fix config settings
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1 changed files with 2 additions and 4 deletions
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@ -176,11 +176,13 @@
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// Eg: Replace with FLAG_UNUSED_0x264 so you can use that flag to toggle the feature.
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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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// 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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// Eg: Replace with VAR_UNUSED_0x40F7 so you can use 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 B_VAR_WILD_AI_FLAGS 0 // If not 0, you can use this var to add to default wild AI flags. NOT usable with flags above (1 << 15)
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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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@ -198,10 +200,6 @@
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#define B_LAST_USED_BALL TRUE // If TRUE, the "last used ball" feature from Gen 7 will be implemented
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#define B_LAST_USED_BALL_BUTTON R_BUTTON // If last used ball is implemented, this button (or button combo) will trigger throwing the last used ball.
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// AI Settings
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#define B_SMART_WILD_AI_FLAG 0x1DE // If not 0, you can set this flag in a script to enable smart wild pokemon
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#define B_VAR_WILD_AI_FLAGS 0x40F7 // If not 0, you can use this var to add to default wild AI flags. NOT usable with flags above (1 << 15)
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// Other
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#define B_DOUBLE_WILD_CHANCE 0 // % chance of encountering two Pokémon in a Wild Encounter.
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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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