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## Fix Snow Weather
Credit to daniilS for the binary implementation this is based off of
In vanilla emerald (and Fire Red!) the WEATHER_SNOW is broken and will only emit a few snowflakes before stopping. Let's fix it!
For starters, open [src/field_weather_effect.c](../blob/master/src/field_weather_effect.c)
### Increase the number of snowflakes (optional)
If you want to have the snow be heavier (or lighter), find `Snow_InitVars` and edit the line `gWeatherPtr->targetSnowflakeSpriteCount = 16;` to a value of your choosing.
### Stop the snow from disappearing
Find the function `WaitSnowflakeSprite` and alter it as follows:
```diff
static void WaitSnowflakeSprite(struct Sprite *sprite)
{
- if (gWeatherPtr->snowflakeTimer > 18)
+ if (++gWeatherPtr->snowflakeTimer > 18)
{
sprite->invisible = FALSE;
sprite->callback = UpdateSnowflakeSprite;
sprite->pos1.y = 250 - (gSpriteCoordOffsetY + sprite->centerToCornerVecY);
sprite->tPosY = sprite->pos1.y * 128;
gWeatherPtr->snowflakeTimer = 0;
}
}
```
### Fix snow spawning upon returning to the overworld
The snow is spawned based on gSpriteCoordOffsetX/Y, which is not updated until after the weather is initialized. To fix this, open [src/field_weather.c](../blob/master/src/field_weather.c).
1. First, add `#include "field_camera.h"` to the top of the file somewhere.
2. Next, add `UpdateCameraPanning();` before `sWeatherFuncs[gWeatherPtr->currWeather].initAll();` in `Task_WeatherInit`
### Hail on Overworld
Credit to Samu, To allow hail on when snow is present, go to **src/battle_util.c**
Search for `switch (GetCurrentWeather())` (Around line 2908) and input these code below the `WEATHER_DROUGHT` code.
```c
case WEATHER_SNOW:
if (!(gBattleWeather & B_WEATHER_HAIL))
{
gBattleWeather = B_WEATHER_HAIL;
gBattleScripting.animArg1 = B_ANIM_HAIL_CONTINUES;
gBattleScripting.battler = battler;
effect++;
}
break;
```
The only thing left to do is to change the text string assigned to the snowy weather when it's casted in battle.
Head over to `src/battle_message.c` and search for `const u16 gWeatherStartsStringIds`.
Once there, make the following change:
```diff
const u16 gWeatherStartsStringIds[] =
{
[WEATHER_NONE] = STRINGID_ITISRAINING,
[WEATHER_SUNNY_CLOUDS] = STRINGID_ITISRAINING,
[WEATHER_SUNNY] = STRINGID_ITISRAINING,
[WEATHER_RAIN] = STRINGID_ITISRAINING,
- [WEATHER_SNOW] = STRINGID_ITISRAINING,
+ [WEATHER_SNOW] = STRINGID_STARTEDHAIL,
[WEATHER_RAIN_THUNDERSTORM] = STRINGID_ITISRAINING,
[WEATHER_FOG_HORIZONTAL] = STRINGID_ITISRAINING,
[WEATHER_VOLCANIC_ASH] = STRINGID_ITISRAINING,
[WEATHER_SANDSTORM] = STRINGID_SANDSTORMISRAGING,
[WEATHER_FOG_DIAGONAL] = STRINGID_ITISRAINING,
[WEATHER_UNDERWATER] = STRINGID_ITISRAINING,
[WEATHER_SHADE] = STRINGID_ITISRAINING,
[WEATHER_DROUGHT] = STRINGID_SUNLIGHTSTRONG,
[WEATHER_SNOW] = STRINGID_STARTEDHAIL,
[WEATHER_DOWNPOUR] = STRINGID_ITISRAINING,
[WEATHER_UNDERWATER_BUBBLES] = STRINGID_ITISRAINING,
[WEATHER_ABNORMAL] = STRINGID_ITISRAINING
};
```
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