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d4217739e6
Co-authored-by: Eduardo Quezada D'Ottone <eduardo602002@gmail.com>
30 lines
2.6 KiB
C
30 lines
2.6 KiB
C
#ifndef GUARD_CONFIG_ITEM_H
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#define GUARD_CONFIG_ITEM_H
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// Item config
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#define I_SHINY_CHARM_REROLLS 3 // Amount of re-rolls if the player has the Shiny Charm. Set to 0 to disable Shiny Charm's effects.
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#define I_KEY_FOSSILS GEN_LATEST // In Gen4+, all Gen 3 fossils became regular items.
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#define I_KEY_ESCAPE_ROPE GEN_LATEST // In Gen8, Escape Rope became a Key Item. Keep in mind, this will make it free to buy in marts.
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#define I_HEALTH_RECOVERY GEN_LATEST // In Gen7+, certain healing items recover a different amount of HP than they used to.
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#define I_SITRUS_BERRY_HEAL GEN_LATEST // In Gen4+, Sitrus Berry was changed from healing 30 HP to healing 25% of Max HP.
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#define I_VITAMIN_EV_CAP GEN_LATEST // In Gen8+, the Vitamins no longer have a cap of 100 EV per stat.
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#define I_BERRY_EV_JUMP GEN_LATEST // In Gen4 only, EV-lowering Berries lower a stat's EV to 100 if it is above 100.
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#define I_GRISEOUS_ORB_FORM_CHANGE GEN_LATEST // In Gen9+, the Griseous Orb no longer changes Giratina's form when held.
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#define I_GEM_BOOST_POWER GEN_LATEST // In Gen5+, the Gem boost power was reduced from 50% to 30%.
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#define I_USE_EVO_HELD_ITEMS_FROM_BAG FALSE // If TRUE, items such as Razor Claw or Electirizer will be usable from the bag to evolve a Pokémon just like in LA.
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#define I_TYPE_BOOST_POWER GEN_LATEST // In Gen4+, all regular type boosting held items had their power increased from 10% to 20%. eg. Charcoal
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// TM config
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#define I_REUSABLE_TMS FALSE // In Gen5-8, TMs are reusable. Setting this to TRUE will make all vanilla TMs reusable, though they can also be cherry-picked by setting their importance to 1.
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// Exp. Share config
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#define I_EXP_SHARE_FLAG 0 // If this flag is set, every Pokémon in the party will gain experience, regardless if they participated in the battle or not.
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#define I_EXP_SHARE_ITEM GEN_5 // In Gen6+, the Exp. Share was changed from a held item to a Key item that toggles the effect described above.
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// Repel/Lure config
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// These two settings are both independent and complementary.
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#define VAR_LAST_REPEL_LURE_USED 0 // If this var has been assigned, last Repel/Lure used will be saved and the player will get prompted with the vanilla repel YES/NO option, unless I_REPEL_LURE_MENU is set to TRUE.
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#define I_REPEL_LURE_MENU TRUE // If TRUE, the player is able to choose which Repel/Lure to use once the previous one runs out. Cursor position is saved by VAR_LAST_REPEL_LURE_USED if not 0.
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#endif // GUARD_CONFIG_ITEM_H
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