Added AI switch display to the battle debug (#6529)

Co-authored-by: Hedara <hedara90@gmail.com>
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hedara90 2025-04-02 23:44:09 +02:00 committed by GitHub
parent edb196e851
commit ff8bf967d4
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@ -421,6 +421,7 @@ static const u8 sText_SubstituteHp[] = _("Substitute HP");
static const u8 sText_InLove[] = _("In Love");
static const u8 sText_Unknown[] = _("Unknown");
static const u8 sText_EmptyString[] = _("");
static const u8 sText_IsSwitching[] = _("Switching to ");
static const struct BitfieldInfo sStatus1Bitfield[] =
{
@ -979,6 +980,14 @@ static void PutMovesPointsText(struct BattleDebugMenu *data)
}
}
if (AI_DATA->shouldSwitch & (1u << data->aiBattlerId))
{
u32 switchMon = GetMonData(&gEnemyParty[AI_DATA->mostSuitableMonId[data->aiBattlerId]], MON_DATA_SPECIES);
AddTextPrinterParameterized(data->aiMovesWindowId, FONT_NORMAL, sText_IsSwitching, 74, 64, 0, NULL);
AddTextPrinterParameterized(data->aiMovesWindowId, FONT_NORMAL, gSpeciesInfo[switchMon].speciesName, 74 + 68, 64, 0, NULL);
}
CopyWindowToVram(data->aiMovesWindowId, COPYWIN_FULL);
Free(text);
}