From dcefaf25636cb900254b2b10e33a24109c2b700a Mon Sep 17 00:00:00 2001 From: Evan Date: Tue, 1 Dec 2020 18:01:02 -0500 Subject: [PATCH] anim particle changes false by default --- include/constants/battle_config.h | 32 +++++++++++++++---------------- src/battle_interface.c | 2 +- 2 files changed, 17 insertions(+), 17 deletions(-) diff --git a/include/constants/battle_config.h b/include/constants/battle_config.h index d7f1785709..0d915ca1e5 100644 --- a/include/constants/battle_config.h +++ b/include/constants/battle_config.h @@ -147,22 +147,22 @@ #define B_STEEL_RESISTANCES GEN_6 // In Gen6+, Steel-type Pokémon are no longer resistant to Dark and Ghost moves. // Animation Settings -#define B_NEW_SWORD_PARTICLE TRUE // If set to TRUE, it updates Swords Dance's particle. -#define B_NEW_LEECH_SEED_PARTICLE TRUE // If set to TRUE, it updates Leech Seed's animation particle. -#define B_NEW_HORN_ATTACK_PARTICLE TRUE // If set to TRUE, it updates Horn Attack's horn particle. -#define B_NEW_LEAF_PARTICLE TRUE // If set to TRUE, it updates leaf particle. -#define B_NEW_EMBER_PARTICLES TRUE // If set to TRUE, it updates Ember's fire particle. -#define B_NEW_MEAN_LOOK_PARTICLE TRUE // If set to TRUE, it updates Mean Look's eye particle. -#define B_NEW_TEETH_PARTICLE TRUE // If set to TRUE, it updates Bite/Crunch teeth particle. -#define B_NEW_HANDS_FEET_PARTICLE TRUE // If set to TRUE, it updates chop/kick/punch particles. -#define B_NEW_SPIKES_PARTICLE TRUE // If set to TRUE, it updates Spikes particle. -#define B_NEW_FLY_BUBBLE_PARTICLE TRUE // If set to TRUE, it updates Fly's 'bubble' particle. -#define B_NEW_CURSE_NAIL_PARTICLE TRUE // If set to TRUE, it updates Curse's nail. -#define B_NEW_BATON_PASS_BALL_PARTICLE TRUE // If set to TRUE, it updates Baton Pass' Poké Ball sprite. -#define B_NEW_MORNING_SUN_STAR_PARTICLE TRUE // If set to TRUE, it updates Morning Sun's star particles. -#define B_NEW_IMPACT_PALETTE TRUE // If set to TRUE, it updates the basic 'hit' palette. -#define B_NEW_SURF_PARTICLE_PALETTE TRUE // If set to TRUE, it updates Surf's wave palette. +#define B_NEW_SWORD_PARTICLE FALSE // If set to TRUE, it updates Swords Dance's particle. +#define B_NEW_LEECH_SEED_PARTICLE FALSE // If set to TRUE, it updates Leech Seed's animation particle. +#define B_NEW_HORN_ATTACK_PARTICLE FALSE // If set to TRUE, it updates Horn Attack's horn particle. +#define B_NEW_LEAF_PARTICLE FALSE // If set to TRUE, it updates leaf particle. +#define B_NEW_EMBER_PARTICLES FALSE // If set to TRUE, it updates Ember's fire particle. +#define B_NEW_MEAN_LOOK_PARTICLE FALSE // If set to TRUE, it updates Mean Look's eye particle. +#define B_NEW_TEETH_PARTICLE FALSE // If set to TRUE, it updates Bite/Crunch teeth particle. +#define B_NEW_HANDS_FEET_PARTICLE FALSE // If set to TRUE, it updates chop/kick/punch particles. +#define B_NEW_SPIKES_PARTICLE FALSE // If set to TRUE, it updates Spikes particle. +#define B_NEW_FLY_BUBBLE_PARTICLE FALSE // If set to TRUE, it updates Fly's 'bubble' particle. +#define B_NEW_CURSE_NAIL_PARTICLE FALSE // If set to TRUE, it updates Curse's nail. +#define B_NEW_BATON_PASS_BALL_PARTICLE FALSE // If set to TRUE, it updates Baton Pass' Poké Ball sprite. +#define B_NEW_MORNING_SUN_STAR_PARTICLE FALSE // If set to TRUE, it updates Morning Sun's star particles. +#define B_NEW_IMPACT_PALETTE FALSE // If set to TRUE, it updates the basic 'hit' palette. +#define B_NEW_SURF_PARTICLE_PALETTE FALSE // If set to TRUE, it updates Surf's wave palette. -#define HIDE_HEALTHBOXES_DURING_ANIMS TRUE //if TRUE, hides healthboxes during move animations +#define B_HIDE_HEALTHBOXES_DURING_ANIMS TRUE // If TRUE, hides healthboxes during move animations. #endif // GUARD_CONSTANTS_BATTLE_CONFIG_H diff --git a/src/battle_interface.c b/src/battle_interface.c index d302cd6463..3f97ba2d1d 100644 --- a/src/battle_interface.c +++ b/src/battle_interface.c @@ -1011,7 +1011,7 @@ void UpdateOamPriorityInAllHealthboxes(u8 priority) if (indicatorSpriteId != 0xFF) gSprites[indicatorSpriteId].oam.priority = priority; - #if HIDE_HEALTHBOXES_DURING_ANIMS + #if B_HIDE_HEALTHBOXES_DURING_ANIMS if (IsBattlerAlive(i)) TryToggleHealboxVisibility(priority, healthboxLeftSpriteId, healthboxRightSpriteId, healthbarSpriteId, indicatorSpriteId); #endif