anim particle changes false by default
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2 changed files with 17 additions and 17 deletions
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@ -147,22 +147,22 @@
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#define B_STEEL_RESISTANCES GEN_6 // In Gen6+, Steel-type Pokémon are no longer resistant to Dark and Ghost moves.
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// Animation Settings
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#define B_NEW_SWORD_PARTICLE TRUE // If set to TRUE, it updates Swords Dance's particle.
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#define B_NEW_LEECH_SEED_PARTICLE TRUE // If set to TRUE, it updates Leech Seed's animation particle.
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#define B_NEW_HORN_ATTACK_PARTICLE TRUE // If set to TRUE, it updates Horn Attack's horn particle.
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#define B_NEW_LEAF_PARTICLE TRUE // If set to TRUE, it updates leaf particle.
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#define B_NEW_EMBER_PARTICLES TRUE // If set to TRUE, it updates Ember's fire particle.
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#define B_NEW_MEAN_LOOK_PARTICLE TRUE // If set to TRUE, it updates Mean Look's eye particle.
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#define B_NEW_TEETH_PARTICLE TRUE // If set to TRUE, it updates Bite/Crunch teeth particle.
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#define B_NEW_HANDS_FEET_PARTICLE TRUE // If set to TRUE, it updates chop/kick/punch particles.
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#define B_NEW_SPIKES_PARTICLE TRUE // If set to TRUE, it updates Spikes particle.
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#define B_NEW_FLY_BUBBLE_PARTICLE TRUE // If set to TRUE, it updates Fly's 'bubble' particle.
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#define B_NEW_CURSE_NAIL_PARTICLE TRUE // If set to TRUE, it updates Curse's nail.
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#define B_NEW_BATON_PASS_BALL_PARTICLE TRUE // If set to TRUE, it updates Baton Pass' Poké Ball sprite.
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#define B_NEW_MORNING_SUN_STAR_PARTICLE TRUE // If set to TRUE, it updates Morning Sun's star particles.
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#define B_NEW_IMPACT_PALETTE TRUE // If set to TRUE, it updates the basic 'hit' palette.
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#define B_NEW_SURF_PARTICLE_PALETTE TRUE // If set to TRUE, it updates Surf's wave palette.
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#define B_NEW_SWORD_PARTICLE FALSE // If set to TRUE, it updates Swords Dance's particle.
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#define B_NEW_LEECH_SEED_PARTICLE FALSE // If set to TRUE, it updates Leech Seed's animation particle.
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#define B_NEW_HORN_ATTACK_PARTICLE FALSE // If set to TRUE, it updates Horn Attack's horn particle.
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#define B_NEW_LEAF_PARTICLE FALSE // If set to TRUE, it updates leaf particle.
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#define B_NEW_EMBER_PARTICLES FALSE // If set to TRUE, it updates Ember's fire particle.
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#define B_NEW_MEAN_LOOK_PARTICLE FALSE // If set to TRUE, it updates Mean Look's eye particle.
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#define B_NEW_TEETH_PARTICLE FALSE // If set to TRUE, it updates Bite/Crunch teeth particle.
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#define B_NEW_HANDS_FEET_PARTICLE FALSE // If set to TRUE, it updates chop/kick/punch particles.
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#define B_NEW_SPIKES_PARTICLE FALSE // If set to TRUE, it updates Spikes particle.
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#define B_NEW_FLY_BUBBLE_PARTICLE FALSE // If set to TRUE, it updates Fly's 'bubble' particle.
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#define B_NEW_CURSE_NAIL_PARTICLE FALSE // If set to TRUE, it updates Curse's nail.
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#define B_NEW_BATON_PASS_BALL_PARTICLE FALSE // If set to TRUE, it updates Baton Pass' Poké Ball sprite.
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#define B_NEW_MORNING_SUN_STAR_PARTICLE FALSE // If set to TRUE, it updates Morning Sun's star particles.
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#define B_NEW_IMPACT_PALETTE FALSE // If set to TRUE, it updates the basic 'hit' palette.
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#define B_NEW_SURF_PARTICLE_PALETTE FALSE // If set to TRUE, it updates Surf's wave palette.
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#define HIDE_HEALTHBOXES_DURING_ANIMS TRUE //if TRUE, hides healthboxes during move animations
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#define B_HIDE_HEALTHBOXES_DURING_ANIMS TRUE // If TRUE, hides healthboxes during move animations.
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#endif // GUARD_CONSTANTS_BATTLE_CONFIG_H
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@ -1011,7 +1011,7 @@ void UpdateOamPriorityInAllHealthboxes(u8 priority)
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if (indicatorSpriteId != 0xFF)
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gSprites[indicatorSpriteId].oam.priority = priority;
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#if HIDE_HEALTHBOXES_DURING_ANIMS
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#if B_HIDE_HEALTHBOXES_DURING_ANIMS
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if (IsBattlerAlive(i))
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TryToggleHealboxVisibility(priority, healthboxLeftSpriteId, healthboxRightSpriteId, healthbarSpriteId, indicatorSpriteId);
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#endif
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