Change Frostbite abbreviation from FSB to FRB (#4355)
* Change Frostbite abbreviation from FSB to FRB * Melted the ice is actually the one used * Update moves_info.h * Update moves_info.h * Update items.h
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@ -521,7 +521,7 @@ BattleScript_AffectionBasedStatus_HealFreezeString:
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printstring STRINGID_ATTACKERMELTEDTHEICE
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goto BattleScript_AffectionBasedStatusHeal_Continue
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BattleScript_AffectionBasedStatus_HealFrostbiteString:
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printstring STRINGID_ATTACKERHEALEDITSFROSTBITE
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printstring STRINGID_ATTACKERMELTEDTHEICE
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BattleScript_AffectionBasedStatusHeal_Continue:
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waitmessage B_WAIT_TIME_LONG
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clearstatus BS_ATTACKER
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@ -8720,11 +8720,11 @@ BattleScript_BerryCureFrzRet::
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removeitem BS_SCRIPTING
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return
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BattleScript_BerryCureFsbEnd2::
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BattleScript_BerryCureFrbEnd2::
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call BattleScript_BerryCureFrzRet
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end2
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BattleScript_BerryCureFsbRet::
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BattleScript_BerryCureFrbRet::
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playanimation BS_SCRIPTING, B_ANIM_HELD_ITEM_EFFECT
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printstring STRINGID_PKMNSITEMHEALEDFROSTBITE
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waitmessage B_WAIT_TIME_LONG
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Before Width: | Height: | Size: 559 B After Width: | Height: | Size: 553 B |
Before Width: | Height: | Size: 559 B After Width: | Height: | Size: 553 B |
Before Width: | Height: | Size: 559 B After Width: | Height: | Size: 553 B |
Before Width: | Height: | Size: 559 B After Width: | Height: | Size: 553 B |
Before Width: | Height: | Size: 458 B After Width: | Height: | Size: 451 B |
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@ -205,8 +205,8 @@ extern const u8 BattleScript_BerryCureBrnEnd2[];
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extern const u8 BattleScript_BerryCureBrnRet[];
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extern const u8 BattleScript_BerryCureFrzEnd2[];
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extern const u8 BattleScript_BerryCureFrzRet[];
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extern const u8 BattleScript_BerryCureFsbEnd2[];
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extern const u8 BattleScript_BerryCureFsbRet[];
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extern const u8 BattleScript_BerryCureFrbEnd2[];
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extern const u8 BattleScript_BerryCureFrbRet[];
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extern const u8 BattleScript_BerryCureSlpEnd2[];
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extern const u8 BattleScript_BerryCureSlpRet[];
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extern const u8 BattleScript_BerryCureConfusionEnd2[];
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@ -11,7 +11,7 @@
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#define AILMENT_BRN 5
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#define AILMENT_PKRS 6
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#define AILMENT_FNT 7
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#define AILMENT_FSB 8
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#define AILMENT_FRB 8
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#define PARTY_LAYOUT_SINGLE 0
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#define PARTY_LAYOUT_DOUBLE 1
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@ -74,7 +74,7 @@ enum
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HEALTHBOX_GFX_STATUS_BRN_BATTLER0, //status brn
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HEALTHBOX_GFX_34,
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HEALTHBOX_GFX_35,
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HEALTHBOX_GFX_STATUS_FSB_BATTLER0, //status fsb
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HEALTHBOX_GFX_STATUS_FRB_BATTLER0, //status frb
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HEALTHBOX_GFX_116,
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HEALTHBOX_GFX_117,
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HEALTHBOX_GFX_36, //misc [Black section]
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@ -127,7 +127,7 @@ enum
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HEALTHBOX_GFX_STATUS_BRN_BATTLER1, //status2 "BRN"
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HEALTHBOX_GFX_84,
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HEALTHBOX_GFX_85,
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HEALTHBOX_GFX_STATUS_FSB_BATTLER1, //status2 "FSB"
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HEALTHBOX_GFX_STATUS_FRB_BATTLER1, //status2 "FRB"
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HEALTHBOX_GFX_118,
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HEALTHBOX_GFX_119,
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HEALTHBOX_GFX_STATUS_PSN_BATTLER2, //status3 "PSN"
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@ -145,7 +145,7 @@ enum
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HEALTHBOX_GFX_STATUS_BRN_BATTLER2, //status3 "BRN"
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HEALTHBOX_GFX_99,
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HEALTHBOX_GFX_100,
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HEALTHBOX_GFX_STATUS_FSB_BATTLER2, //status3 "FSB"
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HEALTHBOX_GFX_STATUS_FRB_BATTLER2, //status3 "FRB"
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HEALTHBOX_GFX_120,
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HEALTHBOX_GFX_121,
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HEALTHBOX_GFX_STATUS_PSN_BATTLER3, //status4 "PSN"
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@ -163,7 +163,7 @@ enum
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HEALTHBOX_GFX_STATUS_BRN_BATTLER3, //status4 "BRN"
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HEALTHBOX_GFX_114,
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HEALTHBOX_GFX_115,
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HEALTHBOX_GFX_STATUS_FSB_BATTLER3, //status4 "FSB"
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HEALTHBOX_GFX_STATUS_FRB_BATTLER3, //status4 "FRB"
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HEALTHBOX_GFX_122,
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HEALTHBOX_GFX_123,
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HEALTHBOX_GFX_FRAME_END,
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@ -2389,7 +2389,7 @@ static void UpdateStatusIconInHealthbox(u8 healthboxSpriteId)
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}
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else if (status & STATUS1_FROSTBITE)
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{
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statusGfxPtr = GetHealthboxElementGfxPtr(GetStatusIconForBattlerId(HEALTHBOX_GFX_STATUS_FSB_BATTLER0, battlerId));
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statusGfxPtr = GetHealthboxElementGfxPtr(GetStatusIconForBattlerId(HEALTHBOX_GFX_STATUS_FRB_BATTLER0, battlerId));
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statusPalId = PAL_STATUS_FRZ;
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}
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else if (status & STATUS1_PARALYSIS)
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@ -2474,15 +2474,15 @@ static u8 GetStatusIconForBattlerId(u8 statusElementId, u8 battlerId)
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else
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ret = HEALTHBOX_GFX_STATUS_FRZ_BATTLER3;
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break;
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case HEALTHBOX_GFX_STATUS_FSB_BATTLER0:
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case HEALTHBOX_GFX_STATUS_FRB_BATTLER0:
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if (battlerId == 0)
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ret = HEALTHBOX_GFX_STATUS_FSB_BATTLER0;
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ret = HEALTHBOX_GFX_STATUS_FRB_BATTLER0;
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else if (battlerId == 1)
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ret = HEALTHBOX_GFX_STATUS_FSB_BATTLER1;
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ret = HEALTHBOX_GFX_STATUS_FRB_BATTLER1;
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else if (battlerId == 2)
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ret = HEALTHBOX_GFX_STATUS_FSB_BATTLER2;
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ret = HEALTHBOX_GFX_STATUS_FRB_BATTLER2;
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else
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ret = HEALTHBOX_GFX_STATUS_FSB_BATTLER3;
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ret = HEALTHBOX_GFX_STATUS_FRB_BATTLER3;
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break;
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case HEALTHBOX_GFX_STATUS_BRN_BATTLER0:
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if (battlerId == 0)
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@ -783,7 +783,7 @@ static const u8 sText_AttackerExpelledThePoison[] = _("{B_ATK_NAME_WITH_PREFIX}
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static const u8 sText_AttackerShookItselfAwake[] = _("{B_ATK_NAME_WITH_PREFIX} shook itself awake!");
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static const u8 sText_AttackerBrokeThroughParalysis[] = _("{B_ATK_NAME_WITH_PREFIX} gathered all its energy\nto overcome its paralysis!");
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static const u8 sText_AttackerHealedItsBurn[] = _("{B_ATK_NAME_WITH_PREFIX} healed its burn with\nits sheer determination!");
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static const u8 sText_AttackerHealedItsFrostbite[] = _("{B_ATK_NAME_WITH_PREFIX} healed its frostbite with\nits sheer determination!");
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static const u8 sText_AttackerHealedItsFrostbite[] = _("{B_ATK_NAME_WITH_PREFIX} healed its frostbite with\nits sheer determination!"); //not used, "melted the ice" is used instead in PLA
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static const u8 sText_AttackerMeltedTheIce[] = _("{B_ATK_NAME_WITH_PREFIX} melted the ice with\nits fiery determination!");
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static const u8 sText_TargetToughedItOut[] = _("{B_DEF_NAME_WITH_PREFIX} toughed it out\nto show you its best side!");
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static const u8 sText_AttackerLostElectricType[] = _("{B_ATK_NAME_WITH_PREFIX} used up all\nof its electricity!");
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@ -6912,7 +6912,7 @@ static u8 ItemEffectMoveEnd(u32 battler, u16 holdEffect)
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{
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gBattleMons[battler].status1 &= ~STATUS1_FROSTBITE;
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BattleScriptPushCursor();
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gBattlescriptCurrInstr = BattleScript_BerryCureFsbRet;
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gBattlescriptCurrInstr = BattleScript_BerryCureFrbRet;
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effect = ITEM_STATUS_CHANGE;
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}
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break;
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@ -7152,7 +7152,7 @@ u8 ItemBattleEffects(u8 caseID, u32 battler, bool32 moveTurn)
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&& !UnnerveOn(battler, gLastUsedItem))
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{
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gBattleMons[battler].status1 &= ~STATUS1_FROSTBITE;
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BattleScriptExecute(BattleScript_BerryCureFsbEnd2);
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BattleScriptExecute(BattleScript_BerryCureFrbEnd2);
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effect = ITEM_STATUS_CHANGE;
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}
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break;
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@ -7444,7 +7444,7 @@ u8 ItemBattleEffects(u8 caseID, u32 battler, bool32 moveTurn)
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if (gBattleMons[battler].status1 & STATUS1_FROSTBITE && !UnnerveOn(battler, gLastUsedItem))
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{
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gBattleMons[battler].status1 &= ~STATUS1_FROSTBITE;
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BattleScriptExecute(BattleScript_BerryCureFsbEnd2);
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BattleScriptExecute(BattleScript_BerryCureFrbEnd2);
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effect = ITEM_STATUS_CHANGE;
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}
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break;
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@ -9412,7 +9412,11 @@ const struct Item gItemsInfo[] =
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.description = COMPOUND_STRING(
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"Fires an icy cold\n"
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"beam that may\n"
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#if B_USE_FROSTBITE == TRUE
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"give the foe frostbite."),
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#else
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"freeze the foe."),
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#endif
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.importance = I_REUSABLE_TMS,
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.pocket = POCKET_TM_HM,
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.type = ITEM_USE_PARTY_MENU,
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@ -9427,7 +9431,11 @@ const struct Item gItemsInfo[] =
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.description = COMPOUND_STRING(
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"A brutal snow-and-\n"
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"wind attack that\n"
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#if B_USE_FROSTBITE == TRUE
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"may give the foe frostbite."),
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#else
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"may freeze the foe."),
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#endif
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.importance = I_REUSABLE_TMS,
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.pocket = POCKET_TM_HM,
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.type = ITEM_USE_PARTY_MENU,
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@ -4435,7 +4435,11 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_DYNAMAX] =
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.name = COMPOUND_STRING("Powder Snow"),
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.description = COMPOUND_STRING(
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"Blasts the foe with a snowy\n"
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#if B_USE_FROSTBITE == TRUE
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"gust. May cause frostbite."),
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#else
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"gust. May cause freezing."),
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#endif
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.effect = EFFECT_HIT,
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.power = 40,
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.type = TYPE_ICE,
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@ -10166,7 +10170,11 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_DYNAMAX] =
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.name = COMPOUND_STRING("Ice Fang"),
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.description = COMPOUND_STRING(
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"May cause flinching or\n"
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#if B_USE_FROSTBITE == TRUE
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"leave the foe frozen."),
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#else
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"leave the foe with frostbite."),
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#endif
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.effect = EFFECT_HIT,
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.power = 65,
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.type = TYPE_ICE,
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@ -13679,7 +13687,11 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_DYNAMAX] =
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.name = COMPOUND_STRING("Freeze-Dry"),
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.description = COMPOUND_STRING(
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"Super effective on Water-\n"
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#if B_USE_FROSTBITE == TRUE
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"types. May cause frostbite."),
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#else
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"types. May cause freezing."),
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#endif
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.effect = EFFECT_FREEZE_DRY,
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.power = 70,
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.type = TYPE_ICE,
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@ -2093,7 +2093,7 @@ u8 GetAilmentFromStatus(u32 status)
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if (status & STATUS1_BURN)
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return AILMENT_BRN;
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if (status & STATUS1_FROSTBITE)
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return AILMENT_FSB;
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return AILMENT_FRB;
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return AILMENT_NONE;
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}
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