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remove gActiveBattler replacement
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7c2ad314d4
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@ -367,7 +367,7 @@ B_ATK_PARTNER_NAME = FD 0E
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B_ATK_NAME_WITH_PREFIX = FD 0F
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B_DEF_NAME_WITH_PREFIX = FD 10
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B_EFF_NAME_WITH_PREFIX = FD 11 @ EFF = short for gEffectBattler
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B_SELECTION_NAME_WITH_PREFIX = FD 12
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@ FD 12 - preiously gActiveBattler with prefix
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B_SCR_ACTIVE_NAME_WITH_PREFIX = FD 13
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B_CURRENT_MOVE = FD 14
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B_LAST_MOVE = FD 15
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@ -409,8 +409,8 @@ B_ATK_TEAM2 = FD 38
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B_DEF_NAME = FD 39
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B_DEF_TEAM1 = FD 3A
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B_DEF_TEAM2 = FD 3B
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B_SELECTION_NAME = FD 3C
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B_SELECTION_NAME2 = FD 3D @ no Illusion check
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@ FD 3C - preiously gActiveBattler
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@ FD 3D - preiously gActiveBattler without Illusion Check
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@ indicates the end of a town/city name (before " TOWN" or " CITY")
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NAME_END = FC 00
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@ -926,7 +926,6 @@ extern u8 gBattleTerrain;
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extern u32 gUnusedFirstBattleVar1;
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extern u8 *gBattleAnimBgTileBuffer;
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extern u8 *gBattleAnimBgTilemapBuffer;
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extern u8 gSelectionBattler;
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extern u32 gBattleControllerExecFlags;
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extern u8 gBattlersCount;
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extern u16 gBattlerPartyIndexes[MAX_BATTLERS_COUNT];
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@ -27,7 +27,7 @@
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#define B_TXT_ATK_NAME_WITH_PREFIX 0xF
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#define B_TXT_DEF_NAME_WITH_PREFIX 0x10
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#define B_TXT_EFF_NAME_WITH_PREFIX 0x11 // EFF = short for gEffectBank
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#define B_TXT_SELECTION_NAME_WITH_PREFIX 0x12
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// #define B_TXT_ACTIVE_NAME_WITH_PREFIX 0x12 - removed
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#define B_TXT_SCR_ACTIVE_NAME_WITH_PREFIX 0x13
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#define B_TXT_CURRENT_MOVE 0x14
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#define B_TXT_LAST_MOVE 0x15
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@ -69,8 +69,8 @@
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#define B_TXT_DEF_NAME 0x39
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#define B_TXT_DEF_TEAM1 0x3A // Your/The opposing
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#define B_TXT_DEF_TEAM2 0x3B // your/the opposing
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#define B_TXT_SELECTION_NAME 0x3C
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#define B_TXT_SELECTION_NAME2 0x3D // no Illusion check
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// #define B_TXT_SELECTION_NAME 0x3C - removed
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// #define B_TXT_SELECTION_NAME2 0x3D no Illusion check - removed
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// for B_TXT_BUFF1, B_TXT_BUFF2 and B_TXT_BUFF3
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@ -1906,7 +1906,7 @@ static void PlayerHandleChooseAction(u32 battler)
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TryRestoreLastUsedBall();
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ActionSelectionCreateCursorAt(gActionSelectionCursor[battler], 0);
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gSelectionBattler = battler;
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PREPARE_MON_NICK_BUFFER(gBattleTextBuff1, battler, gBattlerPartyIndexes[battler]);
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BattleStringExpandPlaceholdersToDisplayedString(gText_WhatWillPkmnDo);
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BattlePutTextOnWindow(gDisplayedStringBattle, B_WIN_ACTION_PROMPT);
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}
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@ -151,7 +151,6 @@ EWRAM_DATA struct MultiPartnerMenuPokemon gMultiPartnerParty[MULTI_PARTY_SIZE] =
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EWRAM_DATA static struct MultiPartnerMenuPokemon* sMultiPartnerPartyBuffer = NULL;
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EWRAM_DATA u8 *gBattleAnimBgTileBuffer = NULL;
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EWRAM_DATA u8 *gBattleAnimBgTilemapBuffer = NULL;
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EWRAM_DATA u8 gSelectionBattler = 0;
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EWRAM_DATA u32 gBattleControllerExecFlags = 0;
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EWRAM_DATA u8 gBattlersCount = 0;
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EWRAM_DATA u16 gBattlerPartyIndexes[MAX_BATTLERS_COUNT] = {0};
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@ -4087,7 +4086,6 @@ static void HandleTurnActionSelectionState(void)
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}
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break;
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case STATE_BEFORE_ACTION_CHOSEN: // Choose an action.
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gSelectionBattler = battler;
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*(gBattleStruct->monToSwitchIntoId + battler) = PARTY_SIZE;
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if (gBattleTypeFlags & BATTLE_TYPE_MULTI
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|| (position & BIT_FLANK) == B_FLANK_LEFT
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@ -271,12 +271,12 @@ static const u8 sText_PkmnLostFocus[] = _("{B_ATK_NAME_WITH_PREFIX} lost its\nfo
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static const u8 sText_PkmnWasDraggedOut[] = _("{B_DEF_NAME_WITH_PREFIX} was\ndragged out!\p");
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static const u8 sText_TheWallShattered[] = _("The wall shattered!");
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static const u8 sText_ButNoEffect[] = _("But it had no effect!");
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static const u8 sText_PkmnHasNoMovesLeft[] = _("{B_SELECTION_NAME_WITH_PREFIX} has no\nmoves left!\p");
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static const u8 sText_PkmnMoveIsDisabled[] = _("{B_SELECTION_NAME_WITH_PREFIX}'s {B_CURRENT_MOVE}\nis disabled!\p");
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static const u8 sText_PkmnCantUseMoveTorment[] = _("{B_SELECTION_NAME_WITH_PREFIX} can't use the same\nmove in a row due to the Torment!\p");
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static const u8 sText_PkmnCantUseMoveTaunt[] = _("{B_SELECTION_NAME_WITH_PREFIX} can't use\n{B_CURRENT_MOVE} after the Taunt!\p");
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static const u8 sText_PkmnCantUseMoveSealed[] = _("{B_SELECTION_NAME_WITH_PREFIX} can't use the\nsealed {B_CURRENT_MOVE}!\p");
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static const u8 sText_PkmnCantUseMoveThroatChop[] = _("{B_SELECTION_NAME_WITH_PREFIX} can't use\n{B_CURRENT_MOVE} due to Throat Chop!\p");
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static const u8 sText_PkmnHasNoMovesLeft[] = _("{B_ATK_NAME_WITH_PREFIX} has no\nmoves left!\p");
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static const u8 sText_PkmnMoveIsDisabled[] = _("{B_ATK_NAME_WITH_PREFIX}'s {B_CURRENT_MOVE}\nis disabled!\p");
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static const u8 sText_PkmnCantUseMoveTorment[] = _("{B_ATK_NAME_WITH_PREFIX} can't use the same\nmove in a row due to the Torment!\p");
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static const u8 sText_PkmnCantUseMoveTaunt[] = _("{B_ATK_NAME_WITH_PREFIX} can't use\n{B_CURRENT_MOVE} after the Taunt!\p");
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static const u8 sText_PkmnCantUseMoveSealed[] = _("{B_ATK_NAME_WITH_PREFIX} can't use the\nsealed {B_CURRENT_MOVE}!\p");
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static const u8 sText_PkmnCantUseMoveThroatChop[] = _("{B_ATK_NAME_WITH_PREFIX} can't use\n{B_CURRENT_MOVE} due to Throat Chop!\p");
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static const u8 sText_PkmnMadeItRain[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_SCR_ACTIVE_ABILITY}\nmade it rain!");
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static const u8 sText_PkmnRaisedSpeed[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_SCR_ACTIVE_ABILITY}\nraised its SPEED!");
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static const u8 sText_PkmnProtectedBy[] = _("{B_DEF_NAME_WITH_PREFIX} was protected\nby {B_DEF_ABILITY}!");
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@ -1951,7 +1951,7 @@ const u8 gText_PkmnIsEvolving[] = _("What?\n{STR_VAR_1} is evolving!");
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const u8 gText_CongratsPkmnEvolved[] = _("Congratulations! Your {STR_VAR_1}\nevolved into {STR_VAR_2}!{WAIT_SE}\p");
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const u8 gText_PkmnStoppedEvolving[] = _("Huh? {STR_VAR_1}\nstopped evolving!\p");
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const u8 gText_EllipsisQuestionMark[] = _("……?\p");
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const u8 gText_WhatWillPkmnDo[] = _("What will\n{B_SELECTION_NAME2} do?");
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const u8 gText_WhatWillPkmnDo[] = _("What will\n{B_BUFF1} do?");
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const u8 gText_WhatWillPkmnDo2[] = _("What will\n{B_PLAYER_NAME} do?");
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const u8 gText_WhatWillWallyDo[] = _("What will\nWALLY do?");
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const u8 gText_LinkStandby[] = _("{PAUSE 16}Link standby…");
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@ -3257,24 +3257,9 @@ u32 BattleStringExpandPlaceholders(const u8 *src, u8 *dst)
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GetBattlerNick(gBattlerTarget, text);
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toCpy = text;
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break;
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case B_TXT_SELECTION_NAME: // selection name
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GetBattlerNick(gSelectionBattler, text);
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toCpy = text;
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break;
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case B_TXT_SELECTION_NAME2: // selection battler name with prefix, no illusion
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if (GetBattlerSide(gSelectionBattler) == B_SIDE_PLAYER)
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GetMonData(&gPlayerParty[gBattlerPartyIndexes[gSelectionBattler]], MON_DATA_NICKNAME, text);
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else
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GetMonData(&gEnemyParty[gBattlerPartyIndexes[gSelectionBattler]], MON_DATA_NICKNAME, text);
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StringGet_Nickname(text);
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toCpy = text;
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break;
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case B_TXT_EFF_NAME_WITH_PREFIX: // effect battler name with prefix
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HANDLE_NICKNAME_STRING_CASE(gEffectBattler)
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break;
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case B_TXT_SELECTION_NAME_WITH_PREFIX: // selection battler name with prefix
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HANDLE_NICKNAME_STRING_CASE(gSelectionBattler)
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break;
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case B_TXT_SCR_ACTIVE_NAME_WITH_PREFIX: // scripting active battler name with prefix
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HANDLE_NICKNAME_STRING_CASE(gBattleScripting.battler)
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break;
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