Table of Contents
- Show Type Effectiveness in Battle
- 1. Download the text.zip that has the color palettes we want from PokemonCrazy's post. Extract it and place text.pal in graphics/battle_interface/, where it'll replace the original palette.
- 2. In battle.h efine the Window IDs that are about to be added:
- 3. In src/battle_bg.c, at the end of static const struct WindowTemplate sStandardBattleWindowTemplates[], place the following:
- 3. In src/battle_controller_player.c, make the following changes. The main difference between this tutorial and PokemonCrazy's is how TypeEffectiveness uses the stock AI_TypeCalc here. These changes also make it so the type effectiveness is not shown in double battles until after the move is selected, so it only shows when the target is being selected.
- 4. In src/battle_message.c, add the following.
- Adding Show Effectiveness Toggle in Option Menu
by devolov
Show Type Effectiveness in Battle
Note: This tutorial should accomplish what PokemonCrazy did a fantastic job implementing here.
But their implementation was created on top of the Battle Engine Upgrade from DizzyEgg, so I had the following issues:
- There are several #DEFINEs and functions that were used that isn't in the base code.
Those are able to be added in easily enough, so #2 is the issue I really saw. - Their code remakes the type effectiveness logic and there have been times where the type effectiveness was incorrect, where it would show the move not having any effect, but still working.
- At low PP, moves with no effect will show orange instead of grey.
It's likely that #2's issue was a problem on my end, or due to a difference in the DizzyEgg Engine, but remaking the type-effectiveness logic is not necessary. AI_TypeCalc
is a great function that exists in src/battle_script_commands.c
, and what this tutorial will be using.
1. Download the text.zip that has the color palettes we want from PokemonCrazy's post. Extract it and place text.pal
in graphics/battle_interface/
, where it'll replace the original palette.
1A. Or , change graphics/battle_interface/text.pal
in a text editor.
JASC-PAL
0100
16
0 0 0
255 0 0
131 0 0
255 164 98
131 82 49
-0 0 0
-0 0 0
-0 0 0
+172 230 172
+123 205 115
+160 160 160
0 0 0
0 0 0
0 0 0
131 131 131
74 74 74
74 74 74
255 255 255
213 213 205
2. In battle.h
efine the Window IDs that are about to be added:
#define B_WIN_VS_MULTI_PLAYER_4 20
#define B_WIN_VS_OUTCOME_DRAW 21
#define B_WIN_VS_OUTCOME_LEFT 22
#define B_WIN_VS_OUTCOME_RIGHT 23
+#define B_WIN_TYPE_SUPER_EFF 24
+#define B_WIN_TYPE_NOT_VERY_EFF 25
+#define B_WIN_TYPE_NO_EFF 26
// The following are duplicate id values for windows that Battle Arena uses differently.
#define ARENA_WIN_PLAYER_NAME 15
#define ARENA_WIN_VS 16
3. In src/battle_bg.c
, at the end of static const struct WindowTemplate sStandardBattleWindowTemplates[]
, place the following:
.paletteNum = 0,
.baseBlock = 0x00b0,
},
+ [B_WIN_TYPE_SUPER_EFF] = { // super effective
+ .bg = 0,
+ .tilemapLeft = 21,
+ .tilemapTop = 57,
+ .width = 8,
+ .height = 2,
+ .paletteNum = 5,
+ .baseBlock = 0x02a0,
+ },
+ [B_WIN_TYPE_NOT_VERY_EFF] = {
+ .bg = 0,
+ .tilemapLeft = 21,
+ .tilemapTop = 57,
+ .width = 8,
+ .height = 2,
+ .paletteNum = 5,
+ .baseBlock = 0x02a0,
+ },
+ [B_WIN_TYPE_NO_EFF] = {
+ .bg = 0,
+ .tilemapLeft = 21,
+ .tilemapTop = 57,
+ .width = 8,
+ .height = 2,
+ .paletteNum = 5,
+ .baseBlock = 0x02a0,
+ },
DUMMY_WIN_TEMPLATE
};
Do the same in static const struct WindowTemplate sBattleArenaWindowTemplates
.
.paletteNum = 7,
.baseBlock = 0x0090,
},
+ [B_WIN_TYPE_SUPER_EFF] = { // super effective
+ .bg = 0,
+ .tilemapLeft = 21,
+ .tilemapTop = 57,
+ .width = 8,
+ .height = 2,
+ .paletteNum = 5,
+ .baseBlock = 0x02a0,
+ },
+ [B_WIN_TYPE_NOT_VERY_EFF] = { // not very effective
+ .bg = 0,
+ .tilemapLeft = 21,
+ .tilemapTop = 57,
+ .width = 8,
+ .height = 2,
+ .paletteNum = 5,
+ .baseBlock = 0x02a0,
+ },
+ [B_WIN_TYPE_NO_EFF] = {
+ .bg = 0,
+ .tilemapLeft = 21,
+ .tilemapTop = 57,
+ .width = 8,
+ .height = 2,
+ .paletteNum = 5,
+ .baseBlock = 0x02a0,
+ },
DUMMY_WIN_TEMPLATE
};
3. In src/battle_controller_player.c
, make the following changes. The main difference between this tutorial and PokemonCrazy's is how TypeEffectiveness uses the stock AI_TypeCalc
here. These changes also make it so the type effectiveness is not shown in double battles until after the move is selected, so it only shows when the target is being selected.
@@ -100,6 +100,7 @@ static void MoveSelectionCreateCursorAt(u8, u8);
static void MoveSelectionDestroyCursorAt(u8);
static void MoveSelectionDisplayPpNumber(void);
static void MoveSelectionDisplayPpString(void);
+static void MoveSelectionDisplayMoveTypeDoubles(u8 targetId);
static void MoveSelectionDisplayMoveType(void);
static void MoveSelectionDisplayMoveNames(void);
static void HandleMoveSwitching(void);
@@ -333,6 +334,7 @@ static void UnusedEndBounceEffect(void)
{
EndBounceEffect(gActiveBattler, BOUNCE_HEALTHBOX);
EndBounceEffect(gActiveBattler, BOUNCE_MON);
+ MoveSelectionDisplayMoveTypeDoubles(GetBattlerPosition(gMultiUsePlayerCursor));
gBattlerControllerFuncs[gActiveBattler] = HandleInputChooseTarget;
}
@@ -418,6 +420,7 @@ static void HandleInputChooseTarget(void)
i++;
break;
}
+ MoveSelectionDisplayMoveTypeDoubles(GetBattlerPosition(gMultiUsePlayerCursor));
if (gAbsentBattlerFlags & gBitTable[gMultiUsePlayerCursor])
i = 0;
@@ -460,6 +463,7 @@ static void HandleInputChooseTarget(void)
i++;
break;
}
+ MoveSelectionDisplayMoveTypeDoubles(GetBattlerPosition(gMultiUsePlayerCursor));
if (gAbsentBattlerFlags & gBitTable[gMultiUsePlayerCursor])
i = 0;
@@ -528,6 +532,7 @@ static void HandleInputChooseMove(void)
if (moveTarget & (MOVE_TARGET_USER | MOVE_TARGET_USER_OR_SELECTED))
gMultiUsePlayerCursor = gActiveBattler;
else if (gAbsentBattlerFlags & gBitTable[GetBattlerAtPosition(B_POSITION_OPPONENT_LEFT)])
gMultiUsePlayerCursor = GetBattlerAtPosition(B_POSITION_OPPONENT_RIGHT);
else
gMultiUsePlayerCursor = GetBattlerAtPosition(B_POSITION_OPPONENT_LEFT);
+ MoveSelectionDisplayMoveTypeDoubles(GetBattlerPosition(gMultiUsePlayerCursor));
gSprites[gBattlerSpriteIds[gMultiUsePlayerCursor]].callback = SpriteCB_ShowAsMoveTarget;
}
}
@@ -1493,9 +1498,48 @@ static void MoveSelectionDisplayPpNumber(void)
BattlePutTextOnWindow(gDisplayedStringBattle, B_WIN_PP_REMAINING);
}
+u8 TypeEffectiveness(u8 targetId)
+{
+ u8 moveFlags;
+ u16 move;
+ struct ChooseMoveStruct *moveInfo = (struct ChooseMoveStruct *)(&gBattleBufferA[gActiveBattler][4]);
+ move = moveInfo->moves[gMoveSelectionCursor[gActiveBattler]];
+ move = gBattleMons[gActiveBattler].moves[gMoveSelectionCursor[gActiveBattler]];
+ moveFlags = AI_TypeCalc(move, gBattleMons[targetId].species, gBattleMons[targetId].ability);
+ if (moveFlags & MOVE_RESULT_NO_EFFECT) {
+ return B_WIN_TYPE_NO_EFF;
+ }
+ else if (moveFlags & MOVE_RESULT_NOT_VERY_EFFECTIVE ) {
+ return B_WIN_TYPE_NOT_VERY_EFF;
+ }
+ else if (moveFlags & MOVE_RESULT_SUPER_EFFECTIVE) {
+ return B_WIN_TYPE_SUPER_EFF;
+ }
+ else
+ return 10; // 10 - normal effectiveness
+}
+
+static void MoveSelectionDisplayMoveTypeDoubles(u8 targetId)
+{
+ u8 *txtPtr;
+ struct ChooseMoveStruct *moveInfo = (struct ChooseMoveStruct*)(&gBattleBufferA[gActiveBattler][4]);
+
+ txtPtr = StringCopy(gDisplayedStringBattle, gText_MoveInterfaceType);
+ txtPtr[0] = EXT_CTRL_CODE_BEGIN;
+ txtPtr++;
+ txtPtr[0] = 6;
+ txtPtr++;
+ txtPtr[0] = 1;
+ txtPtr++;
+
+ StringCopy(txtPtr, gTypeNames[gBattleMoves[moveInfo->moves[gMoveSelectionCursor[gActiveBattler]]].type]);
+ BattlePutTextOnWindow(gDisplayedStringBattle, TypeEffectiveness(targetId));
+}
+
static void MoveSelectionDisplayMoveType(void)
{
u8 *txtPtr;
+ u8 typeColor = IsDoubleBattle() ? B_WIN_MOVE_TYPE : TypeEffectiveness(GetBattlerAtPosition(BATTLE_OPPOSITE(GetBattlerPosition(gActiveBattler))));
struct ChooseMoveStruct *moveInfo = (struct ChooseMoveStruct *)(&gBattleBufferA[gActiveBattler][4]);
txtPtr = StringCopy(gDisplayedStringBattle, gText_MoveInterfaceType);
@@ -1504,7 +1548,7 @@ static void MoveSelectionDisplayMoveType(void)
*(txtPtr)++ = FONT_NORMAL;
StringCopy(txtPtr, gTypeNames[gBattleMoves[moveInfo->moves[gMoveSelectionCursor[gActiveBattler]]].type]);
- BattlePutTextOnWindow(gDisplayedStringBattle, B_WIN_MOVE_TYPE);
+ BattlePutTextOnWindow(gDisplayedStringBattle, typeColor);
}
static void MoveSelectionCreateCursorAt(u8 cursorPosition, u8 baseTileNum)
4. In src/battle_message.c
, add the following.
@@ -1764,6 +1764,42 @@ static const struct BattleWindowText sTextOnWindowsInfo_Normal[] =
.bgColor = TEXT_COLOR_TRANSPARENT,
.shadowColor = TEXT_COLOR_GREEN,
},
+ [B_WIN_TYPE_SUPER_EFF] = {
+ .fillValue = PIXEL_FILL(0xE),
+ .fontId = 7,
+ .x = 0,
+ .y = 1,
+ .letterSpacing = 0,
+ .lineSpacing = 0,
+ .speed = 0,
+ .fgColor = 6,
+ .bgColor = 14,
+ .shadowColor = 5,
+ },
+ [B_WIN_TYPE_NOT_VERY_EFF] = {
+ .fillValue = PIXEL_FILL(0xE),
+ .fontId = 7,
+ .x = 0,
+ .y = 1,
+ .letterSpacing = 0,
+ .lineSpacing = 0,
+ .speed = 0,
+ .fgColor = 1,
+ .bgColor = 14,
+ .shadowColor = 3,
+ },
+ [B_WIN_TYPE_NO_EFF] = {
+ .fillValue = PIXEL_FILL(0xE),
+ .fontId = 7,
+ .x = 0,
+ .y = 1,
+ .letterSpacing = 0,
+ .lineSpacing = 0,
+ .speed = 0,
+ .fgColor = 7,
+ .bgColor = 14,
+ .shadowColor = 15,
+ },
};
static const struct BattleWindowText sTextOnWindowsInfo_Arena[] =
Do the same in static const struct BattleWindowText sTextOnWindowsInfo_Arena
.
@@ -1764,6 +1764,42 @@ static const struct BattleWindowText sTextOnWindowsInfo_Arena[] =
.bgColor = TEXT_COLOR_WHITE,
.shadowColor = TEXT_COLOR_LIGHT_GRAY,
},
+ [B_WIN_TYPE_SUPER_EFF] = {
+ .fillValue = PIXEL_FILL(0xE),
+ .fontId = 7,
+ .x = 0,
+ .y = 1,
+ .letterSpacing = 0,
+ .lineSpacing = 0,
+ .speed = 0,
+ .fgColor = 6,
+ .bgColor = 14,
+ .shadowColor = 5,
+ },
+ [B_WIN_TYPE_NOT_VERY_EFF] = {
+ .fillValue = PIXEL_FILL(0xE),
+ .fontId = 7,
+ .x = 0,
+ .y = 1,
+ .letterSpacing = 0,
+ .lineSpacing = 0,
+ .speed = 0,
+ .fgColor = 1,
+ .bgColor = 14,
+ .shadowColor = 3,
+ },
+ [B_WIN_TYPE_NO_EFF] = {
+ .fillValue = PIXEL_FILL(0xE),
+ .fontId = 7,
+ .x = 0,
+ .y = 1,
+ .letterSpacing = 0,
+ .lineSpacing = 0,
+ .speed = 0,
+ .fgColor = 7,
+ .bgColor = 14,
+ .shadowColor = 15,
+ },
};
Adding Show Effectiveness Toggle in Option Menu
If you want to add more than one option into the options menu, the Multi-Page Options may be a better idea. If this is the only new option you'd like to add, then continue.
If you'd like, this option can also be made as a toggle in the options menu with the following:
- In
include/constants/flags.h
, add a flag for toggling this function. This will be used for toggling the color changing. I choseflags.h
because there's plenty of unused flags and they're held in the save file. If you know what you're doing and prefer to usegSaveBlock2Ptr
to keep this choice with the rest of the ones in the options menu, then go for it.
-#define FLAG_UNUSED_0x494 0x494 // Unused Flag
+#define FLAG_TYPE_EFFECTIVENESS_BATTLE_SHOW 0x494
#define FLAG_UNUSED_0x495 0x495 // Unused Flag
#define FLAG_UNUSED_0x496 0x496 // Unused Flag
- In src/option_menu.c`, add the following. What this does is scrunch all of the options together with a smaller text font, add in the show effectiveness option, and change the FLAG_TYPE_EFFECTIVENESS_BATTLE_SHOW flag whenever it is changed.
@@ -15,6 +15,7 @@
#include "strings.h"
#include "gba/m4a_internal.h"
#include "constants/rgb.h"
+#include "event_data.h"
// Task data
enum
@@ -23,6 +24,7 @@ enum
TD_TEXTSPEED,
TD_BATTLESCENE,
TD_BATTLESTYLE,
+ TD_TYPEEFFECT,
TD_SOUND,
TD_BUTTONMODE,
TD_FRAMETYPE,
@@ -34,6 +36,7 @@ enum
MENUITEM_TEXTSPEED,
MENUITEM_BATTLESCENE,
MENUITEM_BATTLESTYLE,
+ MENUITEM_TYPEEFFECT,
MENUITEM_SOUND,
MENUITEM_BUTTONMODE,
MENUITEM_FRAMETYPE,
@@ -48,12 +51,13 @@ enum
WIN_OPTIONS
};
-#define YPOS_TEXTSPEED (MENUITEM_TEXTSPEED * 16)
-#define YPOS_BATTLESCENE (MENUITEM_BATTLESCENE * 16)
-#define YPOS_BATTLESTYLE (MENUITEM_BATTLESTYLE * 16)
-#define YPOS_SOUND (MENUITEM_SOUND * 16)
-#define YPOS_BUTTONMODE (MENUITEM_BUTTONMODE * 16)
-#define YPOS_FRAMETYPE (MENUITEM_FRAMETYPE * 16)
+#define YPOS_TEXTSPEED (MENUITEM_TEXTSPEED * 13)
+#define YPOS_BATTLESCENE (MENUITEM_BATTLESCENE * 13)
+#define YPOS_BATTLESTYLE (MENUITEM_BATTLESTYLE * 13)
+#define YPOS_TYPEEFFECT (MENUITEM_TYPEEFFECT * 13)
+#define YPOS_SOUND (MENUITEM_SOUND * 13)
+#define YPOS_BUTTONMODE (MENUITEM_BUTTONMODE * 13)
+#define YPOS_FRAMETYPE (MENUITEM_FRAMETYPE * 13)
// this file's functions
static void Task_OptionMenuFadeIn(u8 taskId);
@@ -67,6 +71,8 @@ static u8 BattleScene_ProcessInput(u8 selection);
static void BattleScene_DrawChoices(u8 selection);
static u8 BattleStyle_ProcessInput(u8 selection);
static void BattleStyle_DrawChoices(u8 selection);
+static u8 TypeEffect_ProcessInput(u8 selection);
+static void TypeEffect_DrawChoices(u8 selection);
static u8 Sound_ProcessInput(u8 selection);
static void Sound_DrawChoices(u8 selection);
static u8 FrameType_ProcessInput(u8 selection);
@@ -88,6 +94,7 @@ static const u8 *const sOptionMenuItemsNames[MENUITEM_COUNT] =
[MENUITEM_TEXTSPEED] = gText_TextSpeed,
[MENUITEM_BATTLESCENE] = gText_BattleScene,
[MENUITEM_BATTLESTYLE] = gText_BattleStyle,
+ [MENUITEM_TYPEEFFECT] = gText_TypeEffect,
[MENUITEM_SOUND] = gText_Sound,
[MENUITEM_BUTTONMODE] = gText_ButtonMode,
[MENUITEM_FRAMETYPE] = gText_Frame,
@@ -239,6 +246,7 @@ void CB2_InitOptionMenu(void)
gTasks[taskId].data[TD_TEXTSPEED] = gSaveBlock2Ptr->optionsTextSpeed;
gTasks[taskId].data[TD_BATTLESCENE] = gSaveBlock2Ptr->optionsBattleSceneOff;
gTasks[taskId].data[TD_BATTLESTYLE] = gSaveBlock2Ptr->optionsBattleStyle;
+ gTasks[taskId].data[TD_TYPEEFFECT] = FlagGet(FLAG_TYPE_EFFECTIVENESS_BATTLE_SHOW);
gTasks[taskId].data[TD_SOUND] = gSaveBlock2Ptr->optionsSound;
gTasks[taskId].data[TD_BUTTONMODE] = gSaveBlock2Ptr->optionsButtonMode;
gTasks[taskId].data[TD_FRAMETYPE] = gSaveBlock2Ptr->optionsWindowFrameType;
@@ -246,6 +254,7 @@ void CB2_InitOptionMenu(void)
TextSpeed_DrawChoices(gTasks[taskId].data[TD_TEXTSPEED]);
BattleScene_DrawChoices(gTasks[taskId].data[TD_BATTLESCENE]);
BattleStyle_DrawChoices(gTasks[taskId].data[TD_BATTLESTYLE]);
+ TypeEffect_DrawChoices(gTasks[taskId].data[TD_TYPEEFFECT]);
Sound_DrawChoices(gTasks[taskId].data[TD_SOUND]);
ButtonMode_DrawChoices(gTasks[taskId].data[TD_BUTTONMODE]);
FrameType_DrawChoices(gTasks[taskId].data[TD_FRAMETYPE]);
@@ -323,6 +332,13 @@ static void Task_OptionMenuProcessInput(u8 taskId)
if (previousOption != gTasks[taskId].data[TD_BATTLESTYLE])
BattleStyle_DrawChoices(gTasks[taskId].data[TD_BATTLESTYLE]);
break;
+ case MENUITEM_TYPEEFFECT:
+ previousOption = gTasks[taskId].data[TD_TYPEEFFECT];
+ gTasks[taskId].data[TD_TYPEEFFECT] = TypeEffect_ProcessInput(gTasks[taskId].data[TD_TYPEEFFECT]);
+
+ if (previousOption != gTasks[taskId].data[TD_TYPEEFFECT])
+ TypeEffect_DrawChoices(gTasks[taskId].data[TD_TYPEEFFECT]);
+ break;
case MENUITEM_SOUND:
previousOption = gTasks[taskId].data[TD_SOUND];
gTasks[taskId].data[TD_SOUND] = Sound_ProcessInput(gTasks[taskId].data[TD_SOUND]);
@@ -381,6 +590,35 @@ static void Task_OptionMenuSave(u8 taskId)
gSaveBlock2Ptr->optionsButtonMode = gTasks[taskId].data[TD_BUTTONMODE];
gSaveBlock2Ptr->optionsWindowFrameType = gTasks[taskId].data[TD_FRAMETYPE];
+ gTasks[taskId].data[TD_TYPEEFFECT] == 0 ? FlagClear(FLAG_TYPE_EFFECTIVENESS_BATTLE_SHOW) : FlagSet(FLAG_TYPE_EFFECTIVENESS_BATTLE_SHOW);
BeginNormalPaletteFade(PALETTES_ALL, 0, 0, 0x10, RGB_BLACK);
gTasks[taskId].func = Task_OptionMenuFadeOut;
}
@@ -382,7 +398,7 @@ static void Task_OptionMenuFadeOut(u8 taskId)
static void HighlightOptionMenuItem(u8 index)
{
SetGpuReg(REG_OFFSET_WIN0H, WIN_RANGE(16, DISPLAY_WIDTH - 16));
- SetGpuReg(REG_OFFSET_WIN0V, WIN_RANGE(index * 16 + 40, index * 16 + 56));
+ SetGpuReg(REG_OFFSET_WIN0V, WIN_RANGE(index * 13 + 40, index * 13 + 56));
}
static void DrawOptionMenuChoice(const u8 *text, u8 x, u8 y, u8 style)
@@ -400,7 +416,7 @@ static void DrawOptionMenuChoice(const u8 *text, u8 x, u8 y, u8 style)
}
dst[i] = EOS;
- AddTextPrinterParameterized(WIN_OPTIONS, FONT_NORMAL, dst, x, y + 1, TEXT_SKIP_DRAW, NULL);
+ AddTextPrinterParameterized(WIN_OPTIONS, FONT_SHORT, dst, x, y + 1, TEXT_SKIP_DRAW, NULL);
}
static u8 TextSpeed_ProcessInput(u8 selection)
@@ -438,15 +454,15 @@ static void TextSpeed_DrawChoices(u8 selection)
DrawOptionMenuChoice(gText_TextSpeedSlow, 104, YPOS_TEXTSPEED, styles[0]);
- widthSlow = GetStringWidth(FONT_NORMAL, gText_TextSpeedSlow, 0);
- widthMid = GetStringWidth(FONT_NORMAL, gText_TextSpeedMid, 0);
- widthFast = GetStringWidth(FONT_NORMAL, gText_TextSpeedFast, 0);
+ widthSlow = GetStringWidth(FONT_SHORT, gText_TextSpeedSlow, 0);
+ widthMid = GetStringWidth(FONT_SHORT, gText_TextSpeedMid, 0);
+ widthFast = GetStringWidth(FONT_SHORT, gText_TextSpeedFast, 0);
widthMid -= 94;
xMid = (widthSlow - widthMid - widthFast) / 2 + 104;
DrawOptionMenuChoice(gText_TextSpeedMid, xMid, YPOS_TEXTSPEED, styles[1]);
- DrawOptionMenuChoice(gText_TextSpeedFast, GetStringRightAlignXOffset(FONT_NORMAL, gText_TextSpeedFast, 198), YPOS_TEXTSPEED, styles[2]);
+ DrawOptionMenuChoice(gText_TextSpeedFast, GetStringRightAlignXOffset(FONT_SHORT, gText_TextSpeedFast, 198), YPOS_TEXTSPEED, styles[2]);
}
static u8 BattleScene_ProcessInput(u8 selection)
@@ -469,7 +485,7 @@ static void BattleScene_DrawChoices(u8 selection)
styles[selection] = 1;
DrawOptionMenuChoice(gText_BattleSceneOn, 104, YPOS_BATTLESCENE, styles[0]);
- DrawOptionMenuChoice(gText_BattleSceneOff, GetStringRightAlignXOffset(FONT_NORMAL, gText_BattleSceneOff, 198), YPOS_BATTLESCENE, styles[1]);
+ DrawOptionMenuChoice(gText_BattleSceneOff, GetStringRightAlignXOffset(FONT_SHORT, gText_BattleSceneOff, 198), YPOS_BATTLESCENE, styles[1]);
}
static u8 BattleStyle_ProcessInput(u8 selection)
@@ -492,9 +508,47 @@ static void BattleStyle_DrawChoices(u8 selection)
styles[selection] = 1;
DrawOptionMenuChoice(gText_BattleStyleShift, 104, YPOS_BATTLESTYLE, styles[0]);
- DrawOptionMenuChoice(gText_BattleStyleSet, GetStringRightAlignXOffset(FONT_NORMAL, gText_BattleStyleSet, 198), YPOS_BATTLESTYLE, styles[1]);
+ DrawOptionMenuChoice(gText_BattleStyleSet, GetStringRightAlignXOffset(FONT_SHORT, gText_BattleStyleSet, 198), YPOS_BATTLESTYLE, styles[1]);
}
+static u8 TypeEffect_ProcessInput(u8 selection)
+{
+ if (JOY_NEW(DPAD_LEFT | DPAD_RIGHT))
+ {
+ selection ^= 1;
+ sArrowPressed = TRUE;
+ }
+
+ return selection;
+}
+
+static void TypeEffect_DrawChoices(u8 selection)
+{
+ u8 styles[2];
+
+ styles[0] = 0;
+ styles[1] = 0;
+ styles[selection] = 1;
+
+ DrawOptionMenuChoice(gText_TypeEffectOff, 104, YPOS_TYPEEFFECT, styles[0]);
+ DrawOptionMenuChoice(gText_TypeEffectOn, GetStringRightAlignXOffset(FONT_NORMAL, gText_TypeEffectOn, 198), YPOS_TYPEEFFECT, styles[1]);
+}
+
static u8 Sound_ProcessInput(u8 selection)
{
if (JOY_NEW(DPAD_LEFT | DPAD_RIGHT))
@@ -516,7 +570,7 @@ static void Sound_DrawChoices(u8 selection)
styles[selection] = 1;
DrawOptionMenuChoice(gText_SoundMono, 104, YPOS_SOUND, styles[0]);
- DrawOptionMenuChoice(gText_SoundStereo, GetStringRightAlignXOffset(FONT_NORMAL, gText_SoundStereo, 198), YPOS_SOUND, styles[1]);
+ DrawOptionMenuChoice(gText_SoundStereo, GetStringRightAlignXOffset(FONT_SHORT, gText_SoundStereo, 198), YPOS_SOUND, styles[1]);
}
static u8 FrameType_ProcessInput(u8 selection)
@@ -612,21 +666,21 @@ static void ButtonMode_DrawChoices(u8 selection)
DrawOptionMenuChoice(gText_ButtonTypeNormal, 104, YPOS_BUTTONMODE, styles[0]);
- widthNormal = GetStringWidth(FONT_NORMAL, gText_ButtonTypeNormal, 0);
- widthLR = GetStringWidth(FONT_NORMAL, gText_ButtonTypeLR, 0);
- widthLA = GetStringWidth(FONT_NORMAL, gText_ButtonTypeLEqualsA, 0);
+ widthNormal = GetStringWidth(FONT_SHORT, gText_ButtonTypeNormal, 0);
+ widthLR = GetStringWidth(FONT_SHORT, gText_ButtonTypeLR, 0);
+ widthLA = GetStringWidth(FONT_SHORT, gText_ButtonTypeLEqualsA, 0);
widthLR -= 94;
xLR = (widthNormal - widthLR - widthLA) / 2 + 104;
DrawOptionMenuChoice(gText_ButtonTypeLR, xLR, YPOS_BUTTONMODE, styles[1]);
- DrawOptionMenuChoice(gText_ButtonTypeLEqualsA, GetStringRightAlignXOffset(FONT_NORMAL, gText_ButtonTypeLEqualsA, 198), YPOS_BUTTONMODE, styles[2]);
+ DrawOptionMenuChoice(gText_ButtonTypeLEqualsA, GetStringRightAlignXOffset(FONT_SHORT, gText_ButtonTypeLEqualsA, 198), YPOS_BUTTONMODE, styles[2]);
}
static void DrawTextOption(void)
{
FillWindowPixelBuffer(WIN_TEXT_OPTION, PIXEL_FILL(1));
- AddTextPrinterParameterized(WIN_TEXT_OPTION, FONT_NORMAL, gText_Option, 8, 1, TEXT_SKIP_DRAW, NULL);
+ AddTextPrinterParameterized(WIN_TEXT_OPTION, FONT_SHORT, gText_Option, 8, 1, TEXT_SKIP_DRAW, NULL);
CopyWindowToVram(WIN_TEXT_OPTION, COPYWIN_FULL);
}
@@ -636,7 +690,7 @@ static void DrawOptionMenuTexts(void)
FillWindowPixelBuffer(WIN_OPTIONS, PIXEL_FILL(1));
for (i = 0; i < MENUITEM_COUNT; i++)
- AddTextPrinterParameterized(WIN_OPTIONS, FONT_NORMAL, sOptionMenuItemsNames[i], 8, (i * 16) + 1, TEXT_SKIP_DRAW, NULL);
+ AddTextPrinterParameterized(WIN_OPTIONS, FONT_SHORT, sOptionMenuItemsNames[i], 8, (i * 13) + 1, TEXT_SKIP_DRAW, NULL);
CopyWindowToVram(WIN_OPTIONS, COPYWIN_FULL);
}
- Add the strings for the new text that'll show on the option menu in
src/strings.c
.
@@ -1476,6 +1476,7 @@ const u8 gText_Option[] = _("OPTION");
const u8 gText_TextSpeed[] = _("TEXT SPEED");
const u8 gText_BattleScene[] = _("BATTLE SCENE");
const u8 gText_BattleStyle[] = _("BATTLE STYLE");
+const u8 gText_TypeEffect[] = _("SHOW EFFECTIVE");
const u8 gText_Sound[] = _("SOUND");
const u8 gText_Frame[] = _("FRAME");
const u8 gText_OptionMenuCancel[] = _("CANCEL");
@@ -1487,6 +1488,8 @@ const u8 gText_BattleSceneOn[] = _("{COLOR GREEN}{SHADOW LIGHT_GREEN}ON");
const u8 gText_BattleSceneOff[] = _("{COLOR GREEN}{SHADOW LIGHT_GREEN}OFF");
const u8 gText_BattleStyleShift[] = _("{COLOR GREEN}{SHADOW LIGHT_GREEN}SHIFT");
const u8 gText_BattleStyleSet[] = _("{COLOR GREEN}{SHADOW LIGHT_GREEN}SET");
+const u8 gText_TypeEffectOff[] = _("{COLOR GREEN}{SHADOW LIGHT_GREEN}OFF");
+const u8 gText_TypeEffectOn[] = _("{COLOR GREEN}{SHADOW LIGHT_GREEN}ON");
const u8 gText_SoundMono[] = _("{COLOR GREEN}{SHADOW LIGHT_GREEN}MONO");
const u8 gText_SoundStereo[] = _("{COLOR GREEN}{SHADOW LIGHT_GREEN}STEREO");
const u8 gText_FrameType[] = _("{COLOR GREEN}{SHADOW LIGHT_GREEN}TYPE");
- In
Include/strings.h
, add the declarations to the strings we just added.
@@ -300,6 +300,8 @@ extern const u8 gText_BattleSceneOn[];
extern const u8 gText_BattleSceneOff[];
extern const u8 gText_BattleStyleShift[];
extern const u8 gText_BattleStyleSet[];
+extern const u8 gText_TypeEffectOff[];
+extern const u8 gText_TypeEffectOn[];
extern const u8 gText_SoundMono[];
extern const u8 gText_SoundStereo[];
extern const u8 gText_FrameTypeNumber[];
@@ -312,6 +314,7 @@ extern const u8 gText_OptionMenu[];
extern const u8 gText_TextSpeed[];
extern const u8 gText_BattleScene[];
extern const u8 gText_BattleStyle[];
+extern const u8 gText_TypeEffect[];
extern const u8 gText_Sound[];
extern const u8 gText_Frame[];
extern const u8 gText_OptionMenuCancel[];
- in
src/battle_controller_player.c
, add in the logic to show the default logic if FLAG_TYPE_EFFECTIVENESS_BATTLE_SHOW is off.
@@ -1504,7 +1505,7 @@ u8 TypeEffectiveness(u8 targetId)
u8 moveFlags;
u16 move;
struct ChooseMoveStruct *moveInfo;
+ if (FlagGet(FLAG_TYPE_EFFECTIVENESS_BATTLE_SHOW) == FALSE){
+ return 10;
+ }
moveInfo = (struct ChooseMoveStruct *)(&gBattleBufferA[gActiveBattler][4]);
- *Optional: Have FLAG_TYPE_EFFECTIVENESS_BATTLE_SHOW be on by default when a new game is started by adding this into
src/new_game.c
@@ -43,8 +43,9 @@
#include "field_specials.h"
#include "berry_powder.h"
#include "mystery_gift.h"
#include "union_room_chat.h"
+#include "constants/flags.h"
extern const u8 EventScript_ResetAllMapFlags[];
static void ClearFrontierRecord(void);
@@ -94,8 +95,9 @@ static void SetDefaultOptions(void)
gSaveBlock2Ptr->optionsBattleStyle = OPTIONS_BATTLE_STYLE_SHIFT;
gSaveBlock2Ptr->optionsBattleSceneOff = FALSE;
gSaveBlock2Ptr->regionMapZoom = FALSE;
gSaveBlock2Ptr->optionsButtonMode = OPTIONS_BUTTON_MODE_L_EQUALS_A;
+ FlagSet(FLAG_TYPE_EFFECTIVENESS_BATTLE_SHOW);
}
static void ClearPokedexFlags(void)
{
@@ -146,8 +148,9 @@ void ResetMenuAndMonGlobals(void)
}
void NewGameInitData(void)
{
+ bool8 typeEffectPrev = FlagGet(FLAG_TYPE_EFFECTIVENESS_BATTLE_SHOW);
if (gSaveFileStatus == SAVE_STATUS_EMPTY || gSaveFileStatus == SAVE_STATUS_CORRUPT)
RtcReset();
gDifferentSaveFile = TRUE;
@@ -202,8 +205,9 @@ void NewGameInitData(void)
ClearMysteryGift();
WipeTrainerNameRecords();
ResetTrainerHillResults();
ResetContestLinkResults();
+ typeEffectPrev ? FlagSet(FLAG_TYPE_EFFECTIVENESS_BATTLE_SHOW) : FlagClear(FLAG_TYPE_EFFECTIVENESS_BATTLE_SHOW);
}
static void ResetMiniGamesRecords(void)
{
Again, a huge thank you to PokemonCrazy for the initial idea and most of the work.