From 0345dea91820e49b9dd0fc929f454ef94bbcbd5f Mon Sep 17 00:00:00 2001 From: BuffelSaft Date: Mon, 1 Nov 2021 23:39:37 +1300 Subject: [PATCH] Replace EFFECT_DOUBLE_HIT with FLAG_TWO_STRIKES This removes the need to have separate move effects for Twineedle, Double Iron Bash, and any custom two strike moves. --- data/battle_scripts_1.s | 34 -- include/battle_util.h | 3 - include/constants/battle_move_effects.h | 750 ++++++++++++------------ include/constants/pokemon.h | 1 + src/battle_ai_main.c | 1 - src/battle_tv.c | 4 +- src/battle_util.c | 28 +- src/data/battle_moves.h | 32 +- 8 files changed, 393 insertions(+), 460 deletions(-) diff --git a/data/battle_scripts_1.s b/data/battle_scripts_1.s index 7cd3ef1ae..9f2f46484 100644 --- a/data/battle_scripts_1.s +++ b/data/battle_scripts_1.s @@ -64,7 +64,6 @@ gBattleScriptsForMoveEffects:: .4byte BattleScript_EffectDragonRage @ EFFECT_DRAGON_RAGE .4byte BattleScript_EffectTrap @ EFFECT_TRAP .4byte BattleScript_EffectHealBlock @ EFFECT_HEAL_BLOCK - .4byte BattleScript_EffectHit @ EFFECT_DOUBLE_HIT .4byte BattleScript_EffectRecoilIfMiss @ EFFECT_RECOIL_IF_MISS .4byte BattleScript_EffectMist @ EFFECT_MIST .4byte BattleScript_EffectFocusEnergy @ EFFECT_FOCUS_ENERGY @@ -97,7 +96,6 @@ gBattleScriptsForMoveEffects:: .4byte BattleScript_EffectHit @ EFFECT_EVASION_DOWN_HIT .4byte BattleScript_EffectTwoTurnsAttack @ EFFECT_TWO_TURNS_ATTACK .4byte BattleScript_EffectConfuseHit @ EFFECT_CONFUSE_HIT - .4byte BattleScript_EffectTwineedle @ EFFECT_TWINEEDLE .4byte BattleScript_EffectHit @ EFFECT_VITAL_THROW .4byte BattleScript_EffectSubstitute @ EFFECT_SUBSTITUTE .4byte BattleScript_EffectRecharge @ EFFECT_RECHARGE @@ -379,12 +377,10 @@ gBattleScriptsForMoveEffects:: .4byte BattleScript_EffectHit @ EFFECT_DYNAMAX_DOUBLE_DMG .4byte BattleScript_EffectDecorate @ EFFECT_DECORATE .4byte BattleScript_EffectHit @ EFFECT_SNIPE_SHOT - .4byte BattleScript_EffectTripleHit @ EFFECT_TRIPLE_HIT .4byte BattleScript_EffectRecoilHP25 @ EFFECT_RECOIL_HP_25 .4byte BattleScript_EffectStuffCheeks @ EFFECT_STUFF_CHEEKS .4byte BattleScript_EffectDefenseDownHit @ EFFECT_GRAV_APPLE .4byte BattleScript_EffectEvasionUpHit @ EFFECT_EVASION_UP_HIT - .4byte BattleScript_EffectDoubleIronBash @ EFFECT_DOUBLE_IRON_BASH .4byte BattleScript_EffectGlitzyGlow @ EFFECT_GLITZY_GLOW .4byte BattleScript_EffectBaddyBad @ EFFECT_BADDY_BAD .4byte BattleScript_EffectSappySeed @ EFFECT_SAPPY_SEED @@ -577,16 +573,6 @@ BattleScript_EffectGlitzyGlow: waitmessage B_WAIT_TIME_LONG goto BattleScript_MoveEnd -BattleScript_EffectDoubleIronBash: - attackcanceler - accuracycheck BattleScript_PrintMoveMissed, ACC_CURR_MOVE - attackstring - ppreduce - setmultihitcounter 2 - initmultihitstring - sethword sMULTIHIT_EFFECT, MOVE_EFFECT_FLINCH - goto BattleScript_MultiHitLoop - BattleScript_EffectEvasionUpHit: setmoveeffect MOVE_EFFECT_EVS_PLUS_1 | MOVE_EFFECT_AFFECTS_USER goto BattleScript_EffectHit @@ -3207,26 +3193,6 @@ BattleScript_EffectTrap:: setmoveeffect MOVE_EFFECT_WRAP goto BattleScript_EffectHit -BattleScript_EffectTripleHit:: - attackcanceler - accuracycheck BattleScript_PrintMoveMissed, ACC_CURR_MOVE - attackstring - ppreduce - setmultihitcounter 3 - initmultihitstring - sethword sMULTIHIT_EFFECT, 0 - goto BattleScript_MultiHitLoop - -BattleScript_EffectDoubleHit:: - attackcanceler - accuracycheck BattleScript_PrintMoveMissed, ACC_CURR_MOVE - attackstring - ppreduce - setmultihitcounter 2 - initmultihitstring - sethword sMULTIHIT_EFFECT, 0 - goto BattleScript_MultiHitLoop - BattleScript_EffectRecoilIfMiss:: attackcanceler accuracycheck BattleScript_MoveMissedDoDamage, ACC_CURR_MOVE diff --git a/include/battle_util.h b/include/battle_util.h index 2f7ea6850..00aa0cd59 100644 --- a/include/battle_util.h +++ b/include/battle_util.h @@ -175,7 +175,4 @@ bool32 CanBeFrozen(u8 battlerId); bool32 CanBeConfused(u8 battlerId); bool32 IsBattlerTerrainAffected(u8 battlerId, u32 terrainFlag); -// Move checks -bool8 IsTwoStrikesMove(u16 move); - #endif // GUARD_BATTLE_UTIL_H diff --git a/include/constants/battle_move_effects.h b/include/constants/battle_move_effects.h index 62b49a191..fd8919374 100644 --- a/include/constants/battle_move_effects.h +++ b/include/constants/battle_move_effects.h @@ -1,381 +1,377 @@ #ifndef GUARD_CONSTANTS_BATTLE_MOVE_EFFECTS_H #define GUARD_CONSTANTS_BATTLE_MOVE_EFFECTS_H -#define EFFECT_HIT 0 -#define EFFECT_SLEEP 1 -#define EFFECT_POISON_HIT 2 -#define EFFECT_ABSORB 3 -#define EFFECT_BURN_HIT 4 -#define EFFECT_FREEZE_HIT 5 -#define EFFECT_PARALYZE_HIT 6 -#define EFFECT_EXPLOSION 7 -#define EFFECT_DREAM_EATER 8 -#define EFFECT_MIRROR_MOVE 9 -#define EFFECT_ATTACK_UP 10 -#define EFFECT_DEFENSE_UP 11 -#define EFFECT_SPEED_UP 12 -#define EFFECT_SPECIAL_ATTACK_UP 13 -#define EFFECT_SPECIAL_DEFENSE_UP 14 -#define EFFECT_ACCURACY_UP 15 -#define EFFECT_EVASION_UP 16 -#define EFFECT_SPECIAL_ATTACK_UP_3 17 -#define EFFECT_ATTACK_DOWN 18 -#define EFFECT_DEFENSE_DOWN 19 -#define EFFECT_SPEED_DOWN 20 -#define EFFECT_SPECIAL_ATTACK_DOWN 21 -#define EFFECT_SPECIAL_DEFENSE_DOWN 22 -#define EFFECT_ACCURACY_DOWN 23 -#define EFFECT_EVASION_DOWN 24 -#define EFFECT_HAZE 25 -#define EFFECT_BIDE 26 -#define EFFECT_RAMPAGE 27 -#define EFFECT_ROAR 28 -#define EFFECT_MULTI_HIT 29 -#define EFFECT_CONVERSION 30 -#define EFFECT_FLINCH_HIT 31 -#define EFFECT_RESTORE_HP 32 -#define EFFECT_TOXIC 33 -#define EFFECT_PAY_DAY 34 -#define EFFECT_LIGHT_SCREEN 35 -#define EFFECT_TRI_ATTACK 36 -#define EFFECT_REST 37 -#define EFFECT_OHKO 38 -#define EFFECT_FUSION_COMBO 39 -#define EFFECT_SUPER_FANG 40 -#define EFFECT_DRAGON_RAGE 41 -#define EFFECT_TRAP 42 -#define EFFECT_HEAL_BLOCK 43 -#define EFFECT_DOUBLE_HIT 44 -#define EFFECT_RECOIL_IF_MISS 45 -#define EFFECT_MIST 46 -#define EFFECT_FOCUS_ENERGY 47 -#define EFFECT_RECOIL_25 48 -#define EFFECT_CONFUSE 49 -#define EFFECT_ATTACK_UP_2 50 -#define EFFECT_DEFENSE_UP_2 51 -#define EFFECT_SPEED_UP_2 52 -#define EFFECT_SPECIAL_ATTACK_UP_2 53 -#define EFFECT_SPECIAL_DEFENSE_UP_2 54 -#define EFFECT_ACCURACY_UP_2 55 -#define EFFECT_EVASION_UP_2 56 -#define EFFECT_TRANSFORM 57 -#define EFFECT_ATTACK_DOWN_2 58 -#define EFFECT_DEFENSE_DOWN_2 59 -#define EFFECT_SPEED_DOWN_2 60 -#define EFFECT_SPECIAL_ATTACK_DOWN_2 61 -#define EFFECT_SPECIAL_DEFENSE_DOWN_2 62 -#define EFFECT_ACCURACY_DOWN_2 63 -#define EFFECT_EVASION_DOWN_2 64 -#define EFFECT_REFLECT 65 -#define EFFECT_POISON 66 -#define EFFECT_PARALYZE 67 -#define EFFECT_ATTACK_DOWN_HIT 68 -#define EFFECT_DEFENSE_DOWN_HIT 69 -#define EFFECT_SPEED_DOWN_HIT 70 -#define EFFECT_SPECIAL_ATTACK_DOWN_HIT 71 -#define EFFECT_SPECIAL_DEFENSE_DOWN_HIT 72 -#define EFFECT_ACCURACY_DOWN_HIT 73 -#define EFFECT_EVASION_DOWN_HIT 74 -#define EFFECT_TWO_TURNS_ATTACK 75 -#define EFFECT_CONFUSE_HIT 76 -#define EFFECT_TWINEEDLE 77 -#define EFFECT_VITAL_THROW 78 -#define EFFECT_SUBSTITUTE 79 -#define EFFECT_RECHARGE 80 -#define EFFECT_RAGE 81 -#define EFFECT_MIMIC 82 -#define EFFECT_METRONOME 83 -#define EFFECT_LEECH_SEED 84 -#define EFFECT_DO_NOTHING 85 -#define EFFECT_DISABLE 86 -#define EFFECT_LEVEL_DAMAGE 87 -#define EFFECT_PSYWAVE 88 -#define EFFECT_COUNTER 89 -#define EFFECT_ENCORE 90 -#define EFFECT_PAIN_SPLIT 91 -#define EFFECT_SNORE 92 -#define EFFECT_CONVERSION_2 93 -#define EFFECT_LOCK_ON 94 -#define EFFECT_SKETCH 95 -#define EFFECT_HAMMER_ARM 96 -#define EFFECT_SLEEP_TALK 97 -#define EFFECT_DESTINY_BOND 98 -#define EFFECT_FLAIL 99 -#define EFFECT_SPITE 100 -#define EFFECT_FALSE_SWIPE 101 -#define EFFECT_HEAL_BELL 102 -#define EFFECT_ALWAYS_CRIT 103 -#define EFFECT_TRIPLE_KICK 104 -#define EFFECT_THIEF 105 -#define EFFECT_MEAN_LOOK 106 -#define EFFECT_NIGHTMARE 107 -#define EFFECT_MINIMIZE 108 -#define EFFECT_CURSE 109 -#define EFFECT_HEALING_WISH 110 -#define EFFECT_PROTECT 111 -#define EFFECT_SPIKES 112 -#define EFFECT_FORESIGHT 113 -#define EFFECT_PERISH_SONG 114 -#define EFFECT_SANDSTORM 115 -#define EFFECT_ENDURE 116 -#define EFFECT_ROLLOUT 117 -#define EFFECT_SWAGGER 118 -#define EFFECT_FURY_CUTTER 119 -#define EFFECT_ATTRACT 120 -#define EFFECT_RETURN 121 -#define EFFECT_PRESENT 122 -#define EFFECT_FRUSTRATION 123 -#define EFFECT_SAFEGUARD 124 -#define EFFECT_UNUSED_125 125 -#define EFFECT_MAGNITUDE 126 -#define EFFECT_BATON_PASS 127 -#define EFFECT_PURSUIT 128 -#define EFFECT_RAPID_SPIN 129 -#define EFFECT_SONICBOOM 130 -#define EFFECT_CAPTIVATE 131 -#define EFFECT_MORNING_SUN 132 -#define EFFECT_SYNTHESIS 133 -#define EFFECT_MOONLIGHT 134 -#define EFFECT_HIDDEN_POWER 135 -#define EFFECT_RAIN_DANCE 136 -#define EFFECT_SUNNY_DAY 137 -#define EFFECT_DEFENSE_UP_HIT 138 -#define EFFECT_ATTACK_UP_HIT 139 -#define EFFECT_ALL_STATS_UP_HIT 140 -#define EFFECT_FELL_STINGER 141 -#define EFFECT_BELLY_DRUM 142 -#define EFFECT_PSYCH_UP 143 -#define EFFECT_MIRROR_COAT 144 -#define EFFECT_SKULL_BASH 145 -#define EFFECT_TWISTER 146 -#define EFFECT_EARTHQUAKE 147 -#define EFFECT_FUTURE_SIGHT 148 -#define EFFECT_GUST 149 -#define EFFECT_FLINCH_MINIMIZE_HIT 150 -#define EFFECT_SOLARBEAM 151 -#define EFFECT_THUNDER 152 -#define EFFECT_TELEPORT 153 -#define EFFECT_BEAT_UP 154 -#define EFFECT_SEMI_INVULNERABLE 155 -#define EFFECT_DEFENSE_CURL 156 -#define EFFECT_SOFTBOILED 157 -#define EFFECT_FAKE_OUT 158 -#define EFFECT_UPROAR 159 -#define EFFECT_STOCKPILE 160 -#define EFFECT_SPIT_UP 161 -#define EFFECT_SWALLOW 162 -#define EFFECT_WORRY_SEED 163 -#define EFFECT_HAIL 164 -#define EFFECT_TORMENT 165 -#define EFFECT_FLATTER 166 -#define EFFECT_WILL_O_WISP 167 -#define EFFECT_MEMENTO 168 -#define EFFECT_FACADE 169 -#define EFFECT_FOCUS_PUNCH 170 -#define EFFECT_SMELLINGSALT 171 -#define EFFECT_FOLLOW_ME 172 -#define EFFECT_NATURE_POWER 173 -#define EFFECT_CHARGE 174 -#define EFFECT_TAUNT 175 -#define EFFECT_HELPING_HAND 176 -#define EFFECT_TRICK 177 -#define EFFECT_ROLE_PLAY 178 -#define EFFECT_WISH 179 -#define EFFECT_ASSIST 180 -#define EFFECT_INGRAIN 181 -#define EFFECT_SUPERPOWER 182 -#define EFFECT_MAGIC_COAT 183 -#define EFFECT_RECYCLE 184 -#define EFFECT_REVENGE 185 -#define EFFECT_BRICK_BREAK 186 -#define EFFECT_YAWN 187 -#define EFFECT_KNOCK_OFF 188 -#define EFFECT_ENDEAVOR 189 -#define EFFECT_ERUPTION 190 -#define EFFECT_SKILL_SWAP 191 -#define EFFECT_IMPRISON 192 -#define EFFECT_REFRESH 193 -#define EFFECT_GRUDGE 194 -#define EFFECT_SNATCH 195 -#define EFFECT_LOW_KICK 196 -#define EFFECT_SECRET_POWER 197 -#define EFFECT_RECOIL_33 198 -#define EFFECT_TEETER_DANCE 199 -#define EFFECT_HIT_ESCAPE 200 -#define EFFECT_MUD_SPORT 201 -#define EFFECT_POISON_FANG 202 -#define EFFECT_WEATHER_BALL 203 -#define EFFECT_OVERHEAT 204 -#define EFFECT_TICKLE 205 -#define EFFECT_COSMIC_POWER 206 -#define EFFECT_SKY_UPPERCUT 207 -#define EFFECT_BULK_UP 208 -#define EFFECT_PLACEHOLDER 209 -#define EFFECT_WATER_SPORT 210 -#define EFFECT_CALM_MIND 211 -#define EFFECT_DRAGON_DANCE 212 -#define EFFECT_CAMOUFLAGE 213 +#define EFFECT_HIT 0 +#define EFFECT_SLEEP 1 +#define EFFECT_POISON_HIT 2 +#define EFFECT_ABSORB 3 +#define EFFECT_BURN_HIT 4 +#define EFFECT_FREEZE_HIT 5 +#define EFFECT_PARALYZE_HIT 6 +#define EFFECT_EXPLOSION 7 +#define EFFECT_DREAM_EATER 8 +#define EFFECT_MIRROR_MOVE 9 +#define EFFECT_ATTACK_UP 10 +#define EFFECT_DEFENSE_UP 11 +#define EFFECT_SPEED_UP 12 +#define EFFECT_SPECIAL_ATTACK_UP 13 +#define EFFECT_SPECIAL_DEFENSE_UP 14 +#define EFFECT_ACCURACY_UP 15 +#define EFFECT_EVASION_UP 16 +#define EFFECT_SPECIAL_ATTACK_UP_3 17 +#define EFFECT_ATTACK_DOWN 18 +#define EFFECT_DEFENSE_DOWN 19 +#define EFFECT_SPEED_DOWN 20 +#define EFFECT_SPECIAL_ATTACK_DOWN 21 +#define EFFECT_SPECIAL_DEFENSE_DOWN 22 +#define EFFECT_ACCURACY_DOWN 23 +#define EFFECT_EVASION_DOWN 24 +#define EFFECT_HAZE 25 +#define EFFECT_BIDE 26 +#define EFFECT_RAMPAGE 27 +#define EFFECT_ROAR 28 +#define EFFECT_MULTI_HIT 29 +#define EFFECT_CONVERSION 30 +#define EFFECT_FLINCH_HIT 31 +#define EFFECT_RESTORE_HP 32 +#define EFFECT_TOXIC 33 +#define EFFECT_PAY_DAY 34 +#define EFFECT_LIGHT_SCREEN 35 +#define EFFECT_TRI_ATTACK 36 +#define EFFECT_REST 37 +#define EFFECT_OHKO 38 +#define EFFECT_FUSION_COMBO 39 +#define EFFECT_SUPER_FANG 40 +#define EFFECT_DRAGON_RAGE 41 +#define EFFECT_TRAP 42 +#define EFFECT_HEAL_BLOCK 43 +#define EFFECT_RECOIL_IF_MISS 44 +#define EFFECT_MIST 45 +#define EFFECT_FOCUS_ENERGY 46 +#define EFFECT_RECOIL_25 47 +#define EFFECT_CONFUSE 48 +#define EFFECT_ATTACK_UP_2 49 +#define EFFECT_DEFENSE_UP_2 50 +#define EFFECT_SPEED_UP_2 51 +#define EFFECT_SPECIAL_ATTACK_UP_2 52 +#define EFFECT_SPECIAL_DEFENSE_UP_2 53 +#define EFFECT_ACCURACY_UP_2 54 +#define EFFECT_EVASION_UP_2 55 +#define EFFECT_TRANSFORM 56 +#define EFFECT_ATTACK_DOWN_2 57 +#define EFFECT_DEFENSE_DOWN_2 58 +#define EFFECT_SPEED_DOWN_2 59 +#define EFFECT_SPECIAL_ATTACK_DOWN_2 60 +#define EFFECT_SPECIAL_DEFENSE_DOWN_2 61 +#define EFFECT_ACCURACY_DOWN_2 62 +#define EFFECT_EVASION_DOWN_2 63 +#define EFFECT_REFLECT 64 +#define EFFECT_POISON 65 +#define EFFECT_PARALYZE 66 +#define EFFECT_ATTACK_DOWN_HIT 67 +#define EFFECT_DEFENSE_DOWN_HIT 68 +#define EFFECT_SPEED_DOWN_HIT 69 +#define EFFECT_SPECIAL_ATTACK_DOWN_HIT 70 +#define EFFECT_SPECIAL_DEFENSE_DOWN_HIT 71 +#define EFFECT_ACCURACY_DOWN_HIT 72 +#define EFFECT_EVASION_DOWN_HIT 73 +#define EFFECT_TWO_TURNS_ATTACK 74 +#define EFFECT_CONFUSE_HIT 75 +#define EFFECT_VITAL_THROW 76 +#define EFFECT_SUBSTITUTE 77 +#define EFFECT_RECHARGE 78 +#define EFFECT_RAGE 79 +#define EFFECT_MIMIC 80 +#define EFFECT_METRONOME 81 +#define EFFECT_LEECH_SEED 82 +#define EFFECT_DO_NOTHING 83 +#define EFFECT_DISABLE 84 +#define EFFECT_LEVEL_DAMAGE 85 +#define EFFECT_PSYWAVE 86 +#define EFFECT_COUNTER 87 +#define EFFECT_ENCORE 88 +#define EFFECT_PAIN_SPLIT 89 +#define EFFECT_SNORE 90 +#define EFFECT_CONVERSION_2 91 +#define EFFECT_LOCK_ON 92 +#define EFFECT_SKETCH 93 +#define EFFECT_HAMMER_ARM 94 +#define EFFECT_SLEEP_TALK 95 +#define EFFECT_DESTINY_BOND 96 +#define EFFECT_FLAIL 97 +#define EFFECT_SPITE 98 +#define EFFECT_FALSE_SWIPE 99 +#define EFFECT_HEAL_BELL 100 +#define EFFECT_ALWAYS_CRIT 101 +#define EFFECT_TRIPLE_KICK 102 +#define EFFECT_THIEF 103 +#define EFFECT_MEAN_LOOK 104 +#define EFFECT_NIGHTMARE 105 +#define EFFECT_MINIMIZE 106 +#define EFFECT_CURSE 107 +#define EFFECT_HEALING_WISH 108 +#define EFFECT_PROTECT 109 +#define EFFECT_SPIKES 110 +#define EFFECT_FORESIGHT 111 +#define EFFECT_PERISH_SONG 112 +#define EFFECT_SANDSTORM 113 +#define EFFECT_ENDURE 114 +#define EFFECT_ROLLOUT 115 +#define EFFECT_SWAGGER 116 +#define EFFECT_FURY_CUTTER 117 +#define EFFECT_ATTRACT 118 +#define EFFECT_RETURN 119 +#define EFFECT_PRESENT 120 +#define EFFECT_FRUSTRATION 121 +#define EFFECT_SAFEGUARD 122 +#define EFFECT_UNUSED_125 123 +#define EFFECT_MAGNITUDE 124 +#define EFFECT_BATON_PASS 125 +#define EFFECT_PURSUIT 126 +#define EFFECT_RAPID_SPIN 127 +#define EFFECT_SONICBOOM 128 +#define EFFECT_CAPTIVATE 129 +#define EFFECT_MORNING_SUN 130 +#define EFFECT_SYNTHESIS 131 +#define EFFECT_MOONLIGHT 132 +#define EFFECT_HIDDEN_POWER 133 +#define EFFECT_RAIN_DANCE 134 +#define EFFECT_SUNNY_DAY 135 +#define EFFECT_DEFENSE_UP_HIT 136 +#define EFFECT_ATTACK_UP_HIT 137 +#define EFFECT_ALL_STATS_UP_HIT 138 +#define EFFECT_FELL_STINGER 139 +#define EFFECT_BELLY_DRUM 140 +#define EFFECT_PSYCH_UP 141 +#define EFFECT_MIRROR_COAT 142 +#define EFFECT_SKULL_BASH 143 +#define EFFECT_TWISTER 144 +#define EFFECT_EARTHQUAKE 145 +#define EFFECT_FUTURE_SIGHT 146 +#define EFFECT_GUST 147 +#define EFFECT_FLINCH_MINIMIZE_HIT 148 +#define EFFECT_SOLARBEAM 149 +#define EFFECT_THUNDER 150 +#define EFFECT_TELEPORT 151 +#define EFFECT_BEAT_UP 152 +#define EFFECT_SEMI_INVULNERABLE 153 +#define EFFECT_DEFENSE_CURL 154 +#define EFFECT_SOFTBOILED 155 +#define EFFECT_FAKE_OUT 156 +#define EFFECT_UPROAR 157 +#define EFFECT_STOCKPILE 158 +#define EFFECT_SPIT_UP 159 +#define EFFECT_SWALLOW 160 +#define EFFECT_WORRY_SEED 161 +#define EFFECT_HAIL 162 +#define EFFECT_TORMENT 163 +#define EFFECT_FLATTER 164 +#define EFFECT_WILL_O_WISP 165 +#define EFFECT_MEMENTO 166 +#define EFFECT_FACADE 167 +#define EFFECT_FOCUS_PUNCH 168 +#define EFFECT_SMELLINGSALT 169 +#define EFFECT_FOLLOW_ME 170 +#define EFFECT_NATURE_POWER 171 +#define EFFECT_CHARGE 172 +#define EFFECT_TAUNT 173 +#define EFFECT_HELPING_HAND 174 +#define EFFECT_TRICK 175 +#define EFFECT_ROLE_PLAY 176 +#define EFFECT_WISH 177 +#define EFFECT_ASSIST 178 +#define EFFECT_INGRAIN 179 +#define EFFECT_SUPERPOWER 180 +#define EFFECT_MAGIC_COAT 181 +#define EFFECT_RECYCLE 182 +#define EFFECT_REVENGE 183 +#define EFFECT_BRICK_BREAK 184 +#define EFFECT_YAWN 185 +#define EFFECT_KNOCK_OFF 186 +#define EFFECT_ENDEAVOR 187 +#define EFFECT_ERUPTION 188 +#define EFFECT_SKILL_SWAP 189 +#define EFFECT_IMPRISON 190 +#define EFFECT_REFRESH 191 +#define EFFECT_GRUDGE 192 +#define EFFECT_SNATCH 193 +#define EFFECT_LOW_KICK 194 +#define EFFECT_SECRET_POWER 195 +#define EFFECT_RECOIL_33 196 +#define EFFECT_TEETER_DANCE 197 +#define EFFECT_HIT_ESCAPE 198 +#define EFFECT_MUD_SPORT 199 +#define EFFECT_POISON_FANG 200 +#define EFFECT_WEATHER_BALL 201 +#define EFFECT_OVERHEAT 202 +#define EFFECT_TICKLE 203 +#define EFFECT_COSMIC_POWER 204 +#define EFFECT_SKY_UPPERCUT 205 +#define EFFECT_BULK_UP 206 +#define EFFECT_PLACEHOLDER 207 +#define EFFECT_WATER_SPORT 208 +#define EFFECT_CALM_MIND 209 +#define EFFECT_DRAGON_DANCE 210 +#define EFFECT_CAMOUFLAGE 211 + +// New move effects 212 +#define EFFECT_PLEDGE 213 +#define EFFECT_FLING 214 +#define EFFECT_NATURAL_GIFT 215 +#define EFFECT_WAKE_UP_SLAP 216 +#define EFFECT_WRING_OUT 217 +#define EFFECT_HEX 218 +#define EFFECT_ASSURANCE 219 +#define EFFECT_TRUMP_CARD 220 +#define EFFECT_ACROBATICS 221 +#define EFFECT_HEAT_CRASH 222 +#define EFFECT_PUNISHMENT 223 +#define EFFECT_STORED_POWER 224 +#define EFFECT_ELECTRO_BALL 225 +#define EFFECT_GYRO_BALL 226 +#define EFFECT_ECHOED_VOICE 227 +#define EFFECT_PAYBACK 228 +#define EFFECT_ROUND 229 +#define EFFECT_BRINE 230 +#define EFFECT_VENOSHOCK 231 +#define EFFECT_RETALIATE 232 +#define EFFECT_BULLDOZE 233 +#define EFFECT_FOUL_PLAY 234 +#define EFFECT_PSYSHOCK 235 +#define EFFECT_ROOST 236 +#define EFFECT_GRAVITY 237 +#define EFFECT_MIRACLE_EYE 238 +#define EFFECT_TAILWIND 239 +#define EFFECT_EMBARGO 240 +#define EFFECT_AQUA_RING 241 +#define EFFECT_TRICK_ROOM 242 +#define EFFECT_WONDER_ROOM 243 +#define EFFECT_MAGIC_ROOM 244 +#define EFFECT_MAGNET_RISE 245 +#define EFFECT_TOXIC_SPIKES 246 +#define EFFECT_GASTRO_ACID 247 +#define EFFECT_STEALTH_ROCK 248 +#define EFFECT_TELEKINESIS 249 +#define EFFECT_POWER_SWAP 250 +#define EFFECT_GUARD_SWAP 251 +#define EFFECT_HEART_SWAP 252 +#define EFFECT_POWER_SPLIT 253 +#define EFFECT_GUARD_SPLIT 254 +#define EFFECT_STICKY_WEB 255 +#define EFFECT_METAL_BURST 256 +#define EFFECT_LUCKY_CHANT 257 +#define EFFECT_SUCKER_PUNCH 258 +#define EFFECT_SPECIAL_DEFENSE_DOWN_HIT_2 259 +#define EFFECT_SIMPLE_BEAM 260 +#define EFFECT_ENTRAINMENT 261 +#define EFFECT_HEAL_PULSE 262 +#define EFFECT_QUASH 263 +#define EFFECT_ION_DELUGE 264 +#define EFFECT_FREEZE_DRY 265 +#define EFFECT_TOPSY_TURVY 266 +#define EFFECT_MISTY_TERRAIN 267 +#define EFFECT_GRASSY_TERRAIN 268 +#define EFFECT_ELECTRIC_TERRAIN 269 +#define EFFECT_PSYCHIC_TERRAIN 270 +#define EFFECT_ATTACK_ACCURACY_UP 271 +#define EFFECT_ATTACK_SPATK_UP 272 +#define EFFECT_HURRICANE 273 +#define EFFECT_TWO_TYPED_MOVE 274 +#define EFFECT_ME_FIRST 275 +#define EFFECT_SPEED_UP_HIT 276 +#define EFFECT_QUIVER_DANCE 277 +#define EFFECT_COIL 278 +#define EFFECT_ELECTRIFY 279 +#define EFFECT_SCALD 280 +#define EFFECT_REFLECT_TYPE 281 +#define EFFECT_SOAK 282 +#define EFFECT_GROWTH 283 +#define EFFECT_CLOSE_COMBAT 284 +#define EFFECT_LAST_RESORT 285 +#define EFFECT_RECOIL_33_STATUS 286 +#define EFFECT_FLINCH_STATUS 287 +#define EFFECT_RECOIL_50 288 +#define EFFECT_SHELL_SMASH 289 +#define EFFECT_SHIFT_GEAR 290 +#define EFFECT_DEFENSE_UP_3 291 +#define EFFECT_NOBLE_ROAR 292 +#define EFFECT_VENOM_DRENCH 293 +#define EFFECT_TOXIC_THREAD 294 +#define EFFECT_CLEAR_SMOG 295 +#define EFFECT_HIT_SWITCH_TARGET 296 +#define EFFECT_FINAL_GAMBIT 297 +#define EFFECT_CHANGE_TYPE_ON_ITEM 298 +#define EFFECT_AUTOTOMIZE 299 +#define EFFECT_COPYCAT 300 +#define EFFECT_DEFOG 301 +#define EFFECT_HIT_ENEMY_HEAL_ALLY 302 +#define EFFECT_SMACK_DOWN 303 +#define EFFECT_SYNCHRONOISE 304 +#define EFFECT_PSYCHO_SHIFT 305 +#define EFFECT_POWER_TRICK 306 +#define EFFECT_FLAME_BURST 307 +#define EFFECT_AFTER_YOU 308 +#define EFFECT_BESTOW 309 +#define EFFECT_ROTOTILLER 310 +#define EFFECT_FLOWER_SHIELD 311 +#define EFFECT_HIT_PREVENT_ESCAPE 312 +#define EFFECT_SPEED_SWAP 313 +#define EFFECT_DEFENSE_UP2_HIT 314 +#define EFFECT_REVELATION_DANCE 315 +#define EFFECT_AURORA_VEIL 316 +#define EFFECT_THIRD_TYPE 317 +#define EFFECT_FEINT 318 +#define EFFECT_SPARKLING_ARIA 319 +#define EFFECT_ACUPRESSURE 320 +#define EFFECT_AROMATIC_MIST 321 +#define EFFECT_POWDER 322 +#define EFFECT_SP_ATTACK_UP_HIT 323 +#define EFFECT_BELCH 324 +#define EFFECT_PARTING_SHOT 325 +#define EFFECT_SPECTRAL_THIEF 326 +#define EFFECT_V_CREATE 327 +#define EFFECT_MAT_BLOCK 328 +#define EFFECT_STOMPING_TANTRUM 329 +#define EFFECT_CORE_ENFORCER 330 +#define EFFECT_INSTRUCT 331 +#define EFFECT_THROAT_CHOP 332 +#define EFFECT_LASER_FOCUS 333 +#define EFFECT_MAGNETIC_FLUX 334 +#define EFFECT_GEAR_UP 335 +#define EFFECT_INCINERATE 336 +#define EFFECT_BUG_BITE 337 +#define EFFECT_STRENGTH_SAP 338 +#define EFFECT_MIND_BLOWN 339 +#define EFFECT_PURIFY 340 +#define EFFECT_BURN_UP 341 +#define EFFECT_SHORE_UP 342 +#define EFFECT_GEOMANCY 343 +#define EFFECT_FAIRY_LOCK 344 +#define EFFECT_ALLY_SWITCH 345 +#define EFFECT_SLEEP_HIT 346 +#define EFFECT_ATTACKER_DEFENSE_DOWN_HIT 347 +#define EFFECT_BODY_PRESS 348 +#define EFFECT_EERIE_SPELL 349 +#define EFFECT_JUNGLE_HEALING 350 +#define EFFECT_COACHING 351 +#define EFFECT_LASH_OUT 352 +#define EFFECT_GRASSY_GLIDE 353 +#define EFFECT_REMOVE_TERRAIN 354 +#define EFFECT_DYNAMAX_DOUBLE_DMG 355 +#define EFFECT_DECORATE 356 +#define EFFECT_SNIPE_SHOT 357 +#define EFFECT_RECOIL_HP_25 358 +#define EFFECT_STUFF_CHEEKS 359 +#define EFFECT_GRAV_APPLE 360 +#define EFFECT_EVASION_UP_HIT 361 +#define EFFECT_GLITZY_GLOW 362 +#define EFFECT_BADDY_BAD 363 +#define EFFECT_SAPPY_SEED 364 +#define EFFECT_FREEZY_FROST 365 +#define EFFECT_SPARKLY_SWIRL 366 +#define EFFECT_PLASMA_FISTS 367 +#define EFFECT_HYPERSPACE_FURY 368 + +#define NUM_BATTLE_MOVE_EFFECTS 369 -// New move effects -#define EFFECT_PLEDGE 214 -#define EFFECT_FLING 215 -#define EFFECT_NATURAL_GIFT 216 -#define EFFECT_WAKE_UP_SLAP 217 -#define EFFECT_WRING_OUT 218 -#define EFFECT_HEX 219 -#define EFFECT_ASSURANCE 220 -#define EFFECT_TRUMP_CARD 221 -#define EFFECT_ACROBATICS 222 -#define EFFECT_HEAT_CRASH 223 -#define EFFECT_PUNISHMENT 224 -#define EFFECT_STORED_POWER 225 -#define EFFECT_ELECTRO_BALL 226 -#define EFFECT_GYRO_BALL 227 -#define EFFECT_ECHOED_VOICE 228 -#define EFFECT_PAYBACK 229 -#define EFFECT_ROUND 230 -#define EFFECT_BRINE 231 -#define EFFECT_VENOSHOCK 232 -#define EFFECT_RETALIATE 233 -#define EFFECT_BULLDOZE 234 -#define EFFECT_FOUL_PLAY 235 -#define EFFECT_PSYSHOCK 236 -#define EFFECT_ROOST 237 -#define EFFECT_GRAVITY 238 -#define EFFECT_MIRACLE_EYE 239 -#define EFFECT_TAILWIND 240 -#define EFFECT_EMBARGO 241 -#define EFFECT_AQUA_RING 242 -#define EFFECT_TRICK_ROOM 243 -#define EFFECT_WONDER_ROOM 244 -#define EFFECT_MAGIC_ROOM 245 -#define EFFECT_MAGNET_RISE 246 -#define EFFECT_TOXIC_SPIKES 247 -#define EFFECT_GASTRO_ACID 248 -#define EFFECT_STEALTH_ROCK 249 -#define EFFECT_TELEKINESIS 250 -#define EFFECT_POWER_SWAP 251 -#define EFFECT_GUARD_SWAP 252 -#define EFFECT_HEART_SWAP 253 -#define EFFECT_POWER_SPLIT 254 -#define EFFECT_GUARD_SPLIT 255 -#define EFFECT_STICKY_WEB 256 -#define EFFECT_METAL_BURST 257 -#define EFFECT_LUCKY_CHANT 258 -#define EFFECT_SUCKER_PUNCH 259 -#define EFFECT_SPECIAL_DEFENSE_DOWN_HIT_2 260 -#define EFFECT_SIMPLE_BEAM 261 -#define EFFECT_ENTRAINMENT 262 -#define EFFECT_HEAL_PULSE 263 -#define EFFECT_QUASH 264 -#define EFFECT_ION_DELUGE 265 -#define EFFECT_FREEZE_DRY 266 -#define EFFECT_TOPSY_TURVY 267 -#define EFFECT_MISTY_TERRAIN 268 -#define EFFECT_GRASSY_TERRAIN 269 -#define EFFECT_ELECTRIC_TERRAIN 270 -#define EFFECT_PSYCHIC_TERRAIN 271 -#define EFFECT_ATTACK_ACCURACY_UP 272 -#define EFFECT_ATTACK_SPATK_UP 273 -#define EFFECT_HURRICANE 274 -#define EFFECT_TWO_TYPED_MOVE 275 -#define EFFECT_ME_FIRST 276 -#define EFFECT_SPEED_UP_HIT 277 -#define EFFECT_QUIVER_DANCE 278 -#define EFFECT_COIL 279 -#define EFFECT_ELECTRIFY 280 -#define EFFECT_SCALD 281 -#define EFFECT_REFLECT_TYPE 282 -#define EFFECT_SOAK 283 -#define EFFECT_GROWTH 284 -#define EFFECT_CLOSE_COMBAT 285 -#define EFFECT_LAST_RESORT 286 -#define EFFECT_RECOIL_33_STATUS 287 -#define EFFECT_FLINCH_STATUS 288 -#define EFFECT_RECOIL_50 289 -#define EFFECT_SHELL_SMASH 290 -#define EFFECT_SHIFT_GEAR 291 -#define EFFECT_DEFENSE_UP_3 292 -#define EFFECT_NOBLE_ROAR 293 -#define EFFECT_VENOM_DRENCH 294 -#define EFFECT_TOXIC_THREAD 295 -#define EFFECT_CLEAR_SMOG 296 -#define EFFECT_HIT_SWITCH_TARGET 297 -#define EFFECT_FINAL_GAMBIT 298 -#define EFFECT_CHANGE_TYPE_ON_ITEM 299 -#define EFFECT_AUTOTOMIZE 300 -#define EFFECT_COPYCAT 301 -#define EFFECT_DEFOG 302 -#define EFFECT_HIT_ENEMY_HEAL_ALLY 303 -#define EFFECT_SMACK_DOWN 304 -#define EFFECT_SYNCHRONOISE 305 -#define EFFECT_PSYCHO_SHIFT 306 -#define EFFECT_POWER_TRICK 307 -#define EFFECT_FLAME_BURST 308 -#define EFFECT_AFTER_YOU 309 -#define EFFECT_BESTOW 310 -#define EFFECT_ROTOTILLER 311 -#define EFFECT_FLOWER_SHIELD 312 -#define EFFECT_HIT_PREVENT_ESCAPE 313 -#define EFFECT_SPEED_SWAP 314 -#define EFFECT_DEFENSE_UP2_HIT 315 -#define EFFECT_REVELATION_DANCE 316 -#define EFFECT_AURORA_VEIL 317 -#define EFFECT_THIRD_TYPE 318 -#define EFFECT_FEINT 319 -#define EFFECT_SPARKLING_ARIA 320 -#define EFFECT_ACUPRESSURE 321 -#define EFFECT_AROMATIC_MIST 322 -#define EFFECT_POWDER 323 -#define EFFECT_SP_ATTACK_UP_HIT 324 -#define EFFECT_BELCH 325 -#define EFFECT_PARTING_SHOT 326 -#define EFFECT_SPECTRAL_THIEF 327 -#define EFFECT_V_CREATE 328 -#define EFFECT_MAT_BLOCK 329 -#define EFFECT_STOMPING_TANTRUM 330 -#define EFFECT_CORE_ENFORCER 331 -#define EFFECT_INSTRUCT 332 -#define EFFECT_THROAT_CHOP 333 -#define EFFECT_LASER_FOCUS 334 -#define EFFECT_MAGNETIC_FLUX 335 -#define EFFECT_GEAR_UP 336 -#define EFFECT_INCINERATE 337 -#define EFFECT_BUG_BITE 338 -#define EFFECT_STRENGTH_SAP 339 -#define EFFECT_MIND_BLOWN 340 -#define EFFECT_PURIFY 341 -#define EFFECT_BURN_UP 342 -#define EFFECT_SHORE_UP 343 -#define EFFECT_GEOMANCY 344 -#define EFFECT_FAIRY_LOCK 345 -#define EFFECT_ALLY_SWITCH 346 -#define EFFECT_SLEEP_HIT 347 -#define EFFECT_ATTACKER_DEFENSE_DOWN_HIT 348 -#define EFFECT_BODY_PRESS 349 -#define EFFECT_EERIE_SPELL 350 -#define EFFECT_JUNGLE_HEALING 351 -#define EFFECT_COACHING 352 -#define EFFECT_LASH_OUT 353 -#define EFFECT_GRASSY_GLIDE 354 -#define EFFECT_REMOVE_TERRAIN 355 -#define EFFECT_DYNAMAX_DOUBLE_DMG 356 -#define EFFECT_DECORATE 357 -#define EFFECT_SNIPE_SHOT 358 -#define EFFECT_TRIPLE_HIT 359 -#define EFFECT_RECOIL_HP_25 360 -#define EFFECT_STUFF_CHEEKS 361 -#define EFFECT_GRAV_APPLE 362 -#define EFFECT_EVASION_UP_HIT 363 -#define EFFECT_DOUBLE_IRON_BASH 364 -#define EFFECT_GLITZY_GLOW 365 -#define EFFECT_BADDY_BAD 366 -#define EFFECT_SAPPY_SEED 367 -#define EFFECT_FREEZY_FROST 368 -#define EFFECT_SPARKLY_SWIRL 369 -#define EFFECT_PLASMA_FISTS 370 -#define EFFECT_HYPERSPACE_FURY 371 - -#define NUM_BATTLE_MOVE_EFFECTS 372 - -#endif // GUARD_CONSTANTS_BATTLE_MOVE_EFFECTS_H +#endif // GUARD_CONSTANTS_BATTLE_MOVE_EFFECTS_H diff --git a/include/constants/pokemon.h b/include/constants/pokemon.h index 4e776e592..959148e6c 100644 --- a/include/constants/pokemon.h +++ b/include/constants/pokemon.h @@ -308,6 +308,7 @@ #define FLAG_DMG_UNGROUNDED_IGNORE_TYPE_IF_FLYING (1 << 24) // Makes a Ground type move do 1x damage to flying and levitating targets #define FLAG_THAW_USER (1 << 25) #define FLAG_HIT_IN_SUBSTITUTE (1 << 26) // Hyperspace Fury +#define FLAG_TWO_STRIKES (1 << 27) // A move with this flag will strike twice, and may apply its effect on each hit // Split defines. #define SPLIT_PHYSICAL 0x0 diff --git a/src/battle_ai_main.c b/src/battle_ai_main.c index 84fa7b634..43979a673 100644 --- a/src/battle_ai_main.c +++ b/src/battle_ai_main.c @@ -3241,7 +3241,6 @@ static s16 AI_CheckViability(u8 battlerAtk, u8 battlerDef, u16 move, s16 score) score += min(CountPositiveStatStages(battlerDef), 4); break; case EFFECT_MULTI_HIT: - case EFFECT_DOUBLE_HIT: case EFFECT_TRIPLE_KICK: break; case EFFECT_CONVERSION: diff --git a/src/battle_tv.c b/src/battle_tv.c index e6e29470d..3566f0873 100644 --- a/src/battle_tv.c +++ b/src/battle_tv.c @@ -130,7 +130,7 @@ static const u16 sPoints_MoveEffect[NUM_BATTLE_MOVE_EFFECTS] = [EFFECT_DRAGON_RAGE] = 2, [EFFECT_TRAP] = 4, // [EFFECT_HIGH_CRITICAL] = 1, - [EFFECT_DOUBLE_HIT] = 1, +// [EFFECT_DOUBLE_HIT] = 1, [EFFECT_RECOIL_IF_MISS] = 1, [EFFECT_MIST] = 5, [EFFECT_FOCUS_ENERGY] = 1, @@ -163,7 +163,7 @@ static const u16 sPoints_MoveEffect[NUM_BATTLE_MOVE_EFFECTS] = [EFFECT_EVASION_DOWN_HIT] = 1, // [EFFECT_SKY_ATTACK] = 4, [EFFECT_CONFUSE_HIT] = 1, - [EFFECT_TWINEEDLE] = 1, +// [EFFECT_TWINEEDLE] = 1, [EFFECT_VITAL_THROW] = 1, [EFFECT_SUBSTITUTE] = 4, [EFFECT_RECHARGE] = 5, diff --git a/src/battle_util.c b/src/battle_util.c index 6163e040f..e624ca166 100644 --- a/src/battle_util.c +++ b/src/battle_util.c @@ -217,20 +217,6 @@ static const u16 sEntrainmentTargetSimpleBeamBannedAbilities[] = ABILITY_GULP_MISSILE, }; -static const u16 sTwoStrikeMoves[] = -{ - MOVE_BONEMERANG, - MOVE_DOUBLE_HIT, - MOVE_DOUBLE_IRON_BASH, - MOVE_DOUBLE_KICK, - MOVE_DRAGON_DARTS, - MOVE_DUAL_CHOP, - MOVE_DUAL_WINGBEAT, - MOVE_GEAR_GRIND, - MOVE_TWINEEDLE, - 0xFFFF -}; - static u8 CalcBeatUpPower(void) { struct Pokemon *party; @@ -3571,7 +3557,7 @@ u8 AtkCanceller_UnableToUseMove(void) PREPARE_BYTE_NUMBER_BUFFER(gBattleScripting.multihitString, 1, 0) } - else if (IsTwoStrikesMove(gCurrentMove)) + else if (gBattleMoves[gCurrentMove].flags & FLAG_TWO_STRIKES) { gMultiHitCounter = 2; PREPARE_BYTE_NUMBER_BUFFER(gBattleScripting.multihitString, 1, 0) @@ -9714,15 +9700,3 @@ u16 GetUsedHeldItem(u8 battler) { return gBattleStruct->usedHeldItems[gBattlerPartyIndexes[battler]][GetBattlerSide(battler)]; } - -bool8 IsTwoStrikesMove(u16 move) -{ - u32 i; - - for (i = 0; i < ARRAY_COUNT(sTwoStrikeMoves); i++) - { - if (move == sTwoStrikeMoves[i]) - return TRUE; - } - return FALSE; -} diff --git a/src/data/battle_moves.h b/src/data/battle_moves.h index c3892cdc8..3729bf224 100644 --- a/src/data/battle_moves.h +++ b/src/data/battle_moves.h @@ -370,7 +370,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] = [MOVE_DOUBLE_KICK] = { - .effect = EFFECT_DOUBLE_HIT, + .effect = EFFECT_HIT, .power = 30, .type = TYPE_FIGHTING, .accuracy = 100, @@ -378,7 +378,7 @@ 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_KINGS_ROCK_AFFECTED, + .flags = FLAG_MAKES_CONTACT | FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGS_ROCK_AFFECTED | FLAG_TWO_STRIKES, .split = SPLIT_PHYSICAL, }, @@ -649,7 +649,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] = .secondaryEffectChance = 20, .target = MOVE_TARGET_SELECTED, .priority = 0, - .flags = FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_SHEER_FORCE_BOOST, + .flags = FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_SHEER_FORCE_BOOST | FLAG_TWO_STRIKES, .split = SPLIT_PHYSICAL, }, @@ -2452,7 +2452,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] = [MOVE_BONEMERANG] = { - .effect = EFFECT_DOUBLE_HIT, + .effect = EFFECT_HIT, .power = 50, .type = TYPE_GROUND, .accuracy = 90, @@ -2460,7 +2460,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] = .secondaryEffectChance = 0, .target = MOVE_TARGET_SELECTED, .priority = 0, - .flags = FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGS_ROCK_AFFECTED, + .flags = FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGS_ROCK_AFFECTED | FLAG_TWO_STRIKES, .split = SPLIT_PHYSICAL, }, @@ -7259,7 +7259,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] = [MOVE_DOUBLE_HIT] = { - .effect = EFFECT_DOUBLE_HIT, + .effect = EFFECT_HIT, .power = 35, .type = TYPE_NORMAL, .accuracy = 90, @@ -7267,7 +7267,7 @@ 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_KINGS_ROCK_AFFECTED, + .flags = FLAG_MAKES_CONTACT | FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGS_ROCK_AFFECTED | FLAG_TWO_STRIKES, .split = SPLIT_PHYSICAL, }, @@ -8359,7 +8359,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] = [MOVE_DUAL_CHOP] = { - .effect = EFFECT_DOUBLE_HIT, + .effect = EFFECT_HIT, .power = 40, .type = TYPE_DRAGON, .accuracy = 90, @@ -8367,7 +8367,7 @@ 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_KINGS_ROCK_AFFECTED, + .flags = FLAG_MAKES_CONTACT | FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGS_ROCK_AFFECTED | FLAG_TWO_STRIKES, .split = SPLIT_PHYSICAL, }, @@ -8567,7 +8567,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] = [MOVE_GEAR_GRIND] = { - .effect = EFFECT_DOUBLE_HIT, + .effect = EFFECT_HIT, .power = 50, .type = TYPE_STEEL, .accuracy = 85, @@ -8575,7 +8575,7 @@ 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_KINGS_ROCK_AFFECTED, + .flags = FLAG_MAKES_CONTACT | FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGS_ROCK_AFFECTED | FLAG_TWO_STRIKES, .split = SPLIT_PHYSICAL, }, @@ -10726,9 +10726,9 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] = [MOVE_DOUBLE_IRON_BASH] = { #if B_UPDATED_MOVE_DATA >= GEN_8 - .flags = FLAG_MAKES_CONTACT | FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_IRON_FIST_BOOST | FLAG_SHEER_FORCE_BOOST, + .flags = FLAG_MAKES_CONTACT | FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_IRON_FIST_BOOST | FLAG_SHEER_FORCE_BOOST | FLAG_TWO_STRIKES, #else - .flags = FLAG_MAKES_CONTACT | FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_DMG_MINIMIZE | FLAG_IRON_FIST_BOOST | FLAG_SHEER_FORCE_BOOST, + .flags = FLAG_MAKES_CONTACT | FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_DMG_MINIMIZE | FLAG_IRON_FIST_BOOST | FLAG_SHEER_FORCE_BOOST | FLAG_TWO_STRIKES, #endif .effect = EFFECT_FLINCH_HIT, .power = 60, @@ -10850,7 +10850,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] = .secondaryEffectChance = 0, .target = MOVE_TARGET_SELECTED, .priority = 0, - .flags = FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGS_ROCK_AFFECTED, + .flags = FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGS_ROCK_AFFECTED | FLAG_TWO_STRIKES, .split = SPLIT_PHYSICAL, }, @@ -11472,7 +11472,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] = [MOVE_DUAL_WINGBEAT] = { - .effect = EFFECT_DOUBLE_HIT, + .effect = EFFECT_HIT, .power = 40, .type = TYPE_FLYING, .accuracy = 90, @@ -11480,7 +11480,7 @@ 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_KINGS_ROCK_AFFECTED, + .flags = FLAG_MAKES_CONTACT | FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGS_ROCK_AFFECTED | FLAG_TWO_STRIKES, .split = SPLIT_PHYSICAL, },