finish switch in ability messages
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fdfe330330
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07a4400d50
5 changed files with 124 additions and 20 deletions
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@ -7688,3 +7688,10 @@ BattleScript_PrintPlayerForfeitedLinkBattle::
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atk57
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waitmessage 0x40
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end2
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BattleScript_AnnounceAirLockCloudNine::
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call BattleScript_AbilityPopUp
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printstring STRINGID_AIRLOCKACTIVATES
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waitmessage 0x40
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call BattleScript_WeatherFormChanges
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end3
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@ -349,5 +349,6 @@ extern const u8 BattleScript_EmergencyExitNoPopUp[];
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extern const u8 BattleScript_EmergencyExitWild[];
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extern const u8 BattleScript_EmergencyExitWildNoPopUp[];
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extern const u8 BattleScript_CheekPouchActivates[];
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extern const u8 BattleScript_AnnounceAirLockCloudNine[];
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#endif // GUARD_BATTLE_SCRIPTS_H
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@ -551,7 +551,30 @@
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#define STRINGID_CLOAKEDINAFREEZINGLIGHT 547
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#define STRINGID_STATWASNOTLOWERED 548
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#define STRINGID_FERVENTWISHREACHED 549
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#define STRINGID_AIRLOCKACTIVATES 550
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#define STRINGID_PRESSUREENTERS 551
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#define STRINGID_DARKAURAENTERS 552
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#define STRINGID_FAIRYAURAENTERS 553
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#define STRINGID_AURABREAKENTERS 554
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#define STRINGID_COMATOSEENTERS 555
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#define STRINGID_SCREENCLEANERENTERS 556
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#define BATTLESTRINGS_COUNT 550
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#define BATTLESTRINGS_COUNT 557
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//// multichoice message IDs
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// switch in ability message
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#define MULTI_SWITCHIN_MOLDBREAKER 0
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#define MULTI_SWITCHIN_TERAVOLT 1
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#define MULTI_SWITCHIN_TURBOBLAZE 2
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#define MULTI_SWITCHIN_SLOWSTART 3
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#define MULTI_SWITCHIN_UNNERVE 4
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#define MULTI_SWITCHIN_ANTICIPATION 5
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#define MULTI_SWITCHIN_FOREWARN 6
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#define MULTI_SWITCHIN_PRESSURE 7
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#define MULTI_SWITCHIN_DARKAURA 8
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#define MULTI_SWITCHIN_FAIRYAURA 9
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#define MULTI_SWITCHIN_AURABREAK 10
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#define MULTI_SWITCHIN_COMATOSE 11
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#define MULTI_SWITCHIN_SCREENCLEANER 12
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#endif // GUARD_CONSTANTS_BATTLE_STRING_IDS_H
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@ -678,6 +678,13 @@ static const u8 sText_NoOneWillBeAbleToRun[] = _("No one will be able to run awa
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static const u8 sText_DestinyKnotActivates[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX} fell in love\nfrom the {B_LAST_ITEM}!");
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static const u8 sText_CloakedInAFreezingLight[] = _("{B_ATK_NAME_WITH_PREFIX} became cloaked\nin a freezing light!");
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static const u8 sText_StatWasNotLowered[] = _("{B_DEF_NAME_WITH_PREFIX}'s {B_BUFF1}\nwas not lowered!");
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static const u8 sText_AirLockActivates[] = _("The effects of weather\ndisappeared.");
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static const u8 sText_PressureActivates[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX} is extering its\npressure!");
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static const u8 sText_DarkAuraActivates[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX} is radiating\na dark aura!");
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static const u8 sText_FairyAuraActivates[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX} is radiating\na fairy aura!");
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static const u8 sText_AuraBreakActivates[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX} reversed all\nother POKéMON's auras!");
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static const u8 sText_ComatoseActivates[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX} is drowsing!");
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static const u8 sText_ScreenCleanerActivates[] = _("All screens on the field were\ncleansed!");
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const u8 *const gBattleStringsTable[BATTLESTRINGS_COUNT] =
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{
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@ -1219,6 +1226,13 @@ const u8 *const gBattleStringsTable[BATTLESTRINGS_COUNT] =
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[STRINGID_GRASSYTERRAINHEALS - 12] = sText_GrassyTerrainHeals,
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[STRINGID_ELECTRICTERRAINPREVENTS - 12] = sText_ElectricTerrainPreventsSleep,
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[STRINGID_PSYCHICTERRAINPREVENTS - 12] = sText_PsychicTerrainPreventsPriority,
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[STRINGID_AIRLOCKACTIVATES - 12] = sText_AirLockActivates,
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[STRINGID_PRESSUREENTERS - 12] = sText_PressureActivates,
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[STRINGID_DARKAURAENTERS - 12] = sText_DarkAuraActivates,
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[STRINGID_FAIRYAURAENTERS - 12] = sText_FairyAuraActivates,
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[STRINGID_AURABREAKENTERS - 12] = sText_AuraBreakActivates,
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[STRINGID_COMATOSEENTERS - 12] = sText_ComatoseActivates,
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[STRINGID_SCREENCLEANERENTERS - 12] = sText_ScreenCleanerActivates,
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};
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const u16 gTerrainStringIds[] =
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@ -1248,9 +1262,19 @@ const u16 gDmgHazardsStringIds[] =
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const u16 gSwitchInAbilityStringIds[] =
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{
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STRINGID_MOLDBREAKERENTERS, STRINGID_TERAVOLTENTERS, STRINGID_TURBOBLAZEENTERS,
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STRINGID_SLOWSTARTENTERS, STRINGID_UNNERVEENTERS, STRINGID_ANTICIPATIONACTIVATES,
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STRINGID_FOREWARNACTIVATES
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[MULTI_SWITCHIN_MOLDBREAKER] = STRINGID_MOLDBREAKERENTERS,
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[MULTI_SWITCHIN_TERAVOLT] = STRINGID_TERAVOLTENTERS,
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[MULTI_SWITCHIN_TURBOBLAZE] = STRINGID_TURBOBLAZEENTERS,
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[MULTI_SWITCHIN_SLOWSTART] = STRINGID_SLOWSTARTENTERS,
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[MULTI_SWITCHIN_UNNERVE] = STRINGID_UNNERVEENTERS,
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[MULTI_SWITCHIN_ANTICIPATION] = STRINGID_ANTICIPATIONACTIVATES,
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[MULTI_SWITCHIN_FOREWARN] = STRINGID_FOREWARNACTIVATES,
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[MULTI_SWITCHIN_PRESSURE] = STRINGID_PRESSUREENTERS,
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[MULTI_SWITCHIN_DARKAURA] = STRINGID_DARKAURAENTERS,
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[MULTI_SWITCHIN_FAIRYAURA] = STRINGID_FAIRYAURAENTERS,
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[MULTI_SWITCHIN_AURABREAK] = STRINGID_AURABREAKENTERS,
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[MULTI_SWITCHIN_COMATOSE] = STRINGID_COMATOSEENTERS,
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[MULTI_SWITCHIN_SCREENCLEANER] = STRINGID_SCREENCLEANERENTERS,
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};
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const u16 gMissStringIds[] =
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@ -3656,7 +3656,7 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u8 ability, u8 special, u16 moveA
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case ABILITY_MOLD_BREAKER:
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if (!gSpecialStatuses[battler].switchInAbilityDone)
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{
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gBattleCommunication[MULTISTRING_CHOOSER] = 0;
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gBattleCommunication[MULTISTRING_CHOOSER] = MULTI_SWITCHIN_MOLDBREAKER;
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gSpecialStatuses[battler].switchInAbilityDone = 1;
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BattleScriptPushCursorAndCallback(BattleScript_SwitchInAbilityMsg);
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effect++;
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@ -3665,7 +3665,7 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u8 ability, u8 special, u16 moveA
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case ABILITY_TERAVOLT:
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if (!gSpecialStatuses[battler].switchInAbilityDone)
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{
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gBattleCommunication[MULTISTRING_CHOOSER] = 1;
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gBattleCommunication[MULTISTRING_CHOOSER] = MULTI_SWITCHIN_TERAVOLT;
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gSpecialStatuses[battler].switchInAbilityDone = 1;
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BattleScriptPushCursorAndCallback(BattleScript_SwitchInAbilityMsg);
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effect++;
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@ -3674,7 +3674,7 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u8 ability, u8 special, u16 moveA
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case ABILITY_TURBOBLAZE:
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if (!gSpecialStatuses[battler].switchInAbilityDone)
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{
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gBattleCommunication[MULTISTRING_CHOOSER] = 2;
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gBattleCommunication[MULTISTRING_CHOOSER] = MULTI_SWITCHIN_TURBOBLAZE;
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gSpecialStatuses[battler].switchInAbilityDone = 1;
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BattleScriptPushCursorAndCallback(BattleScript_SwitchInAbilityMsg);
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effect++;
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@ -3684,7 +3684,7 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u8 ability, u8 special, u16 moveA
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if (!gSpecialStatuses[battler].switchInAbilityDone)
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{
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gDisableStructs[battler].slowStartTimer = 5;
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gBattleCommunication[MULTISTRING_CHOOSER] = 3;
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gBattleCommunication[MULTISTRING_CHOOSER] = MULTI_SWITCHIN_SLOWSTART;
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gSpecialStatuses[battler].switchInAbilityDone = 1;
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BattleScriptPushCursorAndCallback(BattleScript_SwitchInAbilityMsg);
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effect++;
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@ -3693,7 +3693,7 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u8 ability, u8 special, u16 moveA
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case ABILITY_UNNERVE:
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if (!gSpecialStatuses[battler].switchInAbilityDone)
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{
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gBattleCommunication[MULTISTRING_CHOOSER] = 4;
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gBattleCommunication[MULTISTRING_CHOOSER] = MULTI_SWITCHIN_UNNERVE;
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gSpecialStatuses[battler].switchInAbilityDone = 1;
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BattleScriptPushCursorAndCallback(BattleScript_SwitchInAbilityMsg);
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effect++;
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@ -3723,7 +3723,7 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u8 ability, u8 special, u16 moveA
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if (effect)
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{
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gBattleCommunication[MULTISTRING_CHOOSER] = 5;
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gBattleCommunication[MULTISTRING_CHOOSER] = MULTI_SWITCHIN_ANTICIPATION;
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gSpecialStatuses[battler].switchInAbilityDone = 1;
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BattleScriptPushCursorAndCallback(BattleScript_SwitchInAbilityMsg);
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}
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@ -3741,7 +3741,7 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u8 ability, u8 special, u16 moveA
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if (!gSpecialStatuses[battler].switchInAbilityDone)
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{
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ForewarnChooseMove(battler);
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gBattleCommunication[MULTISTRING_CHOOSER] = 6;
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gBattleCommunication[MULTISTRING_CHOOSER] = MULTI_SWITCHIN_FOREWARN;
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gSpecialStatuses[battler].switchInAbilityDone = 1;
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BattleScriptPushCursorAndCallback(BattleScript_SwitchInAbilityMsg);
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effect++;
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@ -3784,6 +3784,60 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u8 ability, u8 special, u16 moveA
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}
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}
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break;
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case ABILITY_PRESSURE:
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if (!gSpecialStatuses[battler].switchInAbilityDone)
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{
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gBattleCommunication[MULTISTRING_CHOOSER] = MULTI_SWITCHIN_PRESSURE;
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gSpecialStatuses[battler].switchInAbilityDone = 1;
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BattleScriptPushCursorAndCallback(BattleScript_SwitchInAbilityMsg);
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effect++;
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}
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break;
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case ABILITY_DARK_AURA:
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if (!gSpecialStatuses[battler].switchInAbilityDone)
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{
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gBattleCommunication[MULTISTRING_CHOOSER] = MULTI_SWITCHIN_DARKAURA;
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gSpecialStatuses[battler].switchInAbilityDone = 1;
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BattleScriptPushCursorAndCallback(BattleScript_SwitchInAbilityMsg);
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effect++;
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}
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break;
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case ABILITY_FAIRY_AURA:
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if (!gSpecialStatuses[battler].switchInAbilityDone)
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{
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gBattleCommunication[MULTISTRING_CHOOSER] = MULTI_SWITCHIN_FAIRYAURA;
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gSpecialStatuses[battler].switchInAbilityDone = 1;
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BattleScriptPushCursorAndCallback(BattleScript_SwitchInAbilityMsg);
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effect++;
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}
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break;
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case ABILITY_AURA_BREAK:
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if (!gSpecialStatuses[battler].switchInAbilityDone)
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{
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gBattleCommunication[MULTISTRING_CHOOSER] = MULTI_SWITCHIN_AURABREAK;
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gSpecialStatuses[battler].switchInAbilityDone = 1;
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BattleScriptPushCursorAndCallback(BattleScript_SwitchInAbilityMsg);
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effect++;
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}
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break;
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case ABILITY_COMATOSE:
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if (!gSpecialStatuses[battler].switchInAbilityDone)
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{
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gBattleCommunication[MULTISTRING_CHOOSER] = MULTI_SWITCHIN_COMATOSE;
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gSpecialStatuses[battler].switchInAbilityDone = 1;
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BattleScriptPushCursorAndCallback(BattleScript_SwitchInAbilityMsg);
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effect++;
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}
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break;
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case ABILITY_SCREEN_CLEANER:
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if (!gSpecialStatuses[battler].switchInAbilityDone)
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{
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gBattleCommunication[MULTISTRING_CHOOSER] = MULTI_SWITCHIN_SCREENCLEANER;
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gSpecialStatuses[battler].switchInAbilityDone = 1;
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BattleScriptPushCursorAndCallback(BattleScript_SwitchInAbilityMsg);
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effect++;
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}
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break;
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case ABILITY_DRIZZLE:
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if (TryChangeBattleWeather(battler, ENUM_WEATHER_RAIN, TRUE))
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{
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@ -3865,16 +3919,11 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u8 ability, u8 special, u16 moveA
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break;
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case ABILITY_CLOUD_NINE:
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case ABILITY_AIR_LOCK:
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for (i = 0; i < gBattlersCount; i++)
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if (!gSpecialStatuses[battler].switchInAbilityDone)
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{
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effect = TryWeatherFormChange(i);
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if (effect != 0)
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{
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BattleScriptPushCursorAndCallback(BattleScript_CastformChange);
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gBattleScripting.battler = i;
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gBattleStruct->formToChangeInto = effect - 1;
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break;
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}
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gSpecialStatuses[battler].switchInAbilityDone = 1;
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BattleScriptPushCursorAndCallback(BattleScript_AnnounceAirLockCloudNine);
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effect++;
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}
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break;
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case ABILITY_SCHOOLING:
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