Fix some frontier gfx, adjacent cleanup

This commit is contained in:
GriffinR
2023-07-31 20:00:34 -04:00
parent da238562f0
commit 16c0be7ed2
17 changed files with 428 additions and 612 deletions
+6 -6
View File
@@ -525,13 +525,13 @@ static void GenerateInitialRentalMons(void)
gFacilityTrainers = gBattleFrontierTrainers;
for (i = 0; i < PARTY_SIZE; i++)
{
species[i] = 0;
species[i] = SPECIES_NONE;
monIds[i] = 0;
heldItems[i] = 0;
heldItems[i] = ITEM_NONE;
}
lvlMode = gSaveBlock2Ptr->frontier.lvlMode;
battleMode = VarGet(VAR_FRONTIER_BATTLE_MODE);
challengeNum = gSaveBlock2Ptr->frontier.factoryWinStreaks[battleMode][lvlMode] / 7;
challengeNum = gSaveBlock2Ptr->frontier.factoryWinStreaks[battleMode][lvlMode] / FRONTIER_STAGES_PER_CHALLENGE;
if (VarGet(VAR_FRONTIER_BATTLE_MODE) == FRONTIER_MODE_DOUBLES)
factoryBattleMode = FRONTIER_MODE_DOUBLES;
else
@@ -582,7 +582,7 @@ static void GenerateInitialRentalMons(void)
// Cannot have two same held items.
for (j = firstMonId; j < firstMonId + i; j++)
{
if (heldItems[j] != 0 && heldItems[j] == gBattleFrontierHeldItems[gFacilityTrainerMons[monId].itemTableId])
if (heldItems[j] != ITEM_NONE && heldItems[j] == gBattleFrontierHeldItems[gFacilityTrainerMons[monId].itemTableId])
{
if (gFacilityTrainerMons[monId].species == currSpecies)
currSpecies = SPECIES_NONE;
@@ -761,7 +761,7 @@ void FillFactoryBrainParty(void)
u8 lvlMode = gSaveBlock2Ptr->frontier.lvlMode;
u8 battleMode = VarGet(VAR_FRONTIER_BATTLE_MODE);
u8 challengeNum = gSaveBlock2Ptr->frontier.factoryWinStreaks[battleMode][lvlMode] / 7;
u8 challengeNum = gSaveBlock2Ptr->frontier.factoryWinStreaks[battleMode][lvlMode] / FRONTIER_STAGES_PER_CHALLENGE;
fixedIV = GetFactoryMonFixedIV(challengeNum + 2, FALSE);
monLevel = SetFacilityPtrsGetLevel();
i = 0;
@@ -890,7 +890,7 @@ u32 GetAiScriptsInBattleFactory(void)
else
{
int battleMode = VarGet(VAR_FRONTIER_BATTLE_MODE);
int challengeNum = gSaveBlock2Ptr->frontier.factoryWinStreaks[battleMode][lvlMode] / 7;
int challengeNum = gSaveBlock2Ptr->frontier.factoryWinStreaks[battleMode][lvlMode] / FRONTIER_STAGES_PER_CHALLENGE;
if (gTrainerBattleOpponent_A == TRAINER_FRONTIER_BRAIN)
return AI_SCRIPT_CHECK_BAD_MOVE | AI_SCRIPT_TRY_TO_FAINT | AI_SCRIPT_CHECK_VIABILITY;