mirror move + nightmare fix

This commit is contained in:
amiosi 2021-02-11 09:49:45 -05:00
parent eaf88687b9
commit 172fe3a257

View File

@ -2710,10 +2710,14 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
[MOVE_NIGHTMARE] =
{
#if B_UPDATED_MOVE_DATA >= GEN_4
.accuracy = 100,
#else
.accuracy = 0,
#endif
.effect = EFFECT_NIGHTMARE,
.power = 0,
.type = TYPE_GHOST,
.accuracy = 100,
.pp = 15,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_SELECTED,
@ -7109,17 +7113,23 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
{
#if B_UPDATED_MOVE_DATA >= GEN_6
.power = 65,
.secondaryEffectChance = 100,
.flags = FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_SOUND | FLAG_SHEER_FORCE_BOOST,
#elif B_UPDATED_MOVE_DATA == GEN_5
.power = 60,
.secondaryEffectChance = 10,
.flags = FLAG_PROTECT_AFFECTED | FLAG_SOUND | FLAG_SHEER_FORCE_BOOST,
#else
.power = 60,
.secondaryEffectChance = 31,
.flags = FLAG_PROTECT_AFFECTED | FLAG_SOUND | FLAG_SHEER_FORCE_BOOST,
#endif
.effect = EFFECT_CONFUSE_HIT,
.type = TYPE_FLYING,
.accuracy = 100,
.pp = 20,
.secondaryEffectChance = 100,
.target = MOVE_TARGET_SELECTED,
.priority = 0,
.flags = FLAG_PROTECT_AFFECTED | FLAG_SOUND | FLAG_SHEER_FORCE_BOOST,
.split = SPLIT_SPECIAL,
},
@ -10738,7 +10748,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
.secondaryEffectChance = 0,
.target = MOVE_TARGET_SELECTED,
.priority = 0,
.flags = FLAG_PROTECT_AFFECTED | FLAG_KINGS_ROCK_AFFECTED,
.flags = FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGS_ROCK_AFFECTED,
.split = SPLIT_SPECIAL,
},
@ -10907,7 +10917,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
.secondaryEffectChance = 0,
.target = MOVE_TARGET_USER,
.priority = 0,
.flags = FLAG_MIRROR_MOVE_AFFECTED,
.flags = 0,
.split = SPLIT_STATUS,
},
@ -10949,7 +10959,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
.secondaryEffectChance = 0,
.target = MOVE_TARGET_SELECTED,
.priority = 0,
.flags = 0,
.flags = FLAG_MIRROR_MOVE_AFFECTED,
.split = SPLIT_STATUS,
},
@ -11425,7 +11435,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
.secondaryEffectChance = 0,
.target = MOVE_TARGET_ALLY,
.priority = 0,
.flags = 0,
.flags = FLAG_MIRROR_MOVE_AFFECTED,
.split = SPLIT_STATUS,
},