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

View File

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

View File

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

View File

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

View File

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