Added music messages.
This commit is contained in:
parent
875c4edd50
commit
fbbd58a823
7 changed files with 127 additions and 88 deletions
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@ -161,6 +161,15 @@ EventScript_FollowerGeneric:: @ similar to Std_MsgboxDefault
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waitbuttonpress
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return
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EventScript_FollowerJump::
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applymovement 0xFE FollowerSplashMovement
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waitmovement 0xFE
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waitfieldeffect FLDEFF_EMOTE
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message 0x0
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waitmessage
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waitbuttonpress
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return
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EnterPokeballMovement::
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.byte 0x9F @ EnterPokeball
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step_end
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106
emotions.txt
106
emotions.txt
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@ -39,10 +39,6 @@ Your pokemon is staring intently at the sea!
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{STR_VAR_1} is looking outside and frolicking!
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{STR_VAR_1} spun around in a circle!
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Sad (Special):
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{STR_VAR_1} is going to fall down! (when HP is red).
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{STR_VAR_1} is not happy. (During rain if the pokemon is a fire type).
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{STR_VAR_1} seems to be about to fall over! (When HP is red.).
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{STR_VAR_1} is trying very hard to keep up with you... (When HP is yellow or paralyzed).
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{STR_VAR_1}'s burn looks painful! (when burnt).
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Upset (Special):
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{STR_VAR_1} is taking shelter in the grass from the rain.
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@ -54,7 +50,7 @@ It seems to have eaten something strange. It's making an odd face... (Olivine Ca
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{STR_VAR_1} is a bit nervous about the narrow space!
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{STR_VAR_1} is splashing around in the grass (must be fire type).
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Your pokemon doesn't like splashing around on the ground (must be fire type).
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{STR_VAR_1} is taking shelter in the grass from the rain (must be fire type).
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{STR_VAR_1} seems very cold (when frozen).
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{STR_VAR_1} seems uneasy and is poking (PLAYER).
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{STR_VAR_1} is trembling with fear (Cemetery).
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@ -83,27 +79,38 @@ Your pokemon is drooling a little (Olivine Cafe).
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{STR_VAR_1} seems very interested in the bicycles (bike shop).
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{STR_VAR_1} is preoccupied by the floor, which seems like it may collapse (burnt tower).
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{STR_VAR_1} is nervous ( in a gym before beating gym leader ) ( must have type disadvantage ).
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Music:
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{STR_VAR_1} is showing off its agility!
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{STR_VAR_1} is moving around happily!
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Woah! {STR_VAR_1} suddenly started dancing in happiness!
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{STR_VAR_1} is steadily keeping up with you!
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{STR_VAR_1} is very happy about the rain.
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{STR_VAR_1} seems to want to play with (Player).
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Music (Special):
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{STR_VAR_1} is pulling out the grass.
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{STR_VAR_1} is happy skipping about.
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{STR_VAR_1} is playing in the puddle.
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{STR_VAR_1} is gazing restlessly at the building ( in goldenrod).
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{STR_VAR_1} is singing and humming.
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{STR_VAR_1} is looking around restlessly at the Forest.
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{STR_VAR_1} is playfully nibbling at the ground.
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(CYNDAQUIL) blew out a fireball. ( Pokemon Exclusive ).
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(CYNDAQUIL) blew out a couple of fireballs. ( Pokemon Exclusive ).
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(CHIKORITA) is waving its leaf around ( Pokemon Exclusive ).
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(CHIKORITA) is making its leaf twitch ( Pokemon Exclusive ).
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(TODADILE) is moving its jaw ( Pokemon Exclusive ).
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(TODADILE) is opening and closing its mouth ( Pokemon Exclusive ).
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{STR_VAR_1} is nipping at your feet!
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Waah! your pokemon suddenly splashed water! (on a shore).
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{STR_VAR_1} is happy to see what's out doors!
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{STR_VAR_1} seems to want to touch the machine! (Power plant).
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{STR_VAR_1} is listening intently to the sound of the waves.
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{STR_VAR_1} is swaying with the boat!
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{STR_VAR_1} is dancing along with the rolling of the ship.
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{STR_VAR_1} doesn't want to get off the boat yet!
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{STR_VAR_1} is listening to the sound of the machine.
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{STR_VAR_1} seems happy at the sight of water on the window!
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Your pokemon is blowing sand in the air!
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Your pokemon is staring spellbound at the night sky!
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Your pokemon seems to be enjoying sliding around!
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{STR_VAR_1} is touching the ice.
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{STR_VAR_1} is steadily observing the flow of the river.
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{STR_VAR_1} is noticing the scent of the grass.
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{STR_VAR_1} is playing around, plucking bits of grass.
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{STR_VAR_1} is looking up at the ceiling.
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{STR_VAR_1} seems to be enjoying this a little bit!
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{STR_VAR_1} is wandering around enjoying the forest scenery.
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{STR_VAR_1} is playing around in the fallen leaves.
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{STR_VAR_1} is playing around with a leaf.
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{STR_VAR_1} is playing around, touching the leaves.
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Your pokemon is happily gazing at the beautiful, starry sky!
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{STR_VAR_1} is pulling out the grass.
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{STR_VAR_1} is rolling around in the grass.
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{STR_VAR_1} seems to want to return to the lab (after you receive the Mystery egg).
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Your pokemon is staring at the various items.
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{STR_VAR_1} is listening to the sound of the waterfall ( Mt. Mortar).
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{STR_VAR_1} is looking up the tall mountain... (Mt. Mortar).
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{STR_VAR_1} seems concerned about the waterfall.
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{STR_VAR_1} is sniffing around the room. (Inside Hero's Room).
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{STR_VAR_1} is dancing around the pillar! (Seems to occur more for Bellsprout)(sprout tower).
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{STR_VAR_1} swayed around, dancing in a strange manner.(Seems to occur more for Bellsprout)(sprout tower).
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@ -117,43 +124,17 @@ Your pokemon is rolling a screw from a bicycle around.
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{STR_VAR_1} is looking up at the sky.
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{STR_VAR_1} seems to be happy about the rain! ( during rain, must not have type disadvantage to water).
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{STR_VAR_1} is clawing the grass!
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{STR_VAR_1} turns around and looks at you.
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{STR_VAR_1} is listening to the sound of the waterfall ( Mt. Mortar).
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{STR_VAR_1} is looking up the tall mountain... (Mt. Mortar).
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{STR_VAR_1} seems concerned about the waterfall.
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{STR_VAR_1} is working hard to show off its mighty power!
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{STR_VAR_1} pulled back to run!
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Whoa! {STR_VAR_1} suddenly danced in happiness!
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{STR_VAR_1} is rolling around in the grass.
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{STR_VAR_1} seems to want to return to the lab (after you receive the Mystery egg).
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Your pokemon is staring at the various items.
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{STR_VAR_1} is wandering around enjoying the forest scenery.
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{STR_VAR_1} is playing around in the fallen leaves.
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{STR_VAR_1} is playing around with a leaf.
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{STR_VAR_1} is playing around, touching the leaves.
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Your pokemon is happily gazing at the beautiful, starry sky!
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{STR_VAR_1} is pulling out the grass.
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{STR_VAR_1} seems to be enjoying this a little bit!
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{STR_VAR_1} is looking up at the ceiling.
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{STR_VAR_1} is cheerful!
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{STR_VAR_1} is swaying with the boat!
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{STR_VAR_1} is dancing along with the rolling of the ship.
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{STR_VAR_1} doesn't want to get off the boat yet!
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{STR_VAR_1} is listening to the sound of the machine.
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{STR_VAR_1} seems happy at the sight of water on the window!
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Your pokemon is blowing sand in the air!
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Your pokemon is staring spellbound at the night sky!
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Your pokemon seems to be enjoying sliding around!
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{STR_VAR_1} is touching the ice.
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{STR_VAR_1} is steadily observing the flow of the river.
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{STR_VAR_1} is noticing the scent of the grass.
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{STR_VAR_1} is playing around, plucking bits of grass.
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{STR_VAR_1} is happy to see what's out doors!
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{STR_VAR_1} seems to want to touch the machine! (Power plant).
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{STR_VAR_1} is listening intently to the sound of the waves.
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{STR_VAR_1} is jumping around in a carefree way!
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Waah! your pokemon suddenly splashed water! (on a shore).
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Your pokemon seems to be smelling a nostalgically familiar scent...
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{STR_VAR_1} is looking around restlessly at the Forest.
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{STR_VAR_1} is playfully nibbling at the ground.
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(CYNDAQUIL) blew out a fireball. ( Pokemon Exclusive ).
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(CYNDAQUIL) blew out a couple of fireballs. ( Pokemon Exclusive ).
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(CHIKORITA) is waving its leaf around ( Pokemon Exclusive ).
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(CHIKORITA) is making its leaf twitch ( Pokemon Exclusive ).
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(TODADILE) is moving its jaw ( Pokemon Exclusive ).
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(TODADILE) is opening and closing its mouth ( Pokemon Exclusive ).
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{STR_VAR_1} is playing in the puddle.
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{STR_VAR_1} is gazing restlessly at the building ( in goldenrod).
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Surprised (Special):
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Your pokemon has a flower petal on its face! (Newbark Town).
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{STR_VAR_1} seems to have gotten caught in the clumps of grass.
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@ -164,7 +145,6 @@ Careful! seems like the floor could collapse, and it might fall.
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{STR_VAR_1} gazed surprisingly at the rock!
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Huh? your pokemon found something in top of the mountain ( outside Mt. Mortar) (!).
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{STR_VAR_1} is cautious about the confined area!
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{STR_VAR_1} seems to be very surprised that it is raining!
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{STR_VAR_1} got tangled up in the branches and almost fell down!
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{STR_VAR_1} looked up at the sky and shouted loudly.
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{STR_VAR_1} seems to have found something!
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@ -47,4 +47,4 @@ def export_messages(infile, outfile, n=None, indent=2):
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if __name__ == '__main__':
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export_messages('emotions.txt', 'emotions.h', n=1)
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export_messages('emotions.txt', 'emotions.h', n=15)
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@ -13,6 +13,7 @@
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#define N_FOLLOWER_LOVE_MESSAGES 10
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#define N_FOLLOWER_SURPRISE_MESSAGES 20
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#define N_FOLLOWER_CURIOUS_MESSAGES 7
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#define N_FOLLOWER_MUSIC_MESSAGES 15
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#define N_FOLLOWER_POISONED_MESSAGES 1
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struct MonCoords
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@ -142,6 +143,7 @@ extern const char * const gFollowerPensiveMessages[];
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extern const char * const gFollowerLoveMessages[];
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extern const char * const gFollowerSurpriseMessages[];
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extern const char * const gFollowerCuriousMessages[];
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extern const char * const gFollowerMusicMessages[];
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extern const char * const gFollowerPoisonedMessages[];
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#endif // GUARD_DATA_H
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@ -59,6 +59,11 @@ const char * const gFollowerSadMessages[] = {
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(const char []) _("{STR_VAR_1} is dizzy."),
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(const char []) _("{STR_VAR_1} is stepping on your\nfeet!"),
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(const char []) _("{STR_VAR_1} seems a little tired."),
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// Conditional messages begin, index 3
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(const char []) _("{STR_VAR_1} is not happy."),
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(const char []) _("{STR_VAR_1} is going to fall down!\n"),
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(const char []) _("{STR_VAR_1} seems to be about to\nfall over!"),
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(const char []) _("{STR_VAR_1} is trying very hard to\nkeep up with you..."),
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};
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// Unconditional upset messages
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@ -66,6 +71,8 @@ const char * const gFollowerUpsetMessages[] = {
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(const char []) _("{STR_VAR_1} seems unhappy somehow..."),
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(const char []) _("{STR_VAR_1} is making an unhappy\nface."),
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(const char []) _(".....Your pokemon seems a little\ncold."),
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// Conditional messages, index 3
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(const char []) _("{STR_VAR_1} is taking shelter in the\ngrass from the rain."),
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};
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// Unconditional angry messages
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@ -137,6 +144,8 @@ const char * const gFollowerSurpriseMessages[] = {
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(const char []) _("{STR_VAR_1} is scared and snuggled\nup to you!"),
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(const char []) _("{STR_VAR_1} is feeling an unusual\npresence..."),
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(const char []) _("{STR_VAR_1} is getting tense with\nnervous energy."),
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// Conditional messages, index 20
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(const char []) _("{STR_VAR_1} seems to be very\nsurprised that it is raining!"),
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};
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// Unconditional curious messages
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@ -150,6 +159,25 @@ const char * const gFollowerCuriousMessages[] = {
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(const char []) _("{STR_VAR_1} seems to be a little\nhesitant..."),
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};
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// Unconditional music messages
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const char * const gFollowerMusicMessages[] = {
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(const char []) _("{STR_VAR_1} is showing off its\nagility!"),
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(const char []) _("{STR_VAR_1} is moving around\nhappily!"),
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(const char []) _("Woah! {STR_VAR_1} suddenly started\ndancing in happiness!"),
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(const char []) _("{STR_VAR_1} is steadily keeping up\nwith you!"),
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(const char []) _("{STR_VAR_1} is very happy about the\nrain."),
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(const char []) _("{STR_VAR_1} seems to want to play\nwith you."),
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(const char []) _("{STR_VAR_1} is happy skipping about."),
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(const char []) _("{STR_VAR_1} is singing and humming."),
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(const char []) _("{STR_VAR_1} is nipping at your feet!"),
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(const char []) _("{STR_VAR_1} turns around and looks\nat you."),
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(const char []) _("{STR_VAR_1} is working hard to show\noff its mighty power!"),
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(const char []) _("Whoa! {STR_VAR_1} suddenly danced in\nhappiness!"),
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(const char []) _("{STR_VAR_1} is cheerful!"),
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(const char []) _("{STR_VAR_1} is jumping around in a\ncarefree way!"),
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(const char []) _("Your pokemon seems to be smelling a\nnostalgically familiar scent..."),
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};
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const char * const gFollowerPoisonedMessages[] = {
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(const char []) _("{STR_VAR_1} is shivering with the\neffects of being poisoned."),
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};
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@ -1749,6 +1749,7 @@ static const struct FollowerMessagePool followerBasicMessages[] = {
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[FOLLOWER_EMOTION_LOVE] = {gFollowerLoveMessages, EventScript_FollowerGeneric, N_FOLLOWER_LOVE_MESSAGES},
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[FOLLOWER_EMOTION_SURPRISE] = {gFollowerSurpriseMessages, EventScript_FollowerGeneric, N_FOLLOWER_SURPRISE_MESSAGES},
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[FOLLOWER_EMOTION_CURIOUS] = {gFollowerCuriousMessages, EventScript_FollowerGeneric, N_FOLLOWER_CURIOUS_MESSAGES},
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[FOLLOWER_EMOTION_MUSIC] = {gFollowerMusicMessages, EventScript_FollowerGeneric, N_FOLLOWER_MUSIC_MESSAGES},
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[FOLLOWER_EMOTION_POISONED] = {gFollowerPoisonedMessages, EventScript_FollowerGeneric, N_FOLLOWER_POISONED_MESSAGES},
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};
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@ -1813,15 +1814,10 @@ bool8 ScrFunc_getfolloweraction(struct ScriptContext *ctx) // Essentially a big
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emotion_weight[FOLLOWER_EMOTION_HAPPY] = 30;
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else if (friendship > 80)
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emotion_weight[FOLLOWER_EMOTION_HAPPY] = 20;
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if (GetCurrentWeather() == WEATHER_SUNNY || GetCurrentWeather() == WEATHER_SUNNY_CLOUDS)
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cond_emotes[n_choices++] = (struct SpecialEmote) {.emotion=FOLLOWER_EMOTION_HAPPY, .index=31};
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// Neutral weights
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emotion_weight[FOLLOWER_EMOTION_NEUTRAL] = 15;
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// Sad weights
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emotion_weight[FOLLOWER_EMOTION_SAD] = 5;
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health_percent = mon->hp * 100 / mon->maxHP;
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if (health_percent < 50 || mon->status & 0x40) // STATUS1_PARALYSIS
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emotion_weight[FOLLOWER_EMOTION_SAD] = 30;
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// Upset weights
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emotion_weight[FOLLOWER_EMOTION_UPSET] = friendship < 80 ? 15 : 5;
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// Angry weights
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@ -1833,12 +1829,37 @@ bool8 ScrFunc_getfolloweraction(struct ScriptContext *ctx) // Essentially a big
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emotion_weight[FOLLOWER_EMOTION_LOVE] = 30;
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else if (friendship > 80)
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emotion_weight[FOLLOWER_EMOTION_LOVE] = 20;
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// Surprise weights
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// TODO: Scale this with how long the follower has been out
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// Surprise weights TODO: Scale this with how long the follower has been out
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emotion_weight[FOLLOWER_EMOTION_SURPRISE] = 10;
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// Curious weights
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// TODO: Increase this if there is an item nearby, or if the pokemon has pickup
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emotion_weight[FOLLOWER_EMOTION_CURIOUS] = 5;
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// Curious weights TODO: Increase this if there is an item nearby, or if the pokemon has pickup
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emotion_weight[FOLLOWER_EMOTION_CURIOUS] = 10;
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// Music weights TODO: Change this depending on music ?
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emotion_weight[FOLLOWER_EMOTION_MUSIC] = friendship > 80 ? 20 : 15;
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// Conditional messages follow
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// Weather-related
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if (GetCurrentWeather() == WEATHER_SUNNY || GetCurrentWeather() == WEATHER_SUNNY_CLOUDS)
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cond_emotes[n_choices++] = (struct SpecialEmote) {.emotion=FOLLOWER_EMOTION_HAPPY, .index=31};
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else if (GetCurrentWeather() == WEATHER_RAIN || GetCurrentWeather() == WEATHER_RAIN_THUNDERSTORM) {
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if (SpeciesHasType(species, TYPE_FIRE)) {
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emotion_weight[FOLLOWER_EMOTION_SAD] = 30;
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cond_emotes[n_choices++] = (struct SpecialEmote) {.emotion=FOLLOWER_EMOTION_SAD, .index=3};
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cond_emotes[n_choices++] = (struct SpecialEmote) {.emotion=FOLLOWER_EMOTION_UPSET, .index=3};
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}
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cond_emotes[n_choices++] = (struct SpecialEmote) {.emotion=FOLLOWER_EMOTION_SURPRISE, .index=20};
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}
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// Health & status-related
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health_percent = mon->hp * 100 / mon->maxHP;
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if (health_percent < 20) {
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emotion_weight[FOLLOWER_EMOTION_SAD] = 30;
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cond_emotes[n_choices++] = (struct SpecialEmote) {.emotion=FOLLOWER_EMOTION_SAD, .index=4};
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cond_emotes[n_choices++] = (struct SpecialEmote) {.emotion=FOLLOWER_EMOTION_SAD, .index=5};
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}
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if (health_percent < 50 || mon->status & 0x40) { // STATUS1_PARALYSIS
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emotion_weight[FOLLOWER_EMOTION_SAD] = 30;
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cond_emotes[n_choices++] = (struct SpecialEmote) {.emotion=FOLLOWER_EMOTION_SAD, .index=6};
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}
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emotion = RandomWeightedIndex(emotion_weight, FOLLOWER_EMOTION_LENGTH);
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if (mon->status & 0x8) // STATUS1_POISON
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emotion = FOLLOWER_EMOTION_POISONED;
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@ -1853,12 +1874,11 @@ bool8 ScrFunc_getfolloweraction(struct ScriptContext *ctx) // Essentially a big
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}
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}
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if (choice) { // Only continue if a script was actually chosen
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ctx->data[0] = (u32) followerBasicMessages[emotion].messages[choice->index];
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if (choice->script)
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ScriptCall(ctx, choice->script);
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else {
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ctx->data[0] = (u32) followerBasicMessages[emotion].messages[choice->index];
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else
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ScriptCall(ctx, followerBasicMessages[emotion].script);
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}
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return FALSE;
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}
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}
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@ -178,77 +178,77 @@ static const struct SpriteFrameImage sSpriteImageTable_Emotes[] =
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static const union AnimCmd sSpriteAnim_Emotes0[] = {
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ANIMCMD_FRAME(0*2, 30),
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ANIMCMD_FRAME(0*2+1, 30),
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ANIMCMD_FRAME(0*2+1, 25),
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ANIMCMD_FRAME(0*2, 30),
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ANIMCMD_END
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};
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static const union AnimCmd sSpriteAnim_Emotes1[] = {
|
||||
ANIMCMD_FRAME(1*2, 30),
|
||||
ANIMCMD_FRAME(1*2+1, 30),
|
||||
ANIMCMD_FRAME(1*2+1, 25),
|
||||
ANIMCMD_FRAME(1*2, 30),
|
||||
ANIMCMD_END
|
||||
};
|
||||
|
||||
static const union AnimCmd sSpriteAnim_Emotes2[] = {
|
||||
ANIMCMD_FRAME(2*2, 30),
|
||||
ANIMCMD_FRAME(2*2+1, 30),
|
||||
ANIMCMD_FRAME(2*2+1, 25),
|
||||
ANIMCMD_FRAME(2*2, 30),
|
||||
ANIMCMD_END
|
||||
};
|
||||
|
||||
static const union AnimCmd sSpriteAnim_Emotes3[] = {
|
||||
ANIMCMD_FRAME(3*2, 30),
|
||||
ANIMCMD_FRAME(3*2+1, 30),
|
||||
ANIMCMD_FRAME(3*2+1, 25),
|
||||
ANIMCMD_FRAME(3*2, 30),
|
||||
ANIMCMD_END
|
||||
};
|
||||
|
||||
static const union AnimCmd sSpriteAnim_Emotes4[] = {
|
||||
ANIMCMD_FRAME(4*2, 30),
|
||||
ANIMCMD_FRAME(4*2+1, 30),
|
||||
ANIMCMD_FRAME(4*2+1, 25),
|
||||
ANIMCMD_FRAME(4*2, 30),
|
||||
ANIMCMD_END
|
||||
};
|
||||
|
||||
static const union AnimCmd sSpriteAnim_Emotes5[] = {
|
||||
ANIMCMD_FRAME(5*2, 30),
|
||||
ANIMCMD_FRAME(5*2+1, 30),
|
||||
ANIMCMD_FRAME(5*2+1, 25),
|
||||
ANIMCMD_FRAME(5*2, 30),
|
||||
ANIMCMD_END
|
||||
};
|
||||
|
||||
static const union AnimCmd sSpriteAnim_Emotes6[] = {
|
||||
ANIMCMD_FRAME(6*2, 30),
|
||||
ANIMCMD_FRAME(6*2+1, 30),
|
||||
ANIMCMD_FRAME(6*2+1, 25),
|
||||
ANIMCMD_FRAME(6*2, 30),
|
||||
ANIMCMD_END
|
||||
};
|
||||
|
||||
static const union AnimCmd sSpriteAnim_Emotes7[] = {
|
||||
ANIMCMD_FRAME(7*2, 30),
|
||||
ANIMCMD_FRAME(7*2+1, 30),
|
||||
ANIMCMD_FRAME(7*2+1, 25),
|
||||
ANIMCMD_FRAME(7*2, 30),
|
||||
ANIMCMD_END
|
||||
};
|
||||
|
||||
static const union AnimCmd sSpriteAnim_Emotes8[] = {
|
||||
ANIMCMD_FRAME(8*2, 30),
|
||||
ANIMCMD_FRAME(8*2+1, 30),
|
||||
ANIMCMD_FRAME(8*2+1, 25),
|
||||
ANIMCMD_FRAME(8*2, 30),
|
||||
ANIMCMD_END
|
||||
};
|
||||
|
||||
static const union AnimCmd sSpriteAnim_Emotes9[] = {
|
||||
ANIMCMD_FRAME(9*2, 30),
|
||||
ANIMCMD_FRAME(9*2+1, 30),
|
||||
ANIMCMD_FRAME(9*2+1, 25),
|
||||
ANIMCMD_FRAME(9*2, 30),
|
||||
ANIMCMD_END
|
||||
};
|
||||
|
||||
static const union AnimCmd sSpriteAnim_Emotes10[] = {
|
||||
ANIMCMD_FRAME(10*2, 30),
|
||||
ANIMCMD_FRAME(10*2+1, 30),
|
||||
ANIMCMD_FRAME(10*2+1, 25),
|
||||
ANIMCMD_FRAME(10*2, 30),
|
||||
ANIMCMD_END
|
||||
};
|
||||
|
|
Loading…
Reference in a new issue