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Fix overworld snow weather + make overworld fog cause misty terrain (#3241)
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commit
b861f6dd9a
@ -170,6 +170,7 @@
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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_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_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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@ -204,6 +205,7 @@
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#define B_TRAINER_CLASS_POKE_BALLS GEN_LATEST // In Gen7+, trainers will use certain types of Poké Balls depending on their trainer class.
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#define B_OBEDIENCE_MECHANICS GEN_7 // In PLA+ (here Gen8+), obedience restrictions also apply to non-outsider Pokémon, albeit based on their level met rather than actual level
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#define B_USE_FROSTBITE FALSE // In PLA, Frostbite replaces Freeze. Enabling this flag does the same here. Moves can still be cherry-picked to either Freeze or Frostbite. Freeze-Dry, Secret Power & Tri Attack depend on this config.
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#define B_OVERWORLD_SNOW GEN_LATEST // In Gen9+, overworld Snow will summon snow instead of hail.
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// Animation Settings
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#define B_NEW_SWORD_PARTICLE TRUE // If set to TRUE, it updates Swords Dance's particle.
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@ -1845,7 +1845,11 @@ const u16 gWeatherStartsStringIds[] =
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[WEATHER_SUNNY_CLOUDS] = STRINGID_ITISRAINING,
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[WEATHER_SUNNY] = STRINGID_ITISRAINING,
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[WEATHER_RAIN] = STRINGID_ITISRAINING,
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[WEATHER_SNOW] = STRINGID_ITISRAINING,
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#if B_OVERWORLD_SNOW >= GEN_9
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[WEATHER_SNOW] = STRINGID_STARTEDSNOW,
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#else
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[WEATHER_SNOW] = STRINGID_STARTEDHAIL,
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#endif
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[WEATHER_RAIN_THUNDERSTORM] = STRINGID_ITISRAINING,
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[WEATHER_FOG_HORIZONTAL] = STRINGID_ITISRAINING,
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[WEATHER_VOLCANIC_ASH] = STRINGID_ITISRAINING,
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@ -4195,6 +4195,15 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u16 ability, u8 special, u16 move
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effect++;
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}
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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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case ABILITYEFFECT_SWITCH_IN_WEATHER:
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gBattleScripting.battler = battler;
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@ -4228,6 +4237,21 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u16 ability, u8 special, u16 move
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effect++;
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}
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break;
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case WEATHER_SNOW:
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if (!(gBattleWeather & (B_WEATHER_HAIL | B_WEATHER_SNOW)))
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{
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#if B_OVERWORLD_SNOW >= GEN_9
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gBattleWeather = B_WEATHER_SNOW;
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gBattleScripting.animArg1 = B_ANIM_SNOW_CONTINUES;
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effect++;
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#else
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gBattleWeather = B_WEATHER_HAIL;
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gBattleScripting.animArg1 = B_ANIM_HAIL_CONTINUES;
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effect++;
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#endif
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}
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break;
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}
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}
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if (effect != 0)
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@ -16,6 +16,7 @@
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#include "task.h"
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#include "trig.h"
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#include "gpu_regs.h"
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#include "field_camera.h"
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#define DROUGHT_COLOR_INDEX(color) ((((color) >> 1) & 0xF) | (((color) >> 2) & 0xF0) | (((color) >> 3) & 0xF00))
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@ -219,6 +220,7 @@ static void Task_WeatherInit(u8 taskId)
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// When the screen fades in, this is set to TRUE.
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if (gWeatherPtr->readyForInit)
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{
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UpdateCameraPanning();
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sWeatherFuncs[gWeatherPtr->currWeather].initAll();
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gTasks[taskId].func = Task_WeatherMain;
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}
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@ -380,7 +382,6 @@ static void FadeInScreenWithWeather(void)
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case WEATHER_RAIN:
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case WEATHER_RAIN_THUNDERSTORM:
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case WEATHER_DOWNPOUR:
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case WEATHER_SNOW:
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case WEATHER_SHADE:
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if (FadeInScreen_RainShowShade() == FALSE)
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{
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@ -402,6 +403,7 @@ static void FadeInScreenWithWeather(void)
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gWeatherPtr->palProcessingState = WEATHER_PAL_STATE_IDLE;
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}
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break;
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case WEATHER_SNOW:
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case WEATHER_VOLCANIC_ASH:
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case WEATHER_SANDSTORM:
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case WEATHER_FOG_DIAGONAL:
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@ -772,7 +774,6 @@ void FadeScreen(u8 mode, s8 delay)
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case WEATHER_RAIN:
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case WEATHER_RAIN_THUNDERSTORM:
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case WEATHER_DOWNPOUR:
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case WEATHER_SNOW:
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case WEATHER_FOG_HORIZONTAL:
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case WEATHER_SHADE:
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case WEATHER_DROUGHT:
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@ -768,7 +768,7 @@ void Snow_InitVars(void)
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{
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gWeatherPtr->initStep = 0;
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gWeatherPtr->weatherGfxLoaded = FALSE;
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gWeatherPtr->targetColorMapIndex = 3;
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gWeatherPtr->targetColorMapIndex = 0;
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gWeatherPtr->colorMapStepDelay = 20;
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gWeatherPtr->targetSnowflakeSpriteCount = 16;
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gWeatherPtr->snowflakeVisibleCounter = 0;
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@ -940,8 +940,7 @@ static void InitSnowflakeSpriteMovement(struct Sprite *sprite)
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static void WaitSnowflakeSprite(struct Sprite *sprite)
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{
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// Timer is never incremented
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if (gWeatherPtr->snowflakeTimer > 18)
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if (++gWeatherPtr->snowflakeTimer > 18)
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{
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sprite->invisible = FALSE;
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sprite->callback = UpdateSnowflakeSprite;
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@ -970,32 +969,6 @@ static void UpdateSnowflakeSprite(struct Sprite *sprite)
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sprite->x = 242 - (gSpriteCoordOffsetX + sprite->centerToCornerVecX);
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else if (x > 242)
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sprite->x = -3 - (gSpriteCoordOffsetX + sprite->centerToCornerVecX);
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y = (sprite->y + sprite->centerToCornerVecY + gSpriteCoordOffsetY) & 0xFF;
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if (y > 163 && y < 171)
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{
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sprite->y = 250 - (gSpriteCoordOffsetY + sprite->centerToCornerVecY);
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sprite->tPosY = sprite->y * 128;
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sprite->tFallCounter = 0;
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sprite->tFallDuration = 220;
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}
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else if (y > 242 && y < 250)
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{
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sprite->y = 163;
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sprite->tPosY = sprite->y * 128;
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sprite->tFallCounter = 0;
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sprite->tFallDuration = 220;
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sprite->invisible = TRUE;
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sprite->callback = WaitSnowflakeSprite;
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}
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if (++sprite->tFallCounter == sprite->tFallDuration)
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{
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InitSnowflakeSpriteMovement(sprite);
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sprite->y = 250;
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sprite->invisible = TRUE;
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sprite->callback = WaitSnowflakeSprite;
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}
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}
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#undef tPosY
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