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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.

xxxxxx

------------------------ 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)
 {
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