED_0x022 // If this flag is set, the debug function in the Utility submenu to disable battles with trainer can be used.
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#define DEBUG_FLAG_PC_FROM_DEBUG_MENU FLAG_UNUSED_0x025 // If this flag is set, the debug function in debug menu to access the player PC works.
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#define DEBUG_FLAG_NO_COLLISION 0 // If this flag is set, the debug function in the Utility submenu to disable player collision can be used.
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#define DEBUG_FLAG_NO_ENCOUNTER 0 // If this flag is set, the debug function in the Utility submenu to disable wild encounters can be used.
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#define DEBUG_FLAG_NO_TRAINER_SEE 0 // If this flag is set, the debug function in the Utility submenu to disable battles with trainer can be used.
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#define DEBUG_FLAG_PC_FROM_DEBUG_MENU 0 // If this flag is set, the debug function in debug menu to access the player PC works.
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#endif // GUARD_CONSTANTS_OVERWORLD_CONFIG_H
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31
src/debug.c
31
src/debug.c
@ -271,6 +271,7 @@ static void DebugAction_Sound_MUS_SelectId(u8 taskId);
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static void DebugTask_HandleMenuInput(u8 taskId, void (*HandleInput)(u8));
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static void DebugAction_OpenSubMenu(u8 taskId, struct ListMenuTemplate LMtemplate);
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extern u8 Debug_FlagsNotSetMessage[];
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extern u8 Debug_Script_1[];
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extern u8 Debug_Script_2[];
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extern u8 Debug_Script_3[];
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@ -1447,6 +1448,11 @@ static void DebugAction_Flags_ToggleFrontierPass(u8 taskId)
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}
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static void DebugAction_Flags_CollisionOnOff(u8 taskId)
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{
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#if DEBUG_FLAG_NO_COLLISION == 0
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Debug_DestroyMenu(taskId);
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LockPlayerFieldControls();
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ScriptContext_SetupScript(Debug_FlagsNotSetMessage);
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#else
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if(FlagGet(DEBUG_FLAG_NO_COLLISION))
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{
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FlagClear(DEBUG_FLAG_NO_COLLISION);
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@ -1455,9 +1461,15 @@ static void DebugAction_Flags_CollisionOnOff(u8 taskId)
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FlagSet(DEBUG_FLAG_NO_COLLISION);
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PlaySE(SE_PC_LOGIN);
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}
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#endif
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}
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static void DebugAction_Flags_EncounterOnOff(u8 taskId)
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{
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#if DEBUG_FLAG_NO_ENCOUNTER == 0
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Debug_DestroyMenu(taskId);
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LockPlayerFieldControls();
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ScriptContext_SetupScript(Debug_FlagsNotSetMessage);
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#else
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if(FlagGet(DEBUG_FLAG_NO_ENCOUNTER))
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{
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FlagClear(DEBUG_FLAG_NO_ENCOUNTER);
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@ -1466,9 +1478,15 @@ static void DebugAction_Flags_EncounterOnOff(u8 taskId)
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FlagSet(DEBUG_FLAG_NO_ENCOUNTER);
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PlaySE(SE_PC_LOGIN);
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}
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#endif
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}
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static void DebugAction_Flags_TrainerSeeOnOff(u8 taskId)
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{
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#if DEBUG_FLAG_NO_TRAINER_SEE == 0
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Debug_DestroyMenu(taskId);
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LockPlayerFieldControls();
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ScriptContext_SetupScript(Debug_FlagsNotSetMessage);
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#else
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if(FlagGet(DEBUG_FLAG_NO_TRAINER_SEE))
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{
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FlagClear(DEBUG_FLAG_NO_TRAINER_SEE);
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@ -1477,9 +1495,15 @@ static void DebugAction_Flags_TrainerSeeOnOff(u8 taskId)
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FlagSet(DEBUG_FLAG_NO_TRAINER_SEE);
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PlaySE(SE_PC_LOGIN);
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}
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#endif
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}
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static void DebugAction_Flags_BagUseOnOff(u8 taskId)
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{
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#if B_FLAG_NO_BAG_USE == 0
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Debug_DestroyMenu(taskId);
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LockPlayerFieldControls();
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ScriptContext_SetupScript(Debug_FlagsNotSetMessage);
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#else
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if(FlagGet(B_FLAG_NO_BAG_USE))
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{
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FlagClear(B_FLAG_NO_BAG_USE);
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@ -1488,9 +1512,15 @@ static void DebugAction_Flags_BagUseOnOff(u8 taskId)
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FlagSet(B_FLAG_NO_BAG_USE);
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PlaySE(SE_PC_LOGIN);
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}
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#endif
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}
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static void DebugAction_Flags_CatchingOnOff(u8 taskId)
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{
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#if B_FLAG_NO_CATCHING_USE == 0
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Debug_DestroyMenu(taskId);
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LockPlayerFieldControls();
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ScriptContext_SetupScript(Debug_FlagsNotSetMessage);
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#else
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if(FlagGet(B_FLAG_NO_CATCHING))
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{
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FlagClear(B_FLAG_NO_CATCHING);
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@ -1499,6 +1529,7 @@ static void DebugAction_Flags_CatchingOnOff(u8 taskId)
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FlagSet(B_FLAG_NO_CATCHING);
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PlaySE(SE_PC_LOGIN);
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}
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#endif
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}
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// *******************************
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