Remove Corrosive Gas code

This was not working at all in testing, so it can be done by a separate PR later.
This commit is contained in:
BuffelSaft 2021-11-22 14:35:01 +13:00
parent 70f0018c08
commit 42b8f18cb1
5 changed files with 5 additions and 56 deletions

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@ -1925,11 +1925,6 @@
various BS_ATTACKER, VARIOUS_SHELL_SIDE_ARM_CHECK
.endm
.macro trysetcorrosivegas battler:req, ptr:req
various \battler, VARIOUS_TRY_SET_CORROSIVE_GAS
.4byte \ptr
.endm
.macro setbeakblast battler:req
various \battler, VARIOUS_SET_BEAK_BLAST
.endm

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@ -407,7 +407,6 @@ gBattleScriptsForMoveEffects::
.4byte BattleScript_EffectScaleShot @ EFFECT_SCALE_SHOT
.4byte BattleScript_EffectMeteorBeam @ EFFECT_METEOR_BEAM
.4byte BattleScript_EffectHit @ EFFECT_RISING_VOLTAGE
.4byte BattleScript_EffectCorrosiveGas @ EFFECT_CORROSIVE_GAS
.4byte BattleScript_EffectHit @ EFFECT_BEAK_BLAST
.4byte BattleScript_EffectCourtChange @ EFFECT_COURT_CHANGE
.4byte BattleScript_EffectShellTrap @ EFFECT_SHELL_TRAP
@ -479,24 +478,6 @@ BattleScript_BeakBlastBurn::
call BattleScript_MoveEffectBurn
return
BattleScript_EffectCorrosiveGas::
attackcanceler
accuracycheck BattleScript_PrintMoveMissed, NO_ACC_CALC_CHECK_LOCK_ON
attackstring
ppreduce
jumpifstatus2 BS_TARGET, STATUS2_SUBSTITUTE, BattleScript_PrintMoveMissed
trysetcorrosivegas BS_TARGET, BattleScript_ButItFailed
attackanimation
waitanimation
printstring STRINGID_ITEMMELTED
waitmessage 0x40
goto BattleScript_MoveEnd
BattleScript_MeltedItem::
printstring STRINGID_ITEMMELTED
waitmessage 0x40
return
BattleScript_EffectMeteorBeam::
@ DecideTurn
jumpifstatus2 BS_ATTACKER, STATUS2_MULTIPLETURNS, BattleScript_TwoTurnMovesSecondTurn

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@ -390,11 +390,10 @@
#define EFFECT_SCALE_SHOT 384
#define EFFECT_METEOR_BEAM 385
#define EFFECT_RISING_VOLTAGE 386
#define EFFECT_CORROSIVE_GAS 387
#define EFFECT_BEAK_BLAST 388
#define EFFECT_COURT_CHANGE 389
#define EFFECT_SHELL_TRAP 390
#define EFFECT_BEAK_BLAST 387
#define EFFECT_COURT_CHANGE 388
#define EFFECT_SHELL_TRAP 389
#define NUM_BATTLE_MOVE_EFFECTS 391
#define NUM_BATTLE_MOVE_EFFECTS 390
#endif // GUARD_CONSTANTS_BATTLE_MOVE_EFFECTS_H

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@ -9376,32 +9376,6 @@ static void Cmd_various(void)
gBattlescriptCurrInstr += 7;
return;
}
case VARIOUS_TRY_SET_CORROSIVE_GAS:
{
if (gBattleMons[gActiveBattler].item != 0
&& CanBattlerGetOrLoseItem(gActiveBattler, gBattleMons[gActiveBattler].item)
&& !NoAliveMonsForEitherParty())
{
if (GetBattlerAbility(gActiveBattler) == ABILITY_STICKY_HOLD && IsBattlerAlive(gActiveBattler))
{
gBattlerAbility = gActiveBattler;
BattleScriptPushCursor();
gBattlescriptCurrInstr = BattleScript_StickyHoldActivates;
}
else
{ // Item is melted normally
u32 side = GetBattlerSide(gActiveBattler);
gLastUsedItem = gBattleMons[gActiveBattler].item;
gBattleMons[gActiveBattler].item = 0;
gBattleStruct->choicedMove[gActiveBattler] = 0;
gWishFutureKnock.meltedItemMons[side] |= gBitTable[gBattlerPartyIndexes[gActiveBattler]];
CheckSetUnburden(gActiveBattler);
gBattlescriptCurrInstr += 7;
}
}
}
case VARIOUS_SET_BEAK_BLAST:
gProtectStructs[gBattlerAttacker].beakBlastCharge = TRUE;
break;

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@ -11417,7 +11417,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
[MOVE_CORROSIVE_GAS] =
{
.effect = EFFECT_CORROSIVE_GAS,
.effect = EFFECT_PLACEHOLDER, // EFFECT_CORROSIVE_GAS, TODO
.power = 0,
.type = TYPE_POISON,
.accuracy = 100,