sovereignx/include/config/item.h
Martin Griffin aab9678b02 Enable GF item names by default
In the Pokémon Storage System, even FONT_SMALL_NARROWER isn't sufficient
to prevent clipping in all cases. e.g. Unremarkable Teacup clips. We
have decided to accept that cost to make the rest of the user experience
better, but downstream projects that don't like that trade-off can
either a) alter the Pokémon Storage System UI, or b) set
I_EXPANDED_ITEM_NAMES to FALSE.
2024-04-25 18:40:37 +01:00

45 lines
4.5 KiB
C

#ifndef GUARD_CONFIG_ITEM_H
#define GUARD_CONFIG_ITEM_H
// Item config
#define I_EXPANDED_ITEM_NAMES TRUE // If set to FALSE, item names are decreased from 20 characters to 14 characters.
#define I_SHINY_CHARM_ADDITIONAL_ROLLS 2 // Amount of additional shiny rolls if the player has the Shiny Charm. Set it to 0 to disable Shiny Charm's effects.
#define I_KEY_FOSSILS GEN_LATEST // In Gen4+, all Gen 3 fossils became regular items.
#define I_KEY_ESCAPE_ROPE GEN_LATEST // In Gen8, Escape Rope became a Key Item. Keep in mind, this will make it free to buy in marts.
#define I_HEALTH_RECOVERY GEN_LATEST // In Gen7+, certain healing items recover a different amount of HP than they used to.
#define I_SITRUS_BERRY_HEAL GEN_LATEST // In Gen4+, Sitrus Berry was changed from healing 30 HP to healing 25% of Max HP.
#define I_VITAMIN_EV_CAP GEN_LATEST // In Gen8+, the Vitamins no longer have a cap of 100 EV per stat.
#define I_BERRY_EV_JUMP GEN_LATEST // In Gen4 only, EV-lowering Berries lower a stat's EV to 100 if it is above 100.
#define I_GRISEOUS_ORB_FORM_CHANGE GEN_LATEST // In Gen9+, the Griseous Orb no longer changes Giratina's form when held.
#define I_GEM_BOOST_POWER GEN_LATEST // In Gen6+, the Gem boost power was reduced from 50% to 30%.
#define I_USE_EVO_HELD_ITEMS_FROM_BAG FALSE // If TRUE, items such as Razor Claw or Electirizer will be usable from the bag to evolve a Pokémon just like in LA.
#define I_TYPE_BOOST_POWER GEN_LATEST // In Gen4+, all regular type boosting held items had their power increased from 10% to 20%. eg. Charcoal
#define I_SELL_VALUE_FRACTION GEN_LATEST // In Gen9+, items sell for 1/4 of their value instead of 1/2.
#define I_PRICE GEN_LATEST // Some items have varied in value across generations.
#define I_BERRY_PRICE GEN_7 // Since Berries have become unplantable (Gen8+), their price has gone up.
#define I_POWER_ITEM_BOOST GEN_LATEST // In Gen7+, Power Items grant 8 EVs instead of 4 EVs.
#define I_PREMIER_BALL_BONUS GEN_LATEST // In LGPE onwards (Gen8+ here), you are given a Premier Ball for every 10 Poké Balls of any type and in the same purchase. Previously, it only applied to regular Poké Balls and only 1 could be obtained per purchase.
// TM config
#define I_REUSABLE_TMS FALSE // In Gen5-8, TMs are reusable. Setting this to TRUE will make all vanilla TMs reusable, though they can also be cherry-picked by setting their importance to 1.
// Exp. Share config
// To use this feature, replace the 0 with the flag ID you're assigning it to.
// Eg: Replace with FLAG_UNUSED_0x264 so you can use that flag to toggle the feature.
#define I_EXP_SHARE_FLAG 0 // If this flag is set, every Pokémon in the party will gain experience, regardless if they participated in the battle or not.
#define I_EXP_SHARE_ITEM GEN_5 // In Gen6+, the Exp. Share was changed from a held item to a Key item that toggles the effect described above.
// Repel/Lure config
// These two settings are both independent and complementary.
#define VAR_LAST_REPEL_LURE_USED 0 // If this var has been assigned, last Repel/Lure used will be saved and the player will get prompted with the vanilla repel YES/NO option, unless I_REPEL_LURE_MENU is set to TRUE.
#define I_REPEL_LURE_MENU TRUE // If TRUE, the player is able to choose which Repel/Lure to use once the previous one runs out. Cursor position is saved by VAR_LAST_REPEL_LURE_USED if not 0.
// Vs. Seeker
#define I_VS_SEEKER_CHARGING 0 // If this flag is assigned, the Vs Seeker functionality will be enabled. When the player has the Vs. Seeker, Match Call rematch functions will stop working.
//Fishing
#define I_FISHING_CHAIN FALSE // Introduced in XY, hooking the same Pokémon repeatedly will increase the odds of that mon being shiny. NOTE: This implementation is an approximation of the actual feature, as XY have not been throughoutly documented or datamined.
#define I_FISHING_MINIGAME GEN_3 // Each generation uses a variation of reeling in Pokémon once they have been hooked.
#define I_FISHING_PROXIMITY FALSE // Introduced in XY, fishing away from other people in enclosed areas will increase the chances of a Pokémon being hooked. NOTE: This implementation is an approximation of the actual feature, as XY have not been throughoutly documented or datamined.
#endif // GUARD_CONFIG_ITEM_H