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Push B in wild battle moves to Run
voloved edited this page Feb 2, 2023
·
1 revision
Pushing B will now make the cursor move to Run in wild encounters.
------------------------ src/battle_controller_player.c ------------------------
index 969b36988..b7f9c9bd7 100644
@@ -325,8 +325,18 @@ static void HandleInputChooseAction(void)
PlaySE(SE_SELECT);
BtlController_EmitTwoReturnValues(BUFFER_B, B_ACTION_CANCEL_PARTNER, 0);
PlayerBufferExecCompleted();
}
+ else
+ {
+ if(!(gBattleTypeFlags & BATTLE_TYPE_TRAINER)) //if wild, pressing B moves cursor to run
+ {
+ PlaySE(SE_SELECT);
+ ActionSelectionDestroyCursorAt(gActionSelectionCursor[gActiveBattler]);
+ gActionSelectionCursor[gActiveBattler] = 3;
+ ActionSelectionCreateCursorAt(gActionSelectionCursor[gActiveBattler], 0);
+ }
+ }
}
else if (JOY_NEW(START_BUTTON))
{
SwapHpBarsWithHpText();
------------------------ src/battle_controller_safari.c ------------------------
index a30eae54a..16729da37 100644
@@ -229,8 +229,15 @@ static void HandleInputChooseAction(void)
gActionSelectionCursor[gActiveBattler] ^= 2;
ActionSelectionCreateCursorAt(gActionSelectionCursor[gActiveBattler], 0);
}
}
+ else if (JOY_NEW(B_BUTTON))
+ {
+ PlaySE(SE_SELECT);
+ ActionSelectionDestroyCursorAt(gActionSelectionCursor[gActiveBattler]);
+ gActionSelectionCursor[gActiveBattler] = 3;
+ ActionSelectionCreateCursorAt(gActionSelectionCursor[gActiveBattler], 0);
+ }
}
static void CompleteOnBattlerSpriteCallbackDummy(void)
{