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https://github.com/Ninjdai1/pokeemerald.git
synced 2025-02-25 21:55:29 +01:00
fix bad bg fade if no permanent terrain
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9902f6e603
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@ -8474,8 +8474,6 @@ Move_GRASSY_TERRAIN::
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delay 4
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createvisualtask AnimTask_BlendBattleAnimPal, 10, ANIM_PAL_BG, 3, 4, 0, RGB(31, 24, 31)
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waitforvisualfinish
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restorebg
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waitbgfadein
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end
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Move_MISTY_TERRAIN::
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@ -8514,8 +8512,6 @@ Move_MISTY_TERRAIN::
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delay 4
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createvisualtask AnimTask_BlendBattleAnimPal, 10, ANIM_PAL_BG, 3, 7, 0, RGB(31, 24, 31)
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waitforvisualfinish
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restorebg
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waitbgfadein
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end
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Move_ELECTRIFY::
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@ -9399,8 +9395,6 @@ Move_ELECTRIC_TERRAIN::
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delay 2
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createvisualtask AnimTask_BlendBattleAnimPal, 10, ANIM_PAL_BG, 3, 4, 0, RGB(28, 28, 0)
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waitforvisualfinish
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restorebg
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waitbgfadein
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end
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Move_DAZZLING_GLEAM::
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@ -11056,8 +11050,6 @@ Move_PSYCHIC_TERRAIN::
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delay 4
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createvisualtask AnimTask_BlendBattleAnimPal, 10, ANIM_PAL_BG, 3, 4, 0, RGB(27, 0, 13)
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waitforvisualfinish
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restorebg
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waitbgfadein
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end
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Move_LUNGE::
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@ -1520,6 +1520,7 @@ BattleScript_EffectPsychicTerrain:
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waitanimation
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printfromtable gTerrainStringIds
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waitmessage 0x40
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playanimation BS_SCRIPTING, B_ANIM_RESTORE_BG, NULL
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goto BattleScript_MoveEnd
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BattleScript_EffectTopsyTurvy:
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@ -6893,7 +6894,7 @@ BattleScript_ElectricSurgeActivates::
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pause 0x20
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call BattleScript_AbilityPopUp
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printstring STRINGID_TERRAINBECOMESELECTRIC
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waitstate
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waitmessage 0x40
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playanimation BS_SCRIPTING, B_ANIM_RESTORE_BG, NULL
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end3
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@ -6901,7 +6902,7 @@ BattleScript_MistySurgeActivates::
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pause 0x20
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call BattleScript_AbilityPopUp
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printstring STRINGID_TERRAINBECOMESMISTY
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waitstate
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waitmessage 0x40
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playanimation BS_SCRIPTING, B_ANIM_RESTORE_BG, NULL
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end3
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@ -6909,7 +6910,7 @@ BattleScript_GrassySurgeActivates::
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pause 0x20
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call BattleScript_AbilityPopUp
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printstring STRINGID_TERRAINBECOMESGRASSY
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waitstate
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waitmessage 0x40
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playanimation BS_SCRIPTING, B_ANIM_RESTORE_BG, NULL
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end3
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@ -6917,7 +6918,7 @@ BattleScript_PsychicSurgeActivates::
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pause 0x20
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call BattleScript_AbilityPopUp
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printstring STRINGID_TERRAINBECOMESPSYCHIC
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waitstate
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waitmessage 0x40
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playanimation BS_SCRIPTING, B_ANIM_RESTORE_BG, NULL
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end3
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@ -2,6 +2,7 @@
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#include "constants/apprentice.h"
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#include "constants/battle.h"
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#include "constants/battle_arena.h"
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#include "constants/battle_config.h"
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#include "constants/battle_dome.h"
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#include "constants/battle_factory.h"
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#include "constants/battle_frontier.h"
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@ -518,15 +518,11 @@
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#define B_ANIM_INGRAIN_HEAL 0x15
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#define B_ANIM_WISH_HEAL 0x16
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#define B_ANIM_MEGA_EVOLUTION 0x17
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#define B_ANIM_TERRAIN_MISTY 0x18
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#define B_ANIM_TERRAIN_GRASSY 0x19
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#define B_ANIM_TERRAIN_ELECTRIC 0x1A
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#define B_ANIM_TERRAIN_PSYCHIC 0x1B
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#define B_ANIM_ILLUSION_OFF 0x1C
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#define B_ANIM_FORM_CHANGE 0x1D
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#define B_ANIM_SLIDE_OFFSCREEN 0x1E // for Emergency Exit
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#define B_ANIM_RESTORE_BG 0x1F // for Terrain Endings
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#define B_ANIM_TOTEM_FLARE 0x20 // Totem boosts aura flare
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#define B_ANIM_ILLUSION_OFF 0x18
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#define B_ANIM_FORM_CHANGE 0x19
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#define B_ANIM_SLIDE_OFFSCREEN 0x1A // for Emergency Exit
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#define B_ANIM_RESTORE_BG 0x1B // for Terrain Endings
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#define B_ANIM_TOTEM_FLARE 0x1C // Totem boosts aura flare
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// special animations table
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#define B_ANIM_LVL_UP 0x0
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@ -135,7 +135,7 @@
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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 to it. Eg: replace VAR_UNUSED_0x40F7 with VAR_TERRAIN for that feature
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#define VAR_TERRAIN 0 // If this var has a value, assigning a STATUS_FIELD_xx_TERRAIN to it before battle causes the battle to start with that terrain active
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#define VAR_TERRAIN VAR_UNUSED_0x40F7 // If this var has a value, assigning a STATUS_FIELD_xx_TERRAIN to it before battle causes the battle to start with that terrain active
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// Interface settings
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#define B_ABILITY_POP_UP TRUE // In Gen5+, the Pokémon abilities are displayed in a pop-up, when they activate in battle.
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@ -173,7 +173,7 @@
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#define B_NEW_SURF_PARTICLE_PALETTE TRUE // If set to TRUE, it updates Surf's wave palette.
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#define HIDE_HEALTHBOXES_DURING_ANIMS TRUE // If set to TRUE, hides healthboxes during move animations
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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 FALSE // If set to TRUE, terrain moves permanently change the default battle background until the effect fades.
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#define B_ENABLE_DEBUG TRUE // If set to TRUE, enables a debug menu to use in battles by pressing the Select button.
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#endif // GUARD_CONSTANTS_BATTLE_CONFIG_H
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@ -4403,6 +4403,15 @@ static void Cmd_playanimation(void)
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gActiveBattler = GetBattlerForBattleScript(gBattlescriptCurrInstr[1]);
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argumentPtr = T2_READ_PTR(gBattlescriptCurrInstr + 3);
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#if B_TERRAIN_BG_CHANGE == FALSE
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if (gBattlescriptCurrInstr[2] == B_ANIM_RESTORE_BG)
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{
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// workaround for .if not working
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gBattlescriptCurrInstr += 7;
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return;
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}
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#endif
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if (gBattlescriptCurrInstr[2] == B_ANIM_STATS_CHANGE
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|| gBattlescriptCurrInstr[2] == B_ANIM_SNATCH_MOVE
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