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
@ -2493,10 +2497,10 @@ Move_GIGA_IMPACT:
delay 11 delay 11
createsprite gSlideMonToOffsetSpriteTemplate, ANIM_ATTACKER, 2, 0, 26, 0, 0, 5 createsprite gSlideMonToOffsetSpriteTemplate, ANIM_ATTACKER, 2, 0, 26, 0, 0, 5
delay 6 delay 6
@monbg ANIM_DEF_PARTNER @monbg ANIM_DEF_PARTNER
@setalpha 12, 8 @setalpha 12, 8
@createvisualtask AnimTask_WindUpLunge, 5, 7, 0, -18, 8, 23, 10, 40, 10 @createvisualtask AnimTask_WindUpLunge, 5, 7, 0, -18, 8, 23, 10, 40, 10
@delay 35 @delay 35
createsprite gComplexPaletteBlendSpriteTemplate, 2, 7, 31, 3, 1, 0, 10, 0, 0 createsprite gComplexPaletteBlendSpriteTemplate, 2, 7, 31, 3, 1, 0, 10, 0, 0
createsprite gBasicHitSplatSpriteTemplate, 4, 4, -10, 0, 1, 0 createsprite gBasicHitSplatSpriteTemplate, 4, 4, -10, 0, 1, 0
playsewithpan SE_M_MEGA_KICK2, SOUND_PAN_TARGET playsewithpan SE_M_MEGA_KICK2, SOUND_PAN_TARGET
@ -3755,8 +3759,8 @@ JudgmentOutwardSpikes:
JudgmentOutwardSpikes2: JudgmentOutwardSpikes2:
createsprite gJudgmentGrayOutwardSpikesTemplate, ANIM_TARGET, 2, 1, 1, 0x2D, 0xFF9D, 16 @between up and upper right createsprite gJudgmentGrayOutwardSpikesTemplate, ANIM_TARGET, 2, 1, 1, 0x2D, 0xFF9D, 16 @between up and upper right
createsprite gJudgmentGrayOutwardSpikesTemplate, ANIM_TARGET, 2, 1, 1, 0xDF, 0xFF9D, 16 @between right and upper right createsprite gJudgmentGrayOutwardSpikesTemplate, ANIM_TARGET, 2, 1, 1, 0xDF, 0xFF9D, 16 @between right and upper right
createsprite gJudgmentGrayOutwardSpikesTemplate, ANIM_TARGET, 2, 1, 1, 0x9F, 0x37, 16 @between right and lower right createsprite gJudgmentGrayOutwardSpikesTemplate, ANIM_TARGET, 2, 1, 1, 0x9F, 0x37, 16 @between right and lower right
createsprite gJudgmentGrayOutwardSpikesTemplate, ANIM_TARGET, 2, 1, 1, 0x1F, 0x37, 16 @between lower right and down createsprite gJudgmentGrayOutwardSpikesTemplate, ANIM_TARGET, 2, 1, 1, 0x1F, 0x37, 16 @between lower right and down
createsprite gJudgmentGrayOutwardSpikesTemplate, ANIM_TARGET, 2, 1, 1, 0xFFE0, 0x43, 16 @between lower left and down createsprite gJudgmentGrayOutwardSpikesTemplate, ANIM_TARGET, 2, 1, 1, 0xFFE0, 0x43, 16 @between lower left and down
createsprite gJudgmentGrayOutwardSpikesTemplate, ANIM_TARGET, 2, 1, 1, 0xFF60, 0x43, 16 @between left and lower left createsprite gJudgmentGrayOutwardSpikesTemplate, ANIM_TARGET, 2, 1, 1, 0xFF60, 0x43, 16 @between left and lower left
createsprite gJudgmentGrayOutwardSpikesTemplate, ANIM_TARGET, 2, 1, 1, 0xFF2A, 0xFFAA, 16 @between left and upper left createsprite gJudgmentGrayOutwardSpikesTemplate, ANIM_TARGET, 2, 1, 1, 0xFF2A, 0xFFAA, 16 @between left and upper left
@ -4144,7 +4148,7 @@ Move_ROAR_OF_TIME:
Move_SPECIAL_REND: Move_SPECIAL_REND:
loadspritegfx ANIM_TAG_PUNISHMENT_BLADES loadspritegfx ANIM_TAG_PUNISHMENT_BLADES
loadspritegfx ANIM_TAG_PINK_HEART_2 @ANIM_TAG_BERRY_EATEN loadspritegfx ANIM_TAG_PINK_HEART_2 @ANIM_TAG_BERRY_EATEN
monbg ANIM_ATK_PARTNER monbg ANIM_ATK_PARTNER
setalpha 12, 8 setalpha 12, 8
createvisualtask AnimTask_BlendBattleAnimPal, 10, 1, 1, 0, 16, 0 createvisualtask AnimTask_BlendBattleAnimPal, 10, 1, 1, 0, 16, 0
@ -4385,7 +4389,7 @@ Move_OMINOUS_WIND:
playsewithpan 228, 0 playsewithpan 228, 0
delay 0 delay 0
monbg ANIM_DEF_PARTNER monbg ANIM_DEF_PARTNER
@bankBG_over_partnerBG @bankBG_over_partnerBG
delay 0 delay 0
createvisualtask AnimTask_BlendBattleAnimPalExclude, 10, 5, 1, 0, 0, 0, 0 createvisualtask AnimTask_BlendBattleAnimPalExclude, 10, 5, 1, 0, 0, 0, 0
delay 0 delay 0
@ -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
@ -7261,7 +7261,7 @@ Move_RELIC_SONG:
monbg ANIM_DEF_PARTNER monbg ANIM_DEF_PARTNER
launchtask AnimTask_MusicNotesRainbowBlend 0x2 0x0 launchtask AnimTask_MusicNotesRainbowBlend 0x2 0x0
waitforvisualfinish waitforvisualfinish
panse_1B 0x1DF, SOUND_PAN_ATTACKER, SOUND_PAN_TARGET, 0x2, 0x0 @ ??? panse_1B 0x1DF, SOUND_PAN_ATTACKER, SOUND_PAN_TARGET, 0x2, 0x0 @ ???
launchtask AnimTask_UproarDistortion 0x2 0x1 0x0 launchtask AnimTask_UproarDistortion 0x2 0x1 0x0
launchtemplate gUproarRingSpriteTemplate 0x3 0x6 0x0 0x0 0x0 0x0 0x1f 0x8 launchtemplate gUproarRingSpriteTemplate 0x3 0x6 0x0 0x0 0x0 0x0 0x1f 0x8
launchtemplate gJaggedMusicNoteSpriteTemplate 0x2 0x4 0x0 0x1d 0xfff4 0x0 launchtemplate gJaggedMusicNoteSpriteTemplate 0x2 0x4 0x0 0x1d 0xfff4 0x0
@ -7883,7 +7883,7 @@ Move_FUSION_BOLT::
loadspritegfx ANIM_TAG_SPARK loadspritegfx ANIM_TAG_SPARK
loadspritegfx ANIM_TAG_CIRCLE_OF_LIGHT loadspritegfx ANIM_TAG_CIRCLE_OF_LIGHT
loadspritegfx ANIM_TAG_ELECTRICITY loadspritegfx ANIM_TAG_ELECTRICITY
createvisualtask AnimTask_BlendParticle, 5, ANIM_TAG_SPARK, 0x0, 0xC, 0xC, 0x7960 @Blue Electricity createvisualtask AnimTask_BlendParticle, 5, ANIM_TAG_SPARK, 0x0, 0xC, 0xC, 0x7960 @Blue Electricity
createvisualtask AnimTask_BlendParticle, 5, ANIM_TAG_CIRCLE_OF_LIGHT, 0x0, 0xC, 0xC, 0x7960 @Blue Electricity createvisualtask AnimTask_BlendParticle, 5, ANIM_TAG_CIRCLE_OF_LIGHT, 0x0, 0xC, 0xC, 0x7960 @Blue Electricity
createvisualtask AnimTask_BlendParticle, 5, ANIM_TAG_ELECTRICITY, 0x0, 0xC, 0xC, 0x7960 @Blue Electricity createvisualtask AnimTask_BlendParticle, 5, ANIM_TAG_ELECTRICITY, 0x0, 0xC, 0xC, 0x7960 @Blue Electricity
createvisualtask AnimTask_BlendBattleAnimPal, 10, ANIM_PAL_BG, 0x0, 0x0, 0xE, 0x0 createvisualtask AnimTask_BlendBattleAnimPal, 10, ANIM_PAL_BG, 0x0, 0x0, 0xE, 0x0
@ -8887,7 +8887,7 @@ Move_DIAMOND_STORM::
launchtemplate gDiamondStormDiamondsTemplate 0x82 0x5 0x14 0xff 0xf 0x20 0x0 launchtemplate gDiamondStormDiamondsTemplate 0x82 0x5 0x14 0xff 0xf 0x20 0x0
launchtemplate gDiamondStormDiamondsTemplate 0x82 0x5 0x6e 0xa 0x8 0x20 0x14 launchtemplate gDiamondStormDiamondsTemplate 0x82 0x5 0x6e 0xa 0x8 0x20 0x14
waitforvisualfinish waitforvisualfinish
@this is the buffet part @this is the buffet part
launchtemplate gBasicHitSplatSpriteTemplate 0x83 0x4 0xffe0 0xfff0 0x1 0x3 launchtemplate gBasicHitSplatSpriteTemplate 0x83 0x4 0xffe0 0xfff0 0x1 0x3
playsewithpan SE_M_ICY_WIND, SOUND_PAN_TARGET playsewithpan SE_M_ICY_WIND, SOUND_PAN_TARGET
launchtask AnimTask_ShakeMonInPlace 0x2 0x5 0x1 0x3 0x0 0xc 0x1 launchtask AnimTask_ShakeMonInPlace 0x2 0x5 0x1 0x3 0x0 0xc 0x1
@ -9473,7 +9473,7 @@ Move_DAZZLING_GLEAM::
loadspritegfx ANIM_TAG_BLUE_STAR loadspritegfx ANIM_TAG_BLUE_STAR
launchtemplate gSimplePaletteBlendSpriteTemplate 0x2 0x5 0x1 0x2 0x0 0xd 0x7fff launchtemplate gSimplePaletteBlendSpriteTemplate 0x2 0x5 0x1 0x2 0x0 0xd 0x7fff
playsewithpan SE_M_TWISTER, SOUND_PAN_ATTACKER playsewithpan SE_M_TWISTER, SOUND_PAN_ATTACKER
@call 0x081D56B3 -> middle of GrantingStarsEffect @call 0x081D56B3 -> middle of GrantingStarsEffect
createsprite gGrantingStarsSpriteTemplate, ANIM_ATTACKER, 2, 12, -5, 0, 0, 32, 60 createsprite gGrantingStarsSpriteTemplate, ANIM_ATTACKER, 2, 12, -5, 0, 0, 32, 60
delay 8 delay 8
waitforvisualfinish waitforvisualfinish
@ -10100,7 +10100,7 @@ Move_ORIGIN_PULSE::
Move_PRECIPICE_BLADES:: Move_PRECIPICE_BLADES::
loadspritegfx ANIM_TAG_LARGE_SPIKE loadspritegfx ANIM_TAG_LARGE_SPIKE
loadspritegfx ANIM_TAG_FIRE_PLUME loadspritegfx ANIM_TAG_FIRE_PLUME
createvisualtask AnimTask_BlendParticle, 5, ANIM_TAG_LARGE_SPIKE, 0, 10, 10, 0x159F @Blood orange createvisualtask AnimTask_BlendParticle, 5, ANIM_TAG_LARGE_SPIKE, 0, 10, 10, 0x159F @Blood orange
monbg ANIM_DEF_PARTNER monbg ANIM_DEF_PARTNER
monbgprio_28 ANIM_TARGET monbgprio_28 ANIM_TARGET
setalpha 12, 8 setalpha 12, 8
@ -12468,7 +12468,7 @@ PrismaticLaserRain:
delay 0x2 delay 0x2
launchtemplate gPrismaticLaserGreenRainTemplate 0x82, 0x4, -30, 0x44, 4, ANIM_TARGET launchtemplate gPrismaticLaserGreenRainTemplate 0x82, 0x4, -30, 0x44, 4, ANIM_TARGET
delay 0x2 delay 0x2
launchtemplate gPrismaticLaserRedRainTemplate 0x82, 0x4, 27, 0x37, 4, ANIM_TARGET launchtemplate gPrismaticLaserRedRainTemplate 0x82, 0x4, 27, 0x37, 4, ANIM_TARGET
delay 0x2 delay 0x2
launchtemplate gPrismaticLaserVioletRainTemplate 0x82, 0x4, -20, 0x32, 4, ANIM_TARGET launchtemplate gPrismaticLaserVioletRainTemplate 0x82, 0x4, -20, 0x32, 4, ANIM_TARGET
delay 0x2 delay 0x2
@ -12476,7 +12476,7 @@ PrismaticLaserRain:
delay 0x2 delay 0x2
launchtemplate gPrismaticLaserGreenRainTemplate 0x82, 0x4, -12, 0x3a, 4, ANIM_TARGET launchtemplate gPrismaticLaserGreenRainTemplate 0x82, 0x4, -12, 0x3a, 4, ANIM_TARGET
delay 0x2 delay 0x2
launchtemplate gPrismaticLaserRedRainTemplate 0x82, 0x4, 19, 0x3c, 4, ANIM_TARGET launchtemplate gPrismaticLaserRedRainTemplate 0x82, 0x4, 19, 0x3c, 4, ANIM_TARGET
delay 0x2 delay 0x2
launchtemplate gPrismaticLaserVioletRainTemplate 0x82, 0x4, -38, 0x3a, 4, ANIM_TARGET launchtemplate gPrismaticLaserVioletRainTemplate 0x82, 0x4, -38, 0x3a, 4, ANIM_TARGET
delay 0x2 delay 0x2
@ -12619,7 +12619,7 @@ Move_SUNSTEEL_STRIKE::
launchtemplate gSunsteelStrikeBlackFlyBallTemplate 0x2 0x4 0x0 0x0 0xd 0x150 launchtemplate gSunsteelStrikeBlackFlyBallTemplate 0x2 0x4 0x0 0x0 0xd 0x150
launchtask AnimTask_HorizontalShake 0x5 0x3 0x4 0x1 0x1A launchtask AnimTask_HorizontalShake 0x5 0x3 0x4 0x1 0x1A
delay 0x18 delay 0x18
launchtemplate gSunsteelStrikeRocksTemplate 0x2 0x2 0x0 0x0 @The rock particles mess up the fly animation launchtemplate gSunsteelStrikeRocksTemplate 0x2 0x2 0x0 0x0 @The rock particles mess up the fly animation
launchtemplate gSunsteelStrikeRocksTemplate 0x2 0x2 0x0 0x1 launchtemplate gSunsteelStrikeRocksTemplate 0x2 0x2 0x0 0x1
launchtemplate gSunsteelStrikeRocksTemplate 0x2 0x2 0x0 0x2 launchtemplate gSunsteelStrikeRocksTemplate 0x2 0x2 0x0 0x2
launchtemplate gSunsteelStrikeRocksTemplate 0x2 0x2 0x0 0x3 launchtemplate gSunsteelStrikeRocksTemplate 0x2 0x2 0x0 0x3
@ -12740,7 +12740,7 @@ Move_MOONGEIST_BEAM::
launchtask AnimTask_MoonlightEndFade 0x2 0x0 launchtask AnimTask_MoonlightEndFade 0x2 0x0
end end
MoongeistBeamCharge: MoongeistBeamCharge:
launchtemplate gMoongeistBeamChargeTemplate 0, 0x6, 40, 0, 0, 0, 30, 10 @From right launchtemplate gMoongeistBeamChargeTemplate 0, 0x6, 40, 0, 0, 0, 30, 10 @From right
launchtemplate gMoongeistBeamChargeTemplate 0, 0x6, -40, 0, 0, 0, 30, -10 @From left launchtemplate gMoongeistBeamChargeTemplate 0, 0x6, -40, 0, 0, 0, 30, -10 @From left
launchtemplate gMoongeistBeamChargeTemplate 0, 0x6, -25, -40, 0, 0, 30, -20 @From top left launchtemplate gMoongeistBeamChargeTemplate 0, 0x6, -25, -40, 0, 0, 30, -20 @From top left
launchtemplate gMoongeistBeamChargeTemplate 0, 0x6, 25, -40, 0, 0, 30, 20 @From top right launchtemplate gMoongeistBeamChargeTemplate 0, 0x6, 25, -40, 0, 0, 30, 20 @From top right
@ -14013,7 +14013,7 @@ Move_OBSTRUCT::
loadspritegfx ANIM_TAG_PROTECT loadspritegfx ANIM_TAG_PROTECT
loadspritegfx ANIM_TAG_OBSTRUCT_CROSS loadspritegfx ANIM_TAG_OBSTRUCT_CROSS
createvisualtask AnimTask_BlendParticle, 5, ANIM_TAG_NOISE_LINE, 0, 10, 10, 0 @Black createvisualtask AnimTask_BlendParticle, 5, ANIM_TAG_NOISE_LINE, 0, 10, 10, 0 @Black
createvisualtask AnimTask_BlendParticle, 5, ANIM_TAG_PROTECT, 0, 10, 10, 0 @Black createvisualtask AnimTask_BlendParticle, 5, ANIM_TAG_PROTECT, 0, 10, 10, 0 @Black
launchtask SoundTask_PlayDoubleCry 0x2 0x2 ANIM_ATTACKER 0xff launchtask SoundTask_PlayDoubleCry 0x2 0x2 ANIM_ATTACKER 0xff
call RoarEffect call RoarEffect
waitforvisualfinish waitforvisualfinish
@ -23395,15 +23395,15 @@ Move_SKY_UPPERCUT:
Move_SECRET_POWER: Move_SECRET_POWER:
createvisualtask AnimTask_GetBattleTerrain, 5 createvisualtask AnimTask_GetBattleTerrain, 5
jumpargeq 0, BATTLE_TERRAIN_GRASS, Move_NEEDLE_ARM jumpargeq 0, BATTLE_TERRAIN_GRASS, Move_NEEDLE_ARM
jumpargeq 0, BATTLE_TERRAIN_LONG_GRASS, Move_MAGICAL_LEAF jumpargeq 0, BATTLE_TERRAIN_LONG_GRASS, Move_MAGICAL_LEAF
jumpargeq 0, BATTLE_TERRAIN_SAND, Move_MUD_SHOT jumpargeq 0, BATTLE_TERRAIN_SAND, Move_MUD_SHOT
jumpargeq 0, BATTLE_TERRAIN_UNDERWATER, Move_WATERFALL jumpargeq 0, BATTLE_TERRAIN_UNDERWATER, Move_WATERFALL
jumpargeq 0, BATTLE_TERRAIN_WATER, Move_SURF jumpargeq 0, BATTLE_TERRAIN_WATER, Move_SURF
jumpargeq 0, BATTLE_TERRAIN_POND, Move_BUBBLE_BEAM jumpargeq 0, BATTLE_TERRAIN_POND, Move_BUBBLE_BEAM
jumpargeq 0, BATTLE_TERRAIN_MOUNTAIN, Move_ROCK_THROW jumpargeq 0, BATTLE_TERRAIN_MOUNTAIN, Move_ROCK_THROW
jumpargeq 0, BATTLE_TERRAIN_CAVE, Move_BITE jumpargeq 0, BATTLE_TERRAIN_CAVE, Move_BITE
jumpargeq 0, BATTLE_TERRAIN_BUILDING, Move_STRENGTH jumpargeq 0, BATTLE_TERRAIN_BUILDING, Move_STRENGTH
goto Move_SLAM goto Move_SLAM
Move_TWISTER: Move_TWISTER:
@ -24119,7 +24119,7 @@ General_TurnTrap:
createvisualtask AnimTask_GetTrappedMoveAnimId, 5 createvisualtask AnimTask_GetTrappedMoveAnimId, 5
jumpargeq 0, TRAP_ANIM_FIRE_SPIN, Status_FireSpin jumpargeq 0, TRAP_ANIM_FIRE_SPIN, Status_FireSpin
jumpargeq 0, TRAP_ANIM_WHIRLPOOL, Status_Whirlpool jumpargeq 0, TRAP_ANIM_WHIRLPOOL, Status_Whirlpool
jumpargeq 0, TRAP_ANIM_CLAMP, Status_Clamp jumpargeq 0, TRAP_ANIM_CLAMP, Status_Clamp
jumpargeq 0, TRAP_ANIM_SAND_TOMB, Status_SandTomb jumpargeq 0, TRAP_ANIM_SAND_TOMB, Status_SandTomb
goto Status_BindWrap goto Status_BindWrap
Status_BindWrap: Status_BindWrap:

View File

@ -696,84 +696,84 @@
#define MOVE_PLASMA_FISTS 674 #define MOVE_PLASMA_FISTS 674
#define MOVE_PHOTON_GEYSER 675 #define MOVE_PHOTON_GEYSER 675
// LGPE Moves // LGPE Moves
#define MOVE_ZIPPY_ZAP 676 #define MOVE_ZIPPY_ZAP 676
#define MOVE_SPLISHY_SPLASH 677 #define MOVE_SPLISHY_SPLASH 677
#define MOVE_FLOATY_FALL 678 #define MOVE_FLOATY_FALL 678
#define MOVE_PIKA_PAPOW 679 #define MOVE_PIKA_PAPOW 679
#define MOVE_BOUNCY_BUBBLE 680 #define MOVE_BOUNCY_BUBBLE 680
#define MOVE_BUZZY_BUZZ 681 #define MOVE_BUZZY_BUZZ 681
#define MOVE_SIZZLY_SLIDE 682 #define MOVE_SIZZLY_SLIDE 682
#define MOVE_GLITZY_GLOW 683 #define MOVE_GLITZY_GLOW 683
#define MOVE_BADDY_BAD 684 #define MOVE_BADDY_BAD 684
#define MOVE_SAPPY_SEED 685 #define MOVE_SAPPY_SEED 685
#define MOVE_FREEZY_FROST 686 #define MOVE_FREEZY_FROST 686
#define MOVE_SPARKLY_SWIRL 687 #define MOVE_SPARKLY_SWIRL 687
#define MOVE_VEEVEE_VOLLEY 688 #define MOVE_VEEVEE_VOLLEY 688
#define MOVE_DOUBLE_IRON_BASH 689 #define MOVE_DOUBLE_IRON_BASH 689
#define MOVES_COUNT_GEN7 690 #define MOVES_COUNT_GEN7 690
// Gen 8 moves. // Gen 8 moves.
#define MOVE_DYNAMAX_CANNON 690 #define MOVE_DYNAMAX_CANNON 690
#define MOVE_SNIPE_SHOT 691 #define MOVE_SNIPE_SHOT 691
#define MOVE_JAW_LOCK 692 #define MOVE_JAW_LOCK 692
#define MOVE_STUFF_CHEEKS 693 #define MOVE_STUFF_CHEEKS 693
#define MOVE_NO_RETREAT 694 #define MOVE_NO_RETREAT 694
#define MOVE_TAR_SHOT 695 #define MOVE_TAR_SHOT 695
#define MOVE_MAGIC_POWDER 696 #define MOVE_MAGIC_POWDER 696
#define MOVE_DRAGON_DARTS 697 #define MOVE_DRAGON_DARTS 697
#define MOVE_TEATIME 698 #define MOVE_TEATIME 698
#define MOVE_OCTOLOCK 699 #define MOVE_OCTOLOCK 699
#define MOVE_BOLT_BEAK 700 #define MOVE_BOLT_BEAK 700
#define MOVE_FISHIOUS_REND 701 #define MOVE_FISHIOUS_REND 701
#define MOVE_COURT_CHANGE 702 #define MOVE_COURT_CHANGE 702
#define MOVE_CLANGOROUS_SOUL 703 #define MOVE_CLANGOROUS_SOUL 703
#define MOVE_BODY_PRESS 704 #define MOVE_BODY_PRESS 704
#define MOVE_DECORATE 705 #define MOVE_DECORATE 705
#define MOVE_DRUM_BEATING 706 #define MOVE_DRUM_BEATING 706
#define MOVE_SNAP_TRAP 707 #define MOVE_SNAP_TRAP 707
#define MOVE_PYRO_BALL 708 #define MOVE_PYRO_BALL 708
#define MOVE_BEHEMOTH_BLADE 709 #define MOVE_BEHEMOTH_BLADE 709
#define MOVE_BEHEMOTH_BASH 710 #define MOVE_BEHEMOTH_BASH 710
#define MOVE_AURA_WHEEL 711 #define MOVE_AURA_WHEEL 711
#define MOVE_BREAKING_SWIPE 712 #define MOVE_BREAKING_SWIPE 712
#define MOVE_BRANCH_POKE 713 #define MOVE_BRANCH_POKE 713
#define MOVE_OVERDRIVE 714 #define MOVE_OVERDRIVE 714
#define MOVE_APPLE_ACID 715 #define MOVE_APPLE_ACID 715
#define MOVE_GRAV_APPLE 716 #define MOVE_GRAV_APPLE 716
#define MOVE_SPIRIT_BREAK 717 #define MOVE_SPIRIT_BREAK 717
#define MOVE_STRANGE_STEAM 718 #define MOVE_STRANGE_STEAM 718
#define MOVE_LIFE_DEW 719 #define MOVE_LIFE_DEW 719
#define MOVE_OBSTRUCT 720 #define MOVE_OBSTRUCT 720
#define MOVE_FALSE_SURRENDER 721 #define MOVE_FALSE_SURRENDER 721
#define MOVE_METEOR_ASSAULT 722 #define MOVE_METEOR_ASSAULT 722
#define MOVE_ETERNABEAM 723 #define MOVE_ETERNABEAM 723
#define MOVE_STEEL_BEAM 724 #define MOVE_STEEL_BEAM 724
// Isle of Armor Moves // Isle of Armor Moves
#define MOVE_EXPANDING_FORCE 725 #define MOVE_EXPANDING_FORCE 725
#define MOVE_STEEL_ROLLER 726 #define MOVE_STEEL_ROLLER 726
#define MOVE_SCALE_SHOT 727 #define MOVE_SCALE_SHOT 727
#define MOVE_METEOR_BEAM 728 #define MOVE_METEOR_BEAM 728
#define MOVE_SHELL_SIDE_ARM 729 #define MOVE_SHELL_SIDE_ARM 729
#define MOVE_MISTY_EXPLOSION 730 #define MOVE_MISTY_EXPLOSION 730
#define MOVE_GRASSY_GLIDE 731 #define MOVE_GRASSY_GLIDE 731
#define MOVE_RISING_VOLTAGE 732 #define MOVE_RISING_VOLTAGE 732
#define MOVE_TERRAIN_PULSE 733 #define MOVE_TERRAIN_PULSE 733
#define MOVE_SKITTER_SMACK 734 #define MOVE_SKITTER_SMACK 734
#define MOVE_BURNING_JEALOUSY 735 #define MOVE_BURNING_JEALOUSY 735
#define MOVE_LASH_OUT 736 #define MOVE_LASH_OUT 736
#define MOVE_POLTERGEIST 737 #define MOVE_POLTERGEIST 737
#define MOVE_CORROSIVE_GAS 738 #define MOVE_CORROSIVE_GAS 738
#define MOVE_COACHING 739 #define MOVE_COACHING 739
#define MOVE_FLIP_TURN 740 #define MOVE_FLIP_TURN 740
#define MOVE_TRIPLE_AXEL 741 #define MOVE_TRIPLE_AXEL 741
#define MOVE_DUAL_WINGBEAT 742 #define MOVE_DUAL_WINGBEAT 742
#define MOVE_SCORCHING_SANDS 743 #define MOVE_SCORCHING_SANDS 743
#define MOVE_JUNGLE_HEALING 744 #define MOVE_JUNGLE_HEALING 744
#define MOVE_WICKED_BLOW 745 #define MOVE_WICKED_BLOW 745
#define MOVE_SURGING_STRIKES 746 #define MOVE_SURGING_STRIKES 746
#define MOVES_COUNT_GEN8 747 #define MOVES_COUNT_GEN8 747
#define MOVES_COUNT MOVES_COUNT_GEN8 #define MOVES_COUNT MOVES_COUNT_GEN8

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"),