Review changes

This commit is contained in:
Eduardo Quezada D'Ottone 2020-11-13 14:51:50 -03:00
parent 9eea1cc296
commit e87f0f1ddb
6 changed files with 222 additions and 200 deletions

View File

@ -370,6 +370,7 @@ gBattleAnims_Moves::
.4byte Move_WATER_PULSE .4byte Move_WATER_PULSE
.4byte Move_DOOM_DESIRE .4byte Move_DOOM_DESIRE
.4byte Move_PSYCHO_BOOST .4byte Move_PSYCHO_BOOST
@@@@@@@@@@@@ GEN 4 @@@@@@@@@@@@
.4byte Move_ROOST .4byte Move_ROOST
.4byte Move_GRAVITY .4byte Move_GRAVITY
.4byte Move_MIRACLE_EYE .4byte Move_MIRACLE_EYE
@ -483,6 +484,7 @@ gBattleAnims_Moves::
.4byte Move_SEED_FLARE .4byte Move_SEED_FLARE
.4byte Move_OMINOUS_WIND .4byte Move_OMINOUS_WIND
.4byte Move_SHADOW_FORCE .4byte Move_SHADOW_FORCE
@@@@@@@@@@@@ GEN 5 @@@@@@@@@@@@
.4byte Move_HONE_CLAWS .4byte Move_HONE_CLAWS
.4byte Move_WIDE_GUARD .4byte Move_WIDE_GUARD
.4byte Move_GUARD_SPLIT .4byte Move_GUARD_SPLIT
@ -575,6 +577,7 @@ gBattleAnims_Moves::
.4byte Move_V_CREATE .4byte Move_V_CREATE
.4byte Move_FUSION_FLARE .4byte Move_FUSION_FLARE
.4byte Move_FUSION_BOLT .4byte Move_FUSION_BOLT
@@@@@@@@@@@@ GEN 6 @@@@@@@@@@@@
.4byte Move_FLYING_PRESS .4byte Move_FLYING_PRESS
.4byte Move_MAT_BLOCK .4byte Move_MAT_BLOCK
.4byte Move_BELCH .4byte Move_BELCH
@ -824,6 +827,7 @@ gBattleAnims_Special::
.4byte Special_MonToSubstitute @ B_ANIM_MON_TO_SUBSTITUTE .4byte Special_MonToSubstitute @ B_ANIM_MON_TO_SUBSTITUTE
.4byte Special_CriticalCaptureBallThrow @ B_ANIM_CRITICAL_CAPTURE_THROW .4byte Special_CriticalCaptureBallThrow @ B_ANIM_CRITICAL_CAPTURE_THROW
@@@@@@@@@@@@@@@@@@@@@@@ GEN 4 @@@@@@@@@@@@@@@@@@@@@@@
Move_ROOST: Move_ROOST:
loadspritegfx ANIM_TAG_WHITE_FEATHER loadspritegfx ANIM_TAG_WHITE_FEATHER
loadspritegfx ANIM_TAG_BLUE_STAR loadspritegfx ANIM_TAG_BLUE_STAR
@ -4491,6 +4495,7 @@ ShadowForceBg:
waitbgfadein waitbgfadein
return return
@@@@@@@@@@@@@@@@@@@@@@@ GEN 5 @@@@@@@@@@@@@@@@@@@@@@@
Move_HONE_CLAWS: Move_HONE_CLAWS:
loadspritegfx ANIM_TAG_SWIPE loadspritegfx ANIM_TAG_SWIPE
call HoneClawsAnim call HoneClawsAnim
@ -4512,7 +4517,6 @@ HoneClawsAnim:
delay 10 delay 10
return return
Move_WIDE_GUARD: Move_WIDE_GUARD:
loadspritegfx ANIM_TAG_ICE_SPIKES @motion from icy wind loadspritegfx ANIM_TAG_ICE_SPIKES @motion from icy wind
loadspritegfx ANIM_TAG_PINK_PETAL @pink color loadspritegfx ANIM_TAG_PINK_PETAL @pink color
@ -4717,7 +4721,6 @@ RagePowderSprinkle:
delay 0xc delay 0xc
return return
Move_TELEKINESIS:: Move_TELEKINESIS::
loadspritegfx ANIM_TAG_SPARKLE_4 @detect loadspritegfx ANIM_TAG_SPARKLE_4 @detect
createvisualtask AnimTask_BlendBattleAnimPal, 10, ANIM_PAL_BG, 0x1, 0x0, 0x9, 0x0 createvisualtask AnimTask_BlendBattleAnimPal, 10, ANIM_PAL_BG, 0x1, 0x0, 0x9, 0x0
@ -4736,7 +4739,6 @@ Move_TELEKINESIS::
waitforvisualfinish waitforvisualfinish
end end
Move_MAGIC_ROOM:: Move_MAGIC_ROOM::
call InitRoomAnimation call InitRoomAnimation
fadetobg BG_MAGIC_ROOM fadetobg BG_MAGIC_ROOM
@ -4747,7 +4749,6 @@ Move_MAGIC_ROOM::
blendoff blendoff
end end
Move_SMACK_DOWN:: Move_SMACK_DOWN::
loadspritegfx ANIM_TAG_BLACK_BALL loadspritegfx ANIM_TAG_BLACK_BALL
loadspritegfx ANIM_TAG_IMPACT loadspritegfx ANIM_TAG_IMPACT
@ -4762,7 +4763,6 @@ Move_SMACK_DOWN::
createvisualtask AnimTask_SeismicTossBgAccelerateDownAtEnd, 3 createvisualtask AnimTask_SeismicTossBgAccelerateDownAtEnd, 3
goto SeismicTossWeak goto SeismicTossWeak
Move_STORM_THROW: Move_STORM_THROW:
call StormThorwAnim call StormThorwAnim
call StormThorwAnim call StormThorwAnim

View File

@ -1292,6 +1292,7 @@ static bool32 IsGravityPreventingMove(u32 move)
case MOVE_SKY_DROP: case MOVE_SKY_DROP:
case MOVE_SPLASH: case MOVE_SPLASH:
case MOVE_TELEKINESIS: case MOVE_TELEKINESIS:
case MOVE_FLOATY_FALL:
return TRUE; return TRUE;
default: default:
return FALSE; return FALSE;

View File

@ -8921,8 +8921,8 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
.target = MOVE_TARGET_SELECTED, .target = MOVE_TARGET_SELECTED,
.priority = 0, .priority = 0,
.flags = FLAG_MAKES_CONTACT | FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGSROCK_AFFECTED, .flags = FLAG_MAKES_CONTACT | FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGSROCK_AFFECTED,
.split = SPLIT_SPECIAL, // restores 75% HP instead of 50% HP .split = SPLIT_SPECIAL,
.argument = 75, .argument = 75, // restores 75% HP instead of 50% HP
}, },
[MOVE_CRAFTY_SHIELD] = [MOVE_CRAFTY_SHIELD] =
@ -10319,15 +10319,17 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
[MOVE_ZIPPY_ZAP] = [MOVE_ZIPPY_ZAP] =
{ {
#if B_UPDATED_MOVE_DATA >= GEN_8 #if B_UPDATED_MOVE_DATA >= GEN_8
.power = 80,
.pp = 10,
.flags = FLAG_MAKES_CONTACT | FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED, .flags = FLAG_MAKES_CONTACT | FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED,
#else #else
.power = 50,
.pp = 15,
.flags = FLAG_MAKES_CONTACT | FLAG_PROTECT_AFFECTED, .flags = FLAG_MAKES_CONTACT | FLAG_PROTECT_AFFECTED,
#endif #endif
.effect = EFFECT_ALWAYS_CRIT, .effect = EFFECT_ALWAYS_CRIT,
.power = 50,
.type = TYPE_ELECTRIC, .type = TYPE_ELECTRIC,
.accuracy = 100, .accuracy = 100,
.pp = 15,
.secondaryEffectChance = 0, .secondaryEffectChance = 0,
.target = MOVE_TARGET_SELECTED, .target = MOVE_TARGET_SELECTED,
.priority = 2, .priority = 2,
@ -10391,33 +10393,38 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
[MOVE_BOUNCY_BUBBLE] = [MOVE_BOUNCY_BUBBLE] =
{ {
#if B_UPDATED_MOVE_DATA >= GEN_8 #if B_UPDATED_MOVE_DATA >= GEN_8
.power = 60,
.pp = 20,
.flags = FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGSROCK_AFFECTED, .flags = FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGSROCK_AFFECTED,
#else #else
.power = 90,
.pp = 15,
.flags = FLAG_PROTECT_AFFECTED | FLAG_KINGSROCK_AFFECTED, .flags = FLAG_PROTECT_AFFECTED | FLAG_KINGSROCK_AFFECTED,
#endif #endif
.effect = EFFECT_ABSORB, .effect = EFFECT_ABSORB,
.power = 90,
.type = TYPE_WATER, .type = TYPE_WATER,
.accuracy = 100, .accuracy = 100,
.pp = 15,
.secondaryEffectChance = 0, .secondaryEffectChance = 0,
.target = MOVE_TARGET_BOTH, .target = MOVE_TARGET_SELECTED,
.priority = 0, .priority = 0,
.split = SPLIT_SPECIAL, .split = SPLIT_SPECIAL,
.argument = 100, // restores 100% HP instead of 50% HP
}, },
[MOVE_BUZZY_BUZZ] = [MOVE_BUZZY_BUZZ] =
{ {
#if B_UPDATED_MOVE_DATA >= GEN_8 #if B_UPDATED_MOVE_DATA >= GEN_8
.power = 60,
.pp = 20,
.flags = FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGSROCK_AFFECTED, .flags = FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGSROCK_AFFECTED,
#else #else
.power = 90,
.pp = 15,
.flags = FLAG_PROTECT_AFFECTED | FLAG_KINGSROCK_AFFECTED, .flags = FLAG_PROTECT_AFFECTED | FLAG_KINGSROCK_AFFECTED,
#endif #endif
.effect = EFFECT_PARALYZE_HIT, .effect = EFFECT_PARALYZE_HIT,
.power = 90,
.type = TYPE_ELECTRIC, .type = TYPE_ELECTRIC,
.accuracy = 100, .accuracy = 100,
.pp = 15,
.secondaryEffectChance = 100, .secondaryEffectChance = 100,
.target = MOVE_TARGET_SELECTED, .target = MOVE_TARGET_SELECTED,
.priority = 0, .priority = 0,
@ -10427,15 +10434,17 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
[MOVE_SIZZLY_SLIDE] = [MOVE_SIZZLY_SLIDE] =
{ {
#if B_UPDATED_MOVE_DATA >= GEN_8 #if B_UPDATED_MOVE_DATA >= GEN_8
.power = 60,
.pp = 20,
.flags = FLAG_MAKES_CONTACT | FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGSROCK_AFFECTED, .flags = FLAG_MAKES_CONTACT | FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGSROCK_AFFECTED,
#else #else
.power = 90,
.pp = 15,
.flags = FLAG_MAKES_CONTACT | FLAG_PROTECT_AFFECTED | FLAG_KINGSROCK_AFFECTED, .flags = FLAG_MAKES_CONTACT | FLAG_PROTECT_AFFECTED | FLAG_KINGSROCK_AFFECTED,
#endif #endif
.effect = EFFECT_BURN_HIT, .effect = EFFECT_BURN_HIT,
.power = 90,
.type = TYPE_FIRE, .type = TYPE_FIRE,
.accuracy = 100, .accuracy = 100,
.pp = 15,
.secondaryEffectChance = 100, .secondaryEffectChance = 100,
.target = MOVE_TARGET_SELECTED, .target = MOVE_TARGET_SELECTED,
.priority = 0, .priority = 0,
@ -10445,14 +10454,16 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
[MOVE_GLITZY_GLOW] = [MOVE_GLITZY_GLOW] =
{ {
#if B_UPDATED_MOVE_DATA >= GEN_8 #if B_UPDATED_MOVE_DATA >= GEN_8
.power = 80,
.accuracy = 95,
.flags = FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGSROCK_AFFECTED, .flags = FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGSROCK_AFFECTED,
#else #else
.power = 90,
.accuracy = 100,
.flags = FLAG_PROTECT_AFFECTED | FLAG_KINGSROCK_AFFECTED, .flags = FLAG_PROTECT_AFFECTED | FLAG_KINGSROCK_AFFECTED,
#endif #endif
.effect = EFFECT_PLACEHOLDER, //TODO (Light Screen + Hit) .effect = EFFECT_PLACEHOLDER, //TODO (Light Screen + Hit)
.power = 90,
.type = TYPE_PSYCHIC, .type = TYPE_PSYCHIC,
.accuracy = 100,
.pp = 15, .pp = 15,
.secondaryEffectChance = 0, .secondaryEffectChance = 0,
.target = MOVE_TARGET_SELECTED, .target = MOVE_TARGET_SELECTED,
@ -10463,14 +10474,16 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
[MOVE_BADDY_BAD] = [MOVE_BADDY_BAD] =
{ {
#if B_UPDATED_MOVE_DATA >= GEN_8 #if B_UPDATED_MOVE_DATA >= GEN_8
.power = 80,
.accuracy = 95,
.flags = FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGSROCK_AFFECTED, .flags = FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGSROCK_AFFECTED,
#else #else
.power = 90,
.accuracy = 100,
.flags = FLAG_PROTECT_AFFECTED | FLAG_KINGSROCK_AFFECTED, .flags = FLAG_PROTECT_AFFECTED | FLAG_KINGSROCK_AFFECTED,
#endif #endif
.effect = EFFECT_PLACEHOLDER, //TODO (Reflect + Hit) .effect = EFFECT_PLACEHOLDER, //TODO (Reflect + Hit)
.power = 90,
.type = TYPE_DARK, .type = TYPE_DARK,
.accuracy = 100,
.pp = 15, .pp = 15,
.secondaryEffectChance = 0, .secondaryEffectChance = 0,
.target = MOVE_TARGET_SELECTED, .target = MOVE_TARGET_SELECTED,
@ -10481,15 +10494,18 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
[MOVE_SAPPY_SEED] = [MOVE_SAPPY_SEED] =
{ {
#if B_UPDATED_MOVE_DATA >= GEN_8 #if B_UPDATED_MOVE_DATA >= GEN_8
.power = 100,
.accuracy = 90,
.pp = 10,
.flags = FLAG_PROTECT_AFFECTED | FLAG_MAGICCOAT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED, .flags = FLAG_PROTECT_AFFECTED | FLAG_MAGICCOAT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED,
#else #else
.power = 90,
.accuracy = 100,
.pp = 15,
.flags = FLAG_PROTECT_AFFECTED | FLAG_MAGICCOAT_AFFECTED, .flags = FLAG_PROTECT_AFFECTED | FLAG_MAGICCOAT_AFFECTED,
#endif #endif
.effect = EFFECT_PLACEHOLDER, //TODO (Leech Seed + Hit) .effect = EFFECT_PLACEHOLDER, //TODO (Leech Seed + Hit)
.power = 90,
.type = TYPE_GRASS, .type = TYPE_GRASS,
.accuracy = 100,
.pp = 15,
.secondaryEffectChance = 0, .secondaryEffectChance = 0,
.target = MOVE_TARGET_SELECTED, .target = MOVE_TARGET_SELECTED,
.priority = 0, .priority = 0,
@ -10499,15 +10515,18 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
[MOVE_FREEZY_FROST] = [MOVE_FREEZY_FROST] =
{ {
#if B_UPDATED_MOVE_DATA >= GEN_8 #if B_UPDATED_MOVE_DATA >= GEN_8
.power = 100,
.accuracy = 90,
.pp = 10,
.flags = FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGSROCK_AFFECTED, .flags = FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGSROCK_AFFECTED,
#else #else
.power = 90,
.accuracy = 100,
.pp = 15,
.flags = FLAG_PROTECT_AFFECTED | FLAG_KINGSROCK_AFFECTED, .flags = FLAG_PROTECT_AFFECTED | FLAG_KINGSROCK_AFFECTED,
#endif #endif
.effect = EFFECT_PLACEHOLDER, //TODO (Haze + Hit) .effect = EFFECT_PLACEHOLDER, //TODO (Haze + Hit)
.power = 90,
.type = TYPE_ICE, .type = TYPE_ICE,
.accuracy = 100,
.pp = 15,
.secondaryEffectChance = 0, .secondaryEffectChance = 0,
.target = MOVE_TARGET_SELECTED, .target = MOVE_TARGET_SELECTED,
.priority = 0, .priority = 0,
@ -10517,15 +10536,18 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
[MOVE_SPARKLY_SWIRL] = [MOVE_SPARKLY_SWIRL] =
{ {
#if B_UPDATED_MOVE_DATA >= GEN_8 #if B_UPDATED_MOVE_DATA >= GEN_8
.power = 120,
.accuracy = 85,
.pp = 5,
.flags = FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGSROCK_AFFECTED, .flags = FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGSROCK_AFFECTED,
#else #else
.power = 90,
.accuracy = 100,
.pp = 15,
.flags = FLAG_PROTECT_AFFECTED | FLAG_KINGSROCK_AFFECTED, .flags = FLAG_PROTECT_AFFECTED | FLAG_KINGSROCK_AFFECTED,
#endif #endif
.effect = EFFECT_PLACEHOLDER, //TODO (Heal Bell + Hit) .effect = EFFECT_PLACEHOLDER, //TODO (Heal Bell + Hit)
.power = 90,
.type = TYPE_FAIRY, .type = TYPE_FAIRY,
.accuracy = 100,
.pp = 15,
.secondaryEffectChance = 0, .secondaryEffectChance = 0,
.target = MOVE_TARGET_SELECTED, .target = MOVE_TARGET_SELECTED,
.priority = 0, .priority = 0,
@ -10558,7 +10580,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
.accuracy = 100, .accuracy = 100,
.pp = 5, .pp = 5,
.secondaryEffectChance = 30, .secondaryEffectChance = 30,
.target = MOVE_TARGET_FOES_AND_ALLY, .target = MOVE_TARGET_SELECTED,
.priority = 0, .priority = 0,
.flags = FLAG_MAKES_CONTACT | FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_DMG_MINIMIZE | FLAG_IRON_FIST_BOOST, .flags = FLAG_MAKES_CONTACT | FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_DMG_MINIMIZE | FLAG_IRON_FIST_BOOST,
.split = SPLIT_PHYSICAL, .split = SPLIT_PHYSICAL,
@ -11171,7 +11193,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
{ {
.effect = EFFECT_PLACEHOLDER, //TODO .effect = EFFECT_PLACEHOLDER, //TODO
.power = 50, .power = 50,
.type = TYPE_ELECTRIC, .type = TYPE_NORMAL,
.accuracy = 100, .accuracy = 100,
.pp = 10, .pp = 10,
.secondaryEffectChance = 0, .secondaryEffectChance = 0,
@ -11203,7 +11225,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
.accuracy = 100, .accuracy = 100,
.pp = 5, .pp = 5,
.secondaryEffectChance = 0, .secondaryEffectChance = 0,
.target = MOVE_TARGET_FOES_AND_ALLY, .target = MOVE_TARGET_BOTH,
.priority = 0, .priority = 0,
.flags = FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGSROCK_AFFECTED, .flags = FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGSROCK_AFFECTED,
.split = SPLIT_SPECIAL, .split = SPLIT_SPECIAL,
@ -11261,13 +11283,13 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
.secondaryEffectChance = 0, .secondaryEffectChance = 0,
.target = MOVE_TARGET_ALLY, .target = MOVE_TARGET_ALLY,
.priority = 0, .priority = 0,
.flags = FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGSROCK_AFFECTED, .flags = 0,
.split = SPLIT_STATUS, .split = SPLIT_STATUS,
}, },
[MOVE_FLIP_TURN] = [MOVE_FLIP_TURN] =
{ {
.effect = EFFECT_PLACEHOLDER, //TODO (U-Turn?) .effect = EFFECT_HIT_ESCAPE,
.power = 60, .power = 60,
.type = TYPE_WATER, .type = TYPE_WATER,
.accuracy = 100, .accuracy = 100,
@ -11281,7 +11303,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
[MOVE_TRIPLE_AXEL] = [MOVE_TRIPLE_AXEL] =
{ {
.effect = EFFECT_PLACEHOLDER, //TODO .effect = EFFECT_TRIPLE_KICK, //TODO: Increase damage by 20 instead of 10
.power = 20, .power = 20,
.type = TYPE_ICE, .type = TYPE_ICE,
.accuracy = 90, .accuracy = 90,
@ -11332,7 +11354,6 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
.target = MOVE_TARGET_USER, .target = MOVE_TARGET_USER,
.priority = 0, .priority = 0,
.split = SPLIT_STATUS, .split = SPLIT_STATUS,
.argument = TRUE, // Protects the whole side.
}, },
[MOVE_WICKED_BLOW] = [MOVE_WICKED_BLOW] =
@ -11345,7 +11366,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
.secondaryEffectChance = 0, .secondaryEffectChance = 0,
.target = MOVE_TARGET_SELECTED, .target = MOVE_TARGET_SELECTED,
.priority = 0, .priority = 0,
.flags = FLAG_MAKES_CONTACT | FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGSROCK_AFFECTED, .flags = FLAG_MAKES_CONTACT | FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGSROCK_AFFECTED | FLAG_IRON_FIST_BOOST,
.split = SPLIT_PHYSICAL, .split = SPLIT_PHYSICAL,
}, },
@ -11359,7 +11380,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
.secondaryEffectChance = 0, .secondaryEffectChance = 0,
.target = MOVE_TARGET_SELECTED, .target = MOVE_TARGET_SELECTED,
.priority = 0, .priority = 0,
.flags = FLAG_MAKES_CONTACT | FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGSROCK_AFFECTED, .flags = FLAG_MAKES_CONTACT | FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGSROCK_AFFECTED | FLAG_IRON_FIST_BOOST,
.split = SPLIT_PHYSICAL, .split = SPLIT_PHYSICAL,
}, },
}; };

View File

@ -2622,16 +2622,16 @@ static const u8 sPHOTON_GEYSERDescription[] = _(
"determines its category."); "determines its category.");
static const u8 sZIPPY_ZAPDescription[] = _( static const u8 sZIPPY_ZAPDescription[] = _(
"An attack that is always goes\n" "Electric bursts always go\n"
"first with a critical hit."); "first and land a critical hit.");
static const u8 sSPLISHY_SPLASHDescription[] = _( static const u8 sSPLISHY_SPLASHDescription[] = _(
"A huge electrified wave that\n" "A huge electrified wave that\n"
"may paralyze the foe."); "may paralyze the foe.");
static const u8 sFLOATY_FALLDescription[] = _( static const u8 sFLOATY_FALLDescription[] = _(
"Floats in the air to fall as\n" "Floats in air and dives at\n"
"an attack. May cause flinch."); "angle. May cause flinching.");
static const u8 sPIKA_PAPOWDescription[] = _( static const u8 sPIKA_PAPOWDescription[] = _(
"Pikachu's love increases its\n" "Pikachu's love increases its\n"
@ -2639,35 +2639,35 @@ static const u8 sPIKA_PAPOWDescription[] = _(
static const u8 sBOUNCY_BUBBLEDescription[] = _( static const u8 sBOUNCY_BUBBLEDescription[] = _(
"An attack that absorbs\n" "An attack that absorbs\n"
"half the damage inflicted."); "all the damage inflicted.");
static const u8 sBUZZY_BUZZDescription[] = _( static const u8 sBUZZY_BUZZDescription[] = _(
"Shoots a jolt of electricity\n" "Shoots a jolt of electricity\n"
"that always paralyzes."); "that always paralyzes.");
static const u8 sSIZZLY_SLIDEDescription[] = _( static const u8 sSIZZLY_SLIDEDescription[] = _(
"Cloaks itself in fire to\n" "User cloaked in fire charges.\n"
"charge, burning the target."); "Leaves the foe with a burn.");
static const u8 sGLITZY_GLOWDescription[] = _( static const u8 sGLITZY_GLOWDescription[] = _(
"Creates a Light Screen after\n" "Telekinetic force that sets\n"
"a telekinetic attack."); "wall, lowering Sp. Atk damage.");
static const u8 sBADDY_BADDescription[] = _( static const u8 sBADDY_BADDescription[] = _(
"Creates a Reflect wall after\n" "Acting badly, attacks. Sets\n"
"acting bad and attacking."); "wall, lowering Attack damage.");
static const u8 sSAPPY_SEEDDescription[] = _( static const u8 sSAPPY_SEEDDescription[] = _(
"Grows a stalk that spreads\n" "Giant stalk scatters seeds\n"
"damaging Leech Seeds."); "that drain HP every turn.");
static const u8 sFREEZY_FROSTDescription[] = _( static const u8 sFREEZY_FROSTDescription[] = _(
"A frozen haze attack that\n" "Crystal from cold haze hits.\n"
"eliminates all stat changes."); "Eliminates all stat changes.");
static const u8 sSPARKLY_SWIRLDescription[] = _( static const u8 sSPARKLY_SWIRLDescription[] = _(
"Heals all status problems\n" "Wrap foe with whirlwind of\n"
"with a whirlwind of scent."); "scent. Heals party's status.");
static const u8 sVEEVEE_VOLLEYDescription[] = _( static const u8 sVEEVEE_VOLLEYDescription[] = _(
"Eevee's love increases its\n" "Eevee's love increases its\n"
@ -2819,12 +2819,12 @@ static const u8 sSTEEL_BEAMDescription[] = _(
"its body. It hurts the user."); "its body. It hurts the user.");
static const u8 sEXPANDING_FORCEDescription[] = _( static const u8 sEXPANDING_FORCEDescription[] = _(
"A Psychic attack that's more\n" "Power goes up and damages\n"
"powerful in Psychic Terrain."); "all foes on Psychic Terrain.");
static const u8 sSTEEL_ROLLERDescription[] = _( static const u8 sSTEEL_ROLLERDescription[] = _(
"Destroys any active terrain.\n" "Destroys terrain. Fails if\n"
"Without one, it fails."); "ground isn't terrain.");
static const u8 sSCALE_SHOTDescription[] = _( static const u8 sSCALE_SHOTDescription[] = _(
"Shoots scales 2 to 5 times.\n" "Shoots scales 2 to 5 times.\n"
@ -2835,76 +2835,76 @@ static const u8 sMETEOR_BEAMDescription[] = _(
"Sp. Attack before attacking."); "Sp. Attack before attacking.");
static const u8 sSHELL_SIDE_ARMDescription[] = _( static const u8 sSHELL_SIDE_ARMDescription[] = _(
"Its category depends on\n" "Uses higher of physical and \n"
"which one will damage more."); "special damage. May poison.");
static const u8 sMISTY_EXPLOSIONDescription[] = _( static const u8 sMISTY_EXPLOSIONDescription[] = _(
"Boosted by Misty Terrain, it\n" "Hit everything and faint.\n"
"makes the user faint."); "Powers up on Misty Terrain.");
static const u8 sGRASSY_GLIDEDescription[] = _( static const u8 sGRASSY_GLIDEDescription[] = _(
"On Grassy Terrain, the user\n" "Gliding on ground, hits. Goes\n"
"will always strike first."); "first on Grassy Terrain.");
static const u8 sRISING_VOLTAGEDescription[] = _( static const u8 sRISING_VOLTAGEDescription[] = _(
"Its power doubles while\n" "This move's power doubles\n"
"on Electric Terrain."); "when on Electric Terrain.");
static const u8 sTERRAIN_PULSEDescription[] = _( static const u8 sTERRAIN_PULSEDescription[] = _(
"Type changes depending on\n" "Type and power changes\n"
"terrain. Power also doubles."); "depending on the terrain.");
static const u8 sSKITTER_SMACKDescription[] = _( static const u8 sSKITTER_SMACKDescription[] = _(
"User skitters behind target\n" "User skitters behind foe to\n"
"to attack. Lowers Sp. Atk."); "attack. Lowers foe’s Sp. Atk.");
static const u8 sBURNING_JEALOUSYDescription[] = _( static const u8 sBURNING_JEALOUSYDescription[] = _(
"Burns whoever their stats\n" "Foes that have stats upped\n"
"raised on the same turn."); "during the turn get burned.");
static const u8 sLASH_OUTDescription[] = _( static const u8 sLASH_OUTDescription[] = _(
"Power doubles if stats were\n" "If stats lowered during this\n"
"lowered on the same turn."); "turn, power is doubled.");
static const u8 sPOLTERGEISTDescription[] = _( static const u8 sPOLTERGEISTDescription[] = _(
"Only works if the target\n" "Control foe’s item to attack.\n"
"is holding an item."); "Fails if foe has no item.");
static const u8 sCORROSIVE_GASDescription[] = _( static const u8 sCORROSIVE_GASDescription[] = _(
"Melts all surrounding items\n" "Highly acidic gas melts items\n"
"with highly acidic gas."); "held by surrounding Pokémon.");
static const u8 sCOACHINGDescription[] = _( static const u8 sCOACHINGDescription[] = _(
"The user coaches an ally to\n" "Properly coaches allies to\n"
"raise their Atk. and Def."); "up their Attack and Defense.");
static const u8 sFLIP_TURNDescription[] = _( static const u8 sFLIP_TURNDescription[] = _(
"Does damage then switches\n" "Attacks and rushes back to\n"
"out the user."); "switch with a party Pokémon.");
static const u8 sTRIPLE_AXELDescription[] = _( static const u8 sTRIPLE_AXELDescription[] = _(
"A 3-kick attack that gets\n" "A 3-kick attack that gets\n"
"stronger on each hit."); "more powerful with each hit.");
static const u8 sDUAL_WINGBEATDescription[] = _( static const u8 sDUAL_WINGBEATDescription[] = _(
"The user uses its wings to\n" "User slams the target with\n"
"slam the target twice."); "wings and hits twice in a row.");
static const u8 sSCORCHING_SANDSDescription[] = _( static const u8 sSCORCHING_SANDSDescription[] = _(
"It throws scorching sand\n" "Throws scorching sand at\n"
"that may burn the target."); "the target. May leave a burn.");
static const u8 sJUNGLE_HEALINGDescription[] = _( static const u8 sJUNGLE_HEALINGDescription[] = _(
"Becomes one with the jungle\n" "Heals HP and status of\n"
"to heal the team's health."); "itself and allies in battle.");
static const u8 sWICKED_BLOWDescription[] = _( static const u8 sWICKED_BLOWDescription[] = _(
"By mastering the Dark style,\n" "Mastering the Dark style,\n"
"always does a critical hit."); "strikes with a critical hit.");
static const u8 sSURGING_STRIKESDescription[] = _( static const u8 sSURGING_STRIKESDescription[] = _(
"By mastering the Water style\n" "Mastering the Water style,\n"
"it lands with 3 critical hits."); "strikes with 3 critical hits.");
static const u8 sNotDoneYetDescription[] = _( static const u8 sNotDoneYetDescription[] = _(
"Not done yet."); "Not done yet.");

View File

@ -689,7 +689,7 @@ const u8 gMoveNames[MOVES_COUNT][MOVE_NAME_LENGTH + 1] =
[MOVE_FREEZY_FROST] = _("Freezy Frost"), [MOVE_FREEZY_FROST] = _("Freezy Frost"),
[MOVE_SPARKLY_SWIRL] = _("SparklySwirl"), [MOVE_SPARKLY_SWIRL] = _("SparklySwirl"),
[MOVE_VEEVEE_VOLLEY] = _("VeeveeVolley"), [MOVE_VEEVEE_VOLLEY] = _("VeeveeVolley"),
[MOVE_DOUBLE_IRON_BASH] = _("D. Iron Bash"), [MOVE_DOUBLE_IRON_BASH] = _("DublIronBash"),
//GEN 8 //GEN 8
[MOVE_DYNAMAX_CANNON] = _("Dyna Cannon"), [MOVE_DYNAMAX_CANNON] = _("Dyna Cannon"),
[MOVE_SNIPE_SHOT] = _("Snipe Shot"), [MOVE_SNIPE_SHOT] = _("Snipe Shot"),
@ -730,10 +730,10 @@ const u8 gMoveNames[MOVES_COUNT][MOVE_NAME_LENGTH + 1] =
[MOVE_STEEL_ROLLER] = _("Steel Roller"), [MOVE_STEEL_ROLLER] = _("Steel Roller"),
[MOVE_SCALE_SHOT] = _("Scale Shot"), [MOVE_SCALE_SHOT] = _("Scale Shot"),
[MOVE_METEOR_BEAM] = _("Meteor Beam"), [MOVE_METEOR_BEAM] = _("Meteor Beam"),
[MOVE_SHELL_SIDE_ARM] = _("Shell S. Arm"), [MOVE_SHELL_SIDE_ARM] = _("ShellSideArm"),
[MOVE_MISTY_EXPLOSION] = _("Misty Explos"), [MOVE_MISTY_EXPLOSION] = _("Misty Explos"),
[MOVE_GRASSY_GLIDE] = _("Grassy Glide"), [MOVE_GRASSY_GLIDE] = _("Grassy Glide"),
[MOVE_RISING_VOLTAGE] = _("Rise Voltage"), [MOVE_RISING_VOLTAGE] = _("Rising Volts"),
[MOVE_TERRAIN_PULSE] = _("TerrainPulse"), [MOVE_TERRAIN_PULSE] = _("TerrainPulse"),
[MOVE_SKITTER_SMACK] = _("SkitterSmack"), [MOVE_SKITTER_SMACK] = _("SkitterSmack"),
[MOVE_BURNING_JEALOUSY] = _("BurnJealousy"), [MOVE_BURNING_JEALOUSY] = _("BurnJealousy"),