fix conflicts
This commit is contained in:
commit
a05d8f7d43
@ -130,8 +130,9 @@
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// Other
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#define B_DOUBLE_WILD_CHANCE 0 // % chance of encountering two Pokémon in a Wild Encounter.
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#define B_SLEEP_TURNS GEN_6 // In Gen5+, sleep lasts for 1-3 turns instead of 2-5 turns.
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#define B_PARALYZE_ELECTRIC GEN_6 // In Gen6+, Electric type Pokémon can't be paralyzed.
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#define B_POWDER_GRASS GEN_6 // In Gen6+, Grass type Pokémon are immune to powder and spore moves.
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#define B_PARALYZE_ELECTRIC GEN_6 // In Gen6+, Electric-type Pokémon can't be paralyzed.
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#define B_POWDER_GRASS GEN_6 // In Gen6+, Grass-type Pokémon are immune to powder and spore moves.
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#define B_STEEL_RESISTANCES GEN_6 // In Gen6+, Steel-type Pokémon are no longer resistant to Dark and Ghost moves.
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#define B_TRAINERS_STEAL_ITEMS TRUE // If TRUE, trainer with thief/pickpocket will temporarily steal your items
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// Animation Settings
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@ -302,55 +302,54 @@
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#define EFFECT_CLEAR_SMOG 296
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#define EFFECT_HIT_SWITCH_TARGET 297
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#define EFFECT_FINAL_GAMBIT 298
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#define EFFECT_TECHNO_BLAST 299
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#define EFFECT_JUDGMENT 300
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#define EFFECT_AUTOTOMIZE 301
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#define EFFECT_COPYCAT 302
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#define EFFECT_DEFOG 303
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#define EFFECT_HIT_ENEMY_HEAL_ALLY 304 // Pollen Puff
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#define EFFECT_SMACK_DOWN 305
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#define EFFECT_SYNCHRONOISE 306
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#define EFFECT_PSYCHO_SHIFT 307
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#define EFFECT_POWER_TRICK 308
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#define EFFECT_FLAME_BURST 309
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#define EFFECT_AFTER_YOU 310
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#define EFFECT_BESTOW 311
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#define EFFECT_ROTOTILLER 312
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#define EFFECT_FLOWER_SHIELD 313
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#define EFFECT_HIT_PREVENT_ESCAPE 314
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#define EFFECT_SPEED_SWAP 315
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#define EFFECT_DEFENSE_UP2_HIT 316
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#define EFFECT_REVELATION_DANCE 317
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#define EFFECT_AURORA_VEIL 318
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#define EFFECT_THIRD_TYPE 319
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#define EFFECT_FEINT 320
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#define EFFECT_SPARKLING_ARIA 321
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#define EFFECT_ACUPRESSURE 322
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#define EFFECT_AROMATIC_MIST 323
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#define EFFECT_POWDER 324
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#define EFFECT_SP_ATTACK_UP_HIT 325
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#define EFFECT_BELCH 326
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#define EFFECT_PARTING_SHOT 327
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#define EFFECT_SPECTRAL_THIEF 328
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#define EFFECT_V_CREATE 329
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#define EFFECT_MAT_BLOCK 330
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#define EFFECT_STOMPING_TANTRUM 331
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#define EFFECT_CORE_ENFORCER 332
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#define EFFECT_INSTRUCT 333
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#define EFFECT_THROAT_CHOP 334
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#define EFFECT_LASER_FOCUS 335
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#define EFFECT_MAGNETIC_FLUX 336
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#define EFFECT_GEAR_UP 337
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#define EFFECT_INCINERATE 338
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#define EFFECT_BUG_BITE 339
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#define EFFECT_STRENGTH_SAP 340
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#define EFFECT_MIND_BLOWN 341
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#define EFFECT_PURIFY 342
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#define EFFECT_BURN_UP 343
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#define EFFECT_SHORE_UP 344
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#define EFFECT_GEOMANCY 345
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#define EFFECT_FAIRY_LOCK 346
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#define EFFECT_ALLY_SWITCH 347
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#define EFFECT_SLEEP_HIT 348 // Relic Song
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#define EFFECT_CHANGE_TYPE_ON_ITEM 299 // Techno Blast, Multi Attack, Judgment
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#define EFFECT_AUTOTOMIZE 300
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#define EFFECT_COPYCAT 301
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#define EFFECT_DEFOG 302
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#define EFFECT_HIT_ENEMY_HEAL_ALLY 303 // Pollen Puff
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#define EFFECT_SMACK_DOWN 304
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#define EFFECT_SYNCHRONOISE 305
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#define EFFECT_PSYCHO_SHIFT 306
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#define EFFECT_POWER_TRICK 307
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#define EFFECT_FLAME_BURST 308
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#define EFFECT_AFTER_YOU 309
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#define EFFECT_BESTOW 310
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#define EFFECT_ROTOTILLER 311
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#define EFFECT_FLOWER_SHIELD 312
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#define EFFECT_HIT_PREVENT_ESCAPE 313
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#define EFFECT_SPEED_SWAP 314
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#define EFFECT_DEFENSE_UP2_HIT 315
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#define EFFECT_REVELATION_DANCE 316
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#define EFFECT_AURORA_VEIL 317
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#define EFFECT_THIRD_TYPE 318
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#define EFFECT_FEINT 319
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#define EFFECT_SPARKLING_ARIA 320
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#define EFFECT_ACUPRESSURE 321
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#define EFFECT_AROMATIC_MIST 322
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#define EFFECT_POWDER 323
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#define EFFECT_SP_ATTACK_UP_HIT 324
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#define EFFECT_BELCH 325
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#define EFFECT_PARTING_SHOT 326
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#define EFFECT_SPECTRAL_THIEF 327
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#define EFFECT_V_CREATE 328
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#define EFFECT_MAT_BLOCK 329
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#define EFFECT_STOMPING_TANTRUM 330
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#define EFFECT_CORE_ENFORCER 331
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#define EFFECT_INSTRUCT 332
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#define EFFECT_THROAT_CHOP 333
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#define EFFECT_LASER_FOCUS 334
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#define EFFECT_MAGNETIC_FLUX 335
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#define EFFECT_GEAR_UP 336
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#define EFFECT_INCINERATE 337
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#define EFFECT_BUG_BITE 338
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#define EFFECT_STRENGTH_SAP 339
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#define EFFECT_MIND_BLOWN 340
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#define EFFECT_PURIFY 341
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#define EFFECT_BURN_UP 342
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#define EFFECT_SHORE_UP 343
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#define EFFECT_GEOMANCY 344
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#define EFFECT_FAIRY_LOCK 345
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#define EFFECT_ALLY_SWITCH 346
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#define EFFECT_SLEEP_HIT 347 // Relic Song
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#endif // GUARD_CONSTANTS_BATTLE_MOVE_EFFECTS_H
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@ -134,6 +134,7 @@
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#define HOLD_EFFECT_SEEDS 151
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#define HOLD_EFFECT_ADRENALINE_ORB 152
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#define HOLD_EFFECT_MEMORY 153
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#define HOLD_EFFECT_PLATE 154
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#define HOLD_EFFECT_CHOICE(holdEffect)((holdEffect == HOLD_EFFECT_CHOICE_BAND || holdEffect == HOLD_EFFECT_CHOICE_SCARF || holdEffect == HOLD_EFFECT_CHOICE_SPECS))
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@ -4988,20 +4988,11 @@ void SetTypeBeforeUsingMove(u16 move, u8 battlerAtk)
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gBattleStruct->dynamicMoveType++;
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gBattleStruct->dynamicMoveType |= 0xC0;
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}
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else if (gBattleMoves[move].effect == EFFECT_TECHNO_BLAST)
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else if (gBattleMoves[move].effect == EFFECT_CHANGE_TYPE_ON_ITEM)
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{
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if (GetBattlerHoldEffect(battlerAtk, TRUE) == HOLD_EFFECT_DRIVE)
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if (GetBattlerHoldEffect(battlerAtk, TRUE) == gBattleMoves[move].argument)
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gBattleStruct->dynamicMoveType = ItemId_GetSecondaryId(gBattleMons[battlerAtk].item) | 0x80;
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}
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else if (move == MOVE_MULTI_ATTACK)
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{
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if (GetBattlerHoldEffect(battlerAtk, TRUE) == HOLD_EFFECT_MEMORY)
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gBattleStruct->dynamicMoveType = ItemId_GetSecondaryId(gBattleMons[battlerAtk].item) | 0x80;
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}
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else if (gBattleMoves[move].effect == EFFECT_JUDGMENT)
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{
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// TODO:
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}
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else if (gBattleMoves[move].effect == EFFECT_REVELATION_DANCE)
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{
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if (gBattleMons[battlerAtk].type1 != TYPE_MYSTERY)
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@ -5027,7 +5018,7 @@ void SetTypeBeforeUsingMove(u16 move, u8 battlerAtk)
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else if (gBattleMoves[move].type == TYPE_NORMAL
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&& gBattleMoves[move].effect != EFFECT_HIDDEN_POWER
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&& gBattleMoves[move].effect != EFFECT_WEATHER_BALL
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&& gBattleMoves[move].effect != EFFECT_JUDGMENT
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&& gBattleMoves[move].effect != EFFECT_CHANGE_TYPE_ON_ITEM
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&& gBattleMoves[move].effect != EFFECT_NATURAL_GIFT
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&& ((attackerAbility == ABILITY_PIXILATE && (ateType = TYPE_FAIRY))
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|| (attackerAbility == ABILITY_REFRIGERATE && (ateType = TYPE_ICE))
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@ -926,7 +926,11 @@ static const u16 sTypeEffectivenessTable[NUMBER_OF_MON_TYPES][NUMBER_OF_MON_TYPE
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{X(1.0), X(1.0), X(0.0), X(2.0), X(1.0), X(2.0), X(0.5), X(1.0), X(2.0), X(1.0), X(2.0), X(1.0), X(0.5), X(2.0), X(1.0), X(1.0), X(1.0), X(1.0), X(1.0)}, // ground
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{X(1.0), X(0.5), X(2.0), X(1.0), X(0.5), X(1.0), X(2.0), X(1.0), X(0.5), X(1.0), X(2.0), X(1.0), X(1.0), X(1.0), X(1.0), X(2.0), X(1.0), X(1.0), X(1.0)}, // rock
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{X(1.0), X(0.5), X(0.5), X(0.5), X(1.0), X(1.0), X(1.0), X(0.5), X(0.5), X(1.0), X(0.5), X(1.0), X(2.0), X(1.0), X(2.0), X(1.0), X(1.0), X(2.0), X(0.5)}, // bug
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#if B_STEEL_RESISTANCES >= GEN_6
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{X(0.0), X(1.0), X(1.0), X(1.0), X(1.0), X(1.0), X(1.0), X(2.0), X(1.0), X(1.0), X(1.0), X(1.0), X(1.0), X(1.0), X(2.0), X(1.0), X(1.0), X(0.5), X(1.0)}, // ghost
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#else
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{X(0.0), X(1.0), X(1.0), X(1.0), X(1.0), X(1.0), X(1.0), X(2.0), X(0.5), X(1.0), X(1.0), X(1.0), X(1.0), X(1.0), X(2.0), X(1.0), X(1.0), X(0.5), X(1.0)}, // ghost
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#endif
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{X(1.0), X(1.0), X(1.0), X(1.0), X(1.0), X(2.0), X(1.0), X(1.0), X(0.5), X(1.0), X(0.5), X(0.5), X(1.0), X(0.5), X(1.0), X(2.0), X(1.0), X(1.0), X(2.0)}, // steel
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{X(1.0), X(1.0), X(1.0), X(1.0), X(1.0), X(1.0), X(1.0), X(1.0), X(1.0), X(1.0), X(1.0), X(1.0), X(1.0), X(1.0), X(1.0), X(1.0), X(1.0), X(1.0), X(1.0)}, // mystery
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{X(1.0), X(1.0), X(1.0), X(1.0), X(1.0), X(0.5), X(2.0), X(1.0), X(2.0), X(1.0), X(0.5), X(0.5), X(2.0), X(1.0), X(1.0), X(2.0), X(0.5), X(1.0), X(1.0)}, // fire
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@ -936,7 +940,11 @@ static const u16 sTypeEffectivenessTable[NUMBER_OF_MON_TYPES][NUMBER_OF_MON_TYPE
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{X(1.0), X(2.0), X(1.0), X(2.0), X(1.0), X(1.0), X(1.0), X(1.0), X(0.5), X(1.0), X(1.0), X(1.0), X(1.0), X(1.0), X(0.5), X(1.0), X(1.0), X(0.0), X(1.0)}, // psychic
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{X(1.0), X(1.0), X(2.0), X(1.0), X(2.0), X(1.0), X(1.0), X(1.0), X(0.5), X(1.0), X(0.5), X(0.5), X(2.0), X(1.0), X(1.0), X(0.5), X(2.0), X(1.0), X(1.0)}, // ice
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{X(1.0), X(1.0), X(1.0), X(1.0), X(1.0), X(1.0), X(1.0), X(1.0), X(0.5), X(1.0), X(1.0), X(1.0), X(1.0), X(1.0), X(1.0), X(1.0), X(2.0), X(1.0), X(0.0)}, // dragon
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#if B_STEEL_RESISTANCES >= GEN_6
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{X(1.0), X(0.5), X(1.0), X(1.0), X(1.0), X(1.0), X(1.0), X(2.0), X(1.0), X(1.0), X(1.0), X(1.0), X(1.0), X(1.0), X(2.0), X(1.0), X(1.0), X(0.5), X(0.5)}, // dark
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#else
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{X(1.0), X(0.5), X(1.0), X(1.0), X(1.0), X(1.0), X(1.0), X(2.0), X(0.5), X(1.0), X(1.0), X(1.0), X(1.0), X(1.0), X(2.0), X(1.0), X(1.0), X(0.5), X(0.5)}, // dark
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#endif
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{X(1.0), X(2.0), X(1.0), X(0.5), X(1.0), X(1.0), X(1.0), X(1.0), X(0.5), X(1.0), X(0.5), X(1.0), X(1.0), X(1.0), X(1.0), X(1.0), X(2.0), X(2.0), X(1.0)}, // fairy
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};
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@ -950,7 +958,11 @@ static const u16 sInverseTypeEffectivenessTable[NUMBER_OF_MON_TYPES][NUMBER_OF_M
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{X(1.0), X(1.0), X(2.0), X(0.5), X(1.0), X(0.5), X(2.0), X(1.0), X(0.5), X(1.0), X(0.5), X(1.0), X(2.0), X(0.5), X(1.0), X(1.0), X(1.0), X(1.0), X(1.0)}, // ground
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{X(1.0), X(2.0), X(0.5), X(1.0), X(2.0), X(1.0), X(0.5), X(1.0), X(2.0), X(1.0), X(0.5), X(1.0), X(1.0), X(1.0), X(1.0), X(0.5), X(1.0), X(1.0), X(1.0)}, // rock
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{X(1.0), X(2.0), X(2.0), X(2.0), X(1.0), X(1.0), X(1.0), X(2.0), X(2.0), X(1.0), X(2.0), X(1.0), X(0.5), X(1.0), X(0.5), X(1.0), X(1.0), X(0.5), X(2.0)}, // bug
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#if B_STEEL_RESISTANCES >= GEN_6
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{X(2.0), X(1.0), X(1.0), X(1.0), X(1.0), X(1.0), X(1.0), X(0.5), X(1.0), X(1.0), X(1.0), X(1.0), X(1.0), X(1.0), X(0.5), X(1.0), X(1.0), X(2.0), X(1.0)}, // ghost
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#else
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{X(2.0), X(1.0), X(1.0), X(1.0), X(1.0), X(1.0), X(1.0), X(0.5), X(2.0), X(1.0), X(1.0), X(1.0), X(1.0), X(1.0), X(0.5), X(1.0), X(1.0), X(2.0), X(1.0)}, // ghost
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#endif
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{X(1.0), X(1.0), X(1.0), X(1.0), X(1.0), X(0.5), X(1.0), X(1.0), X(2.0), X(1.0), X(2.0), X(2.0), X(1.0), X(2.0), X(1.0), X(0.5), X(1.0), X(1.0), X(0.5)}, // steel
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{X(1.0), X(1.0), X(1.0), X(1.0), X(1.0), X(1.0), X(1.0), X(1.0), X(1.0), X(1.0), X(1.0), X(1.0), X(1.0), X(1.0), X(1.0), X(1.0), X(1.0), X(1.0), X(1.0)}, // mystery
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{X(1.0), X(1.0), X(1.0), X(1.0), X(1.0), X(2.0), X(0.5), X(1.0), X(0.5), X(1.0), X(2.0), X(2.0), X(0.5), X(1.0), X(1.0), X(0.5), X(2.0), X(1.0), X(1.0)}, // fire
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@ -960,7 +972,11 @@ static const u16 sInverseTypeEffectivenessTable[NUMBER_OF_MON_TYPES][NUMBER_OF_M
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{X(1.0), X(0.5), X(1.0), X(0.5), X(1.0), X(1.0), X(1.0), X(1.0), X(2.0), X(1.0), X(1.0), X(1.0), X(1.0), X(1.0), X(2.0), X(1.0), X(1.0), X(2.0), X(1.0)}, // psychic
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{X(1.0), X(1.0), X(0.5), X(1.0), X(0.5), X(1.0), X(1.0), X(1.0), X(2.0), X(1.0), X(2.0), X(2.0), X(0.5), X(1.0), X(1.0), X(2.0), X(0.5), X(1.0), X(1.0)}, // ice
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{X(1.0), X(1.0), X(1.0), X(1.0), X(1.0), X(1.0), X(1.0), X(1.0), X(2.0), X(1.0), X(1.0), X(1.0), X(1.0), X(1.0), X(1.0), X(1.0), X(0.5), X(1.0), X(2.0)}, // dragon
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#if B_STEEL_RESISTANCES >= GEN_6
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{X(1.0), X(2.0), X(1.0), X(1.0), X(1.0), X(1.0), X(1.0), X(0.5), X(1.0), X(1.0), X(1.0), X(1.0), X(1.0), X(1.0), X(0.5), X(1.0), X(1.0), X(2.0), X(2.0)}, // dark
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#else
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{X(1.0), X(2.0), X(1.0), X(1.0), X(1.0), X(1.0), X(1.0), X(0.5), X(2.0), X(1.0), X(1.0), X(1.0), X(1.0), X(1.0), X(0.5), X(1.0), X(1.0), X(2.0), X(2.0)}, // dark
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#endif
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{X(1.0), X(0.5), X(1.0), X(2.0), X(1.0), X(1.0), X(1.0), X(1.0), X(2.0), X(1.0), X(2.0), X(1.0), X(1.0), X(1.0), X(1.0), X(1.0), X(0.5), X(0.5), X(1.0)}, // fairy
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};
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@ -6729,6 +6745,10 @@ static u32 CalcMoveBasePowerAfterModifiers(u16 move, u8 battlerAtk, u8 battlerDe
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}
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}
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break;
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case HOLD_EFFECT_PLATE:
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if (moveType == ItemId_GetSecondaryId(gBattleMons[battlerAtk].item))
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MulModifier(&modifier, holdEffectModifier);
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break;
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}
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// move effect
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@ -7006,7 +7006,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
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[MOVE_JUDGMENT] =
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{
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.effect = EFFECT_JUDGMENT,
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.effect = EFFECT_CHANGE_TYPE_ON_ITEM,
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.power = 100,
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.type = TYPE_NORMAL,
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.accuracy = 100,
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@ -7016,6 +7016,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
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.priority = 0,
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.flags = FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGSROCK_AFFECTED,
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.split = SPLIT_SPECIAL,
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.argument = HOLD_EFFECT_PLATE,
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},
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[MOVE_BUG_BITE] =
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@ -8456,7 +8457,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
|
||||
#else
|
||||
.power = 85,
|
||||
#endif
|
||||
.effect = EFFECT_TECHNO_BLAST,
|
||||
.effect = EFFECT_CHANGE_TYPE_ON_ITEM,
|
||||
.type = TYPE_NORMAL,
|
||||
.accuracy = 100,
|
||||
.pp = 5,
|
||||
@ -8465,6 +8466,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
|
||||
.priority = 0,
|
||||
.flags = FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGSROCK_AFFECTED,
|
||||
.split = SPLIT_SPECIAL,
|
||||
.argument = HOLD_EFFECT_DRIVE
|
||||
},
|
||||
|
||||
[MOVE_RELIC_SONG] =
|
||||
@ -10263,7 +10265,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
|
||||
#else
|
||||
.power = 90,
|
||||
#endif
|
||||
.effect = EFFECT_PLACEHOLDER,
|
||||
.effect = EFFECT_CHANGE_TYPE_ON_ITEM,
|
||||
.type = TYPE_NORMAL,
|
||||
.accuracy = 100,
|
||||
.pp = 10,
|
||||
@ -10272,6 +10274,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
|
||||
.priority = 0,
|
||||
.flags = FLAG_MAKES_CONTACT | FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGSROCK_AFFECTED,
|
||||
.split = SPLIT_PHYSICAL,
|
||||
.argument = HOLD_EFFECT_MEMORY,
|
||||
},
|
||||
|
||||
[MOVE_MIND_BLOWN] =
|
||||
|
||||
Loading…
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Reference in New Issue
Block a user