Merge pull request #13 from AsparagusEduardo/PR-LGPE_IOA_Moves

LGPE & Isle of Armor move data.
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ghoulslash 2020-11-15 08:29:10 -07:00 committed by GitHub
commit 686ff59b11
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7 changed files with 1400 additions and 629 deletions

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@ -359,7 +359,7 @@
#define MOVES_COUNT_GEN3 355
// Gen4 moves.
// Gen 4 moves.
#define MOVE_ROOST 355
#define MOVE_GRAVITY 356
#define MOVE_MIRACLE_EYE 357
@ -476,7 +476,7 @@
#define MOVES_COUNT_GEN4 468
// Gen5 moves.
// Gen 5 moves.
#define MOVE_HONE_CLAWS 468
#define MOVE_WIDE_GUARD 469
#define MOVE_GUARD_SPLIT 470
@ -572,7 +572,7 @@
#define MOVES_COUNT_GEN5 560
// Gen6 moves.
// Gen 6 moves.
#define MOVE_FLYING_PRESS 560
#define MOVE_MAT_BLOCK 561
#define MOVE_BELCH 562
@ -631,6 +631,7 @@
#define MOVE_THOUSAND_WAVES 615
#define MOVE_LANDS_WRATH 616
#define MOVE_LIGHT_OF_RUIN 617
// ORAS Moves
#define MOVE_ORIGIN_PULSE 618
#define MOVE_PRECIPICE_BLADES 619
#define MOVE_DRAGON_ASCENT 620
@ -638,7 +639,7 @@
#define MOVES_COUNT_GEN6 622
// Gen7 moves.
// Gen 7 moves.
#define MOVE_SHORE_UP 622
#define MOVE_FIRST_IMPRESSION 623
#define MOVE_BANEFUL_BUNKER 624
@ -690,52 +691,90 @@
#define MOVE_ZING_ZAP 670
#define MOVE_NATURES_MADNESS 671
#define MOVE_MULTI_ATTACK 672
// USUM Moves
#define MOVE_MIND_BLOWN 673
#define MOVE_PLASMA_FISTS 674
#define MOVE_PHOTON_GEYSER 675
#define MOVE_DOUBLE_IRON_BASH 676
// LGPE Moves
#define MOVE_ZIPPY_ZAP 676
#define MOVE_SPLISHY_SPLASH 677
#define MOVE_FLOATY_FALL 678
#define MOVE_PIKA_PAPOW 679
#define MOVE_BOUNCY_BUBBLE 680
#define MOVE_BUZZY_BUZZ 681
#define MOVE_SIZZLY_SLIDE 682
#define MOVE_GLITZY_GLOW 683
#define MOVE_BADDY_BAD 684
#define MOVE_SAPPY_SEED 685
#define MOVE_FREEZY_FROST 686
#define MOVE_SPARKLY_SWIRL 687
#define MOVE_VEEVEE_VOLLEY 688
#define MOVE_DOUBLE_IRON_BASH 689
#define MOVES_COUNT_GEN7 677
#define MOVES_COUNT_GEN7 690
// Gen 8 moves.
#define MOVE_DYNAMAX_CANNON (MOVES_COUNT_GEN7 + 0)
#define MOVE_SNIPE_SHOT (MOVES_COUNT_GEN7 + 1)
#define MOVE_JAW_LOCK (MOVES_COUNT_GEN7 + 2)
#define MOVE_STUFF_CHEEKS (MOVES_COUNT_GEN7 + 3)
#define MOVE_NO_RETREAT (MOVES_COUNT_GEN7 + 4)
#define MOVE_TAR_SHOT (MOVES_COUNT_GEN7 + 5)
#define MOVE_MAGIC_POWDER (MOVES_COUNT_GEN7 + 6)
#define MOVE_DRAGON_DARTS (MOVES_COUNT_GEN7 + 7)
#define MOVE_TEATIME (MOVES_COUNT_GEN7 + 8)
#define MOVE_OCTOLOCK (MOVES_COUNT_GEN7 + 9)
#define MOVE_BOLT_BEAK (MOVES_COUNT_GEN7 + 10)
#define MOVE_FISHIOUS_REND (MOVES_COUNT_GEN7 + 11)
#define MOVE_COURT_CHANGE (MOVES_COUNT_GEN7 + 12)
#define MOVE_CLANGOROUS_SOUL (MOVES_COUNT_GEN7 + 13)
#define MOVE_BODY_PRESS (MOVES_COUNT_GEN7 + 14)
#define MOVE_DECORATE (MOVES_COUNT_GEN7 + 15)
#define MOVE_DRUM_BEATING (MOVES_COUNT_GEN7 + 16)
#define MOVE_SNAP_TRAP (MOVES_COUNT_GEN7 + 17)
#define MOVE_PYRO_BALL (MOVES_COUNT_GEN7 + 18)
#define MOVE_BEHEMOTH_BLADE (MOVES_COUNT_GEN7 + 19)
#define MOVE_BEHEMOTH_BASH (MOVES_COUNT_GEN7 + 20)
#define MOVE_AURA_WHEEL (MOVES_COUNT_GEN7 + 21)
#define MOVE_BREAKING_SWIPE (MOVES_COUNT_GEN7 + 22)
#define MOVE_BRANCH_POKE (MOVES_COUNT_GEN7 + 23)
#define MOVE_OVERDRIVE (MOVES_COUNT_GEN7 + 24)
#define MOVE_APPLE_ACID (MOVES_COUNT_GEN7 + 25)
#define MOVE_GRAV_APPLE (MOVES_COUNT_GEN7 + 26)
#define MOVE_SPIRIT_BREAK (MOVES_COUNT_GEN7 + 27)
#define MOVE_STRANGE_STEAM (MOVES_COUNT_GEN7 + 28)
#define MOVE_LIFE_DEW (MOVES_COUNT_GEN7 + 29)
#define MOVE_OBSTRUCT (MOVES_COUNT_GEN7 + 30)
#define MOVE_FALSE_SURRENDER (MOVES_COUNT_GEN7 + 31)
#define MOVE_METEOR_ASSAULT (MOVES_COUNT_GEN7 + 32)
#define MOVE_ETERNABEAM (MOVES_COUNT_GEN7 + 33)
#define MOVE_STEEL_BEAM (MOVES_COUNT_GEN7 + 34)
#define MOVE_DYNAMAX_CANNON 690
#define MOVE_SNIPE_SHOT 691
#define MOVE_JAW_LOCK 692
#define MOVE_STUFF_CHEEKS 693
#define MOVE_NO_RETREAT 694
#define MOVE_TAR_SHOT 695
#define MOVE_MAGIC_POWDER 696
#define MOVE_DRAGON_DARTS 697
#define MOVE_TEATIME 698
#define MOVE_OCTOLOCK 699
#define MOVE_BOLT_BEAK 700
#define MOVE_FISHIOUS_REND 701
#define MOVE_COURT_CHANGE 702
#define MOVE_CLANGOROUS_SOUL 703
#define MOVE_BODY_PRESS 704
#define MOVE_DECORATE 705
#define MOVE_DRUM_BEATING 706
#define MOVE_SNAP_TRAP 707
#define MOVE_PYRO_BALL 708
#define MOVE_BEHEMOTH_BLADE 709
#define MOVE_BEHEMOTH_BASH 710
#define MOVE_AURA_WHEEL 711
#define MOVE_BREAKING_SWIPE 712
#define MOVE_BRANCH_POKE 713
#define MOVE_OVERDRIVE 714
#define MOVE_APPLE_ACID 715
#define MOVE_GRAV_APPLE 716
#define MOVE_SPIRIT_BREAK 717
#define MOVE_STRANGE_STEAM 718
#define MOVE_LIFE_DEW 719
#define MOVE_OBSTRUCT 720
#define MOVE_FALSE_SURRENDER 721
#define MOVE_METEOR_ASSAULT 722
#define MOVE_ETERNABEAM 723
#define MOVE_STEEL_BEAM 724
// Isle of Armor Moves
#define MOVE_EXPANDING_FORCE 725
#define MOVE_STEEL_ROLLER 726
#define MOVE_SCALE_SHOT 727
#define MOVE_METEOR_BEAM 728
#define MOVE_SHELL_SIDE_ARM 729
#define MOVE_MISTY_EXPLOSION 730
#define MOVE_GRASSY_GLIDE 731
#define MOVE_RISING_VOLTAGE 732
#define MOVE_TERRAIN_PULSE 733
#define MOVE_SKITTER_SMACK 734
#define MOVE_BURNING_JEALOUSY 735
#define MOVE_LASH_OUT 736
#define MOVE_POLTERGEIST 737
#define MOVE_CORROSIVE_GAS 738
#define MOVE_COACHING 739
#define MOVE_FLIP_TURN 740
#define MOVE_TRIPLE_AXEL 741
#define MOVE_DUAL_WINGBEAT 742
#define MOVE_SCORCHING_SANDS 743
#define MOVE_JUNGLE_HEALING 744
#define MOVE_WICKED_BLOW 745
#define MOVE_SURGING_STRIKES 746
#define MOVES_COUNT_GEN8 (MOVES_COUNT_GEN7 + 35)
#define MOVES_COUNT_GEN8 747
#define MOVES_COUNT MOVES_COUNT_GEN8
#define MOVES_COUNT MOVES_COUNT_GEN8
#endif // GUARD_CONSTANTS_MOVES_H

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@ -1456,7 +1456,7 @@ static void SetUpModifyArrows(struct BattleDebugMenu *data)
break;
case LIST_ITEM_MOVES:
data->modifyArrows.minValue = 0;
data->modifyArrows.maxValue = MOVES_COUNT_GEN7 - 1;
data->modifyArrows.maxValue = MOVES_COUNT_GEN8 - 1;
data->modifyArrows.maxDigits = 3;
if (data->currentSecondaryListItemId == 4)
{

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@ -1318,6 +1318,7 @@ static bool32 IsGravityPreventingMove(u32 move)
case MOVE_SKY_DROP:
case MOVE_SPLASH:
case MOVE_TELEKINESIS:
case MOVE_FLOATY_FALL:
return TRUE;
default:
return FALSE;

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@ -8923,8 +8923,8 @@ 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 +10319,271 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
.split = SPLIT_SPECIAL,
},
[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 | FLAG_KINGSROCK_AFFECTED,
#else
.power = 50,
.pp = 15,
.flags = FLAG_MAKES_CONTACT | FLAG_PROTECT_AFFECTED | FLAG_KINGSROCK_AFFECTED,
#endif
.effect = EFFECT_ALWAYS_CRIT,
.type = TYPE_ELECTRIC,
.accuracy = 100,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_SELECTED,
.priority = 2,
.split = SPLIT_PHYSICAL,
},
[MOVE_SPLISHY_SPLASH] =
{
#if B_UPDATED_MOVE_DATA >= GEN_8
.flags = FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGSROCK_AFFECTED,
#else
.flags = FLAG_PROTECT_AFFECTED | FLAG_KINGSROCK_AFFECTED,
#endif
.effect = EFFECT_PARALYZE_HIT,
.power = 90,
.type = TYPE_WATER,
.accuracy = 100,
.pp = 15,
.secondaryEffectChance = 30,
.target = MOVE_TARGET_BOTH,
.priority = 0,
.split = SPLIT_SPECIAL,
},
[MOVE_FLOATY_FALL] =
{
#if B_UPDATED_MOVE_DATA >= GEN_8
.flags = FLAG_MAKES_CONTACT | FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED,
#else
.flags = FLAG_MAKES_CONTACT | FLAG_PROTECT_AFFECTED,
#endif
.effect = EFFECT_FLINCH_HIT,
.power = 90,
.type = TYPE_FLYING,
.accuracy = 95,
.pp = 15,
.secondaryEffectChance = 30,
.target = MOVE_TARGET_SELECTED,
.priority = 0,
.split = SPLIT_PHYSICAL,
},
[MOVE_PIKA_PAPOW] =
{
#if B_UPDATED_MOVE_DATA >= GEN_8
.flags = FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGSROCK_AFFECTED,
#else
.flags = FLAG_PROTECT_AFFECTED | FLAG_KINGSROCK_AFFECTED,
#endif
.effect = EFFECT_RETURN,
.power = 1,
.type = TYPE_ELECTRIC,
.accuracy = 0,
.pp = 20,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_SELECTED,
.priority = 0,
.split = SPLIT_SPECIAL,
},
[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,
.argument = 100, // restores 100% HP instead of 50% HP
#else
.power = 90,
.pp = 15,
.flags = FLAG_PROTECT_AFFECTED | FLAG_KINGSROCK_AFFECTED,
#endif
.effect = EFFECT_ABSORB,
.type = TYPE_WATER,
.accuracy = 100,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_SELECTED,
.priority = 0,
.split = SPLIT_SPECIAL,
},
[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,
.type = TYPE_ELECTRIC,
.accuracy = 100,
.secondaryEffectChance = 100,
.target = MOVE_TARGET_SELECTED,
.priority = 0,
.split = SPLIT_SPECIAL,
},
[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,
.type = TYPE_FIRE,
.accuracy = 100,
.secondaryEffectChance = 100,
.target = MOVE_TARGET_SELECTED,
.priority = 0,
.split = SPLIT_PHYSICAL,
},
[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)
.type = TYPE_PSYCHIC,
.pp = 15,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_SELECTED,
.priority = 0,
.split = SPLIT_SPECIAL,
},
[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)
.type = TYPE_DARK,
.pp = 15,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_SELECTED,
.priority = 0,
.split = SPLIT_SPECIAL,
},
[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 | FLAG_KINGSROCK_AFFECTED,
#else
.power = 90,
.accuracy = 100,
.pp = 15,
.flags = FLAG_PROTECT_AFFECTED | FLAG_MAGICCOAT_AFFECTED | FLAG_KINGSROCK_AFFECTED,
#endif
.effect = EFFECT_PLACEHOLDER, //TODO (Leech Seed + Hit)
.type = TYPE_GRASS,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_SELECTED,
.priority = 0,
.split = SPLIT_PHYSICAL,
},
[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)
.type = TYPE_ICE,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_SELECTED,
.priority = 0,
.split = SPLIT_SPECIAL,
},
[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)
.type = TYPE_FAIRY,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_SELECTED,
.priority = 0,
.split = SPLIT_SPECIAL,
},
[MOVE_VEEVEE_VOLLEY] =
{
#if B_UPDATED_MOVE_DATA >= GEN_8
.flags = FLAG_MAKES_CONTACT | FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGSROCK_AFFECTED,
#else
.flags = FLAG_MAKES_CONTACT | FLAG_PROTECT_AFFECTED | FLAG_KINGSROCK_AFFECTED,
#endif
.effect = EFFECT_RETURN,
.power = 1,
.type = TYPE_NORMAL,
.accuracy = 0,
.pp = 20,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_SELECTED,
.priority = 0,
.split = SPLIT_PHYSICAL,
},
[MOVE_DOUBLE_IRON_BASH] =
{
.effect = EFFECT_FLINCH_HIT,
.effect = EFFECT_PLACEHOLDER, //TODO (EFFECT_FLINCH_HIT + EFFECT_DOUBLE_HIT)
.power = 60,
.type = TYPE_STEEL,
.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,
@ -10823,4 +11079,311 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
.flags = FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGSROCK_AFFECTED,
.split = SPLIT_SPECIAL,
},
[MOVE_EXPANDING_FORCE] =
{
.effect = EFFECT_PLACEHOLDER, //TODO
.power = 80,
.type = TYPE_PSYCHIC,
.accuracy = 100,
.pp = 10,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_SELECTED,
.priority = 0,
.flags = FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGSROCK_AFFECTED,
.split = SPLIT_SPECIAL,
},
[MOVE_STEEL_ROLLER] =
{
.effect = EFFECT_PLACEHOLDER, //TODO
.power = 130,
.type = TYPE_STEEL,
.accuracy = 100,
.pp = 5,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_SELECTED,
.priority = 0,
.flags = FLAG_MAKES_CONTACT | FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGSROCK_AFFECTED,
.split = SPLIT_PHYSICAL,
},
[MOVE_SCALE_SHOT] =
{
.effect = EFFECT_PLACEHOLDER, //TODO (EFFECT_MULTI_HIT + ABILITY_WEAK_ARMOR,
.power = 25,
.type = TYPE_DRAGON,
.accuracy = 90,
.pp = 20,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_SELECTED,
.priority = 0,
.flags = FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGSROCK_AFFECTED,
.split = SPLIT_PHYSICAL,
},
[MOVE_METEOR_BEAM] =
{
.effect = EFFECT_PLACEHOLDER, //TODO
.power = 120,
.type = TYPE_ROCK,
.accuracy = 90,
.pp = 10,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_SELECTED,
.priority = 0,
.flags = FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGSROCK_AFFECTED,
.split = SPLIT_SPECIAL,
},
[MOVE_SHELL_SIDE_ARM] =
{
.effect = EFFECT_PLACEHOLDER, //TODO
.power = 90,
.type = TYPE_POISON,
.accuracy = 100,
.pp = 10,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_SELECTED,
.priority = 0,
.flags = FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGSROCK_AFFECTED,
.split = SPLIT_SPECIAL,
},
[MOVE_MISTY_EXPLOSION] =
{
.effect = EFFECT_PLACEHOLDER, //TODO
.power = 100,
.type = TYPE_FAIRY,
.accuracy = 100,
.pp = 5,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_FOES_AND_ALLY,
.priority = 0,
.flags = FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGSROCK_AFFECTED,
.split = SPLIT_SPECIAL,
},
[MOVE_GRASSY_GLIDE] =
{
.effect = EFFECT_PLACEHOLDER, //TODO
.power = 70,
.type = TYPE_GRASS,
.accuracy = 100,
.pp = 20,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_SELECTED,
.priority = 0,
.flags = FLAG_MAKES_CONTACT | FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGSROCK_AFFECTED,
.split = SPLIT_PHYSICAL,
},
[MOVE_RISING_VOLTAGE] =
{
.effect = EFFECT_PLACEHOLDER, //TODO
.power = 70,
.type = TYPE_ELECTRIC,
.accuracy = 100,
.pp = 20,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_SELECTED,
.priority = 0,
.flags = FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGSROCK_AFFECTED,
.split = SPLIT_SPECIAL,
},
[MOVE_TERRAIN_PULSE] =
{
.effect = EFFECT_PLACEHOLDER, //TODO
.power = 50,
.type = TYPE_NORMAL,
.accuracy = 100,
.pp = 10,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_SELECTED,
.priority = 0,
.flags = FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGSROCK_AFFECTED | FLAG_MEGA_LAUNCHER_BOOST,
.split = SPLIT_SPECIAL,
},
[MOVE_SKITTER_SMACK] =
{
.effect = EFFECT_SPECIAL_ATTACK_DOWN_HIT,
.power = 70,
.type = TYPE_BUG,
.accuracy = 90,
.pp = 10,
.secondaryEffectChance = 100,
.target = MOVE_TARGET_SELECTED,
.priority = 0,
.flags = FLAG_MAKES_CONTACT | FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGSROCK_AFFECTED,
.split = SPLIT_PHYSICAL,
},
[MOVE_BURNING_JEALOUSY] =
{
.effect = EFFECT_PLACEHOLDER, //TODO
.power = 70,
.type = TYPE_FIRE,
.accuracy = 100,
.pp = 5,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_BOTH,
.priority = 0,
.flags = FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGSROCK_AFFECTED,
.split = SPLIT_SPECIAL,
},
[MOVE_LASH_OUT] =
{
.effect = EFFECT_PLACEHOLDER, //TODO
.power = 75,
.type = TYPE_DARK,
.accuracy = 100,
.pp = 5,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_SELECTED,
.priority = 0,
.flags = FLAG_MAKES_CONTACT | FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGSROCK_AFFECTED,
.split = SPLIT_PHYSICAL,
},
[MOVE_POLTERGEIST] =
{
.effect = EFFECT_PLACEHOLDER, //TODO
.power = 110,
.type = TYPE_GHOST,
.accuracy = 90,
.pp = 5,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_SELECTED,
.priority = 0,
.flags = FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGSROCK_AFFECTED,
.split = SPLIT_PHYSICAL,
},
[MOVE_CORROSIVE_GAS] =
{
.effect = EFFECT_PLACEHOLDER, //TODO
.power = 0,
.type = TYPE_POISON,
.accuracy = 100,
.pp = 40,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_FOES_AND_ALLY,
.priority = 0,
.flags = FLAG_PROTECT_AFFECTED | FLAG_MAGICCOAT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED,
.split = SPLIT_STATUS,
},
[MOVE_COACHING] =
{
.effect = EFFECT_PLACEHOLDER, //TODO
.power = 0,
.type = TYPE_FIGHTING,
.accuracy = 0,
.pp = 10,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_ALLY,
.priority = 0,
.flags = 0,
.split = SPLIT_STATUS,
},
[MOVE_FLIP_TURN] =
{
.effect = EFFECT_HIT_ESCAPE,
.power = 60,
.type = TYPE_WATER,
.accuracy = 100,
.pp = 20,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_SELECTED,
.priority = 0,
.flags = FLAG_MAKES_CONTACT | FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGSROCK_AFFECTED,
.split = SPLIT_PHYSICAL,
},
[MOVE_TRIPLE_AXEL] =
{
.effect = EFFECT_TRIPLE_KICK, //TODO: Increase damage by 20 instead of 10
.power = 20,
.type = TYPE_ICE,
.accuracy = 90,
.pp = 10,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_SELECTED,
.priority = 0,
.flags = FLAG_MAKES_CONTACT | FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGSROCK_AFFECTED,
.split = SPLIT_PHYSICAL,
},
[MOVE_DUAL_WINGBEAT] =
{
.effect = EFFECT_DOUBLE_HIT,
.power = 40,
.type = TYPE_FLYING,
.accuracy = 90,
.pp = 10,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_SELECTED,
.priority = 0,
.flags = FLAG_MAKES_CONTACT | FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGSROCK_AFFECTED,
.split = SPLIT_PHYSICAL,
},
[MOVE_SCORCHING_SANDS] =
{
.effect = EFFECT_SCALD,
.power = 70,
.type = TYPE_GROUND,
.accuracy = 100,
.pp = 10,
.secondaryEffectChance = 30,
.target = MOVE_TARGET_SELECTED,
.priority = 0,
.flags = FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGSROCK_AFFECTED,
.split = SPLIT_SPECIAL,
},
[MOVE_JUNGLE_HEALING] =
{
.effect = EFFECT_PLACEHOLDER, //TODO
.power = 0,
.type = TYPE_GRASS,
.accuracy = 0,
.pp = 10,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_USER,
.priority = 0,
.split = SPLIT_STATUS,
},
[MOVE_WICKED_BLOW] =
{
.effect = EFFECT_ALWAYS_CRIT,
.power = 80,
.type = TYPE_DARK,
.accuracy = 100,
.pp = 5,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_SELECTED,
.priority = 0,
.flags = FLAG_MAKES_CONTACT | FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGSROCK_AFFECTED | FLAG_IRON_FIST_BOOST,
.split = SPLIT_PHYSICAL,
},
[MOVE_SURGING_STRIKES] =
{
.effect = EFFECT_PLACEHOLDER, //TODO (Multi hit + Always Crit)
.power = 25,
.type = TYPE_WATER,
.accuracy = 100,
.pp = 5,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_SELECTED,
.priority = 0,
.flags = FLAG_MAKES_CONTACT | FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGSROCK_AFFECTED | FLAG_IRON_FIST_BOOST,
.split = SPLIT_PHYSICAL,
},
};

View File

@ -2618,9 +2618,65 @@ static const u8 sPLASMA_FISTSDescription[] = _(
"Normal moves become Electric.");
static const u8 sPHOTON_GEYSERDescription[] = _(
"The foe's highest offensive\n"
"User's highest attack stat\n"
"determines its category.");
static const u8 sZIPPY_ZAPDescription[] = _(
"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 air and dives at\n"
"angle. May cause flinching.");
static const u8 sPIKA_PAPOWDescription[] = _(
"Pikachu's love increases its\n"
"power. It never misses.");
static const u8 sBOUNCY_BUBBLEDescription[] = _(
"An attack that absorbs\n"
#if B_UPDATED_MOVE_DATA >= GEN_8
"all the damage inflicted.");
#else
"half the damage inflicted.");
#endif
static const u8 sBUZZY_BUZZDescription[] = _(
"Shoots a jolt of electricity\n"
"that always paralyzes.");
static const u8 sSIZZLY_SLIDEDescription[] = _(
"User cloaked in fire charges.\n"
"Leaves the foe with a burn.");
static const u8 sGLITZY_GLOWDescription[] = _(
"Telekinetic force that sets\n"
"wall, lowering Sp. Atk damage.");
static const u8 sBADDY_BADDescription[] = _(
"Acting badly, attacks. Sets\n"
"wall, lowering Attack damage.");
static const u8 sSAPPY_SEEDDescription[] = _(
"Giant stalk scatters seeds\n"
"that drain HP every turn.");
static const u8 sFREEZY_FROSTDescription[] = _(
"Crystal from cold haze hits.\n"
"Eliminates all stat changes.");
static const u8 sSPARKLY_SWIRLDescription[] = _(
"Wrap foe with whirlwind of\n"
"scent. Heals party's status.");
static const u8 sVEEVEE_VOLLEYDescription[] = _(
"Eevee's love increases its\n"
"power. It never misses.");
static const u8 sDOUBLE_IRON_BASHDescription[] = _(
"The user spins and hits with\n"
"its arms. May cause flinch.");
@ -2766,10 +2822,97 @@ static const u8 sSTEEL_BEAMDescription[] = _(
"Fires a beam of steel from\n"
"its body. It hurts the user.");
static const u8 sEXPANDING_FORCEDescription[] = _(
"Power goes up and damages\n"
"all foes on Psychic Terrain.");
static const u8 sSTEEL_ROLLERDescription[] = _(
"Destroys terrain. Fails if\n"
"ground isn't terrain.");
static const u8 sSCALE_SHOTDescription[] = _(
"Shoots scales 2 to 5 times.\n"
"Ups Speed, lowers defense.");
static const u8 sMETEOR_BEAMDescription[] = _(
"A 2-turn move that raises\n"
"Sp. Attack before attacking.");
static const u8 sSHELL_SIDE_ARMDescription[] = _(
"Uses higher of physical and\n"
"special damage. May poison.");
static const u8 sMISTY_EXPLOSIONDescription[] = _(
"Hit everything and faint.\n"
"Powers up on Misty Terrain.");
static const u8 sGRASSY_GLIDEDescription[] = _(
"Gliding on ground, hits. Goes\n"
"first on Grassy Terrain.");
static const u8 sRISING_VOLTAGEDescription[] = _(
"This move's power doubles\n"
"when on Electric Terrain.");
static const u8 sTERRAIN_PULSEDescription[] = _(
"Type and power changes\n"
"depending on the terrain.");
static const u8 sSKITTER_SMACKDescription[] = _(
"User skitters behind foe to\n"
"attack. Lowers foe's Sp. Atk.");
static const u8 sBURNING_JEALOUSYDescription[] = _(
"Foes that have stats upped\n"
"during the turn get burned.");
static const u8 sLASH_OUTDescription[] = _(
"If stats lowered during this\n"
"turn, power is doubled.");
static const u8 sPOLTERGEISTDescription[] = _(
"Control foe's item to attack.\n"
"Fails if foe has no item.");
static const u8 sCORROSIVE_GASDescription[] = _(
"Highly acidic gas melts items\n"
"held by surrounding Pokémon.");
static const u8 sCOACHINGDescription[] = _(
"Properly coaches allies to\n"
"up their Attack and Defense.");
static const u8 sFLIP_TURNDescription[] = _(
"Attacks and rushes back to\n"
"switch with a party Pokémon.");
static const u8 sTRIPLE_AXELDescription[] = _(
"A 3-kick attack that gets\n"
"more powerful with each hit.");
static const u8 sDUAL_WINGBEATDescription[] = _(
"User slams the target with\n"
"wings and hits twice in a row.");
static const u8 sSCORCHING_SANDSDescription[] = _(
"Throws scorching sand at\n"
"the target. May leave a burn.");
static const u8 sJUNGLE_HEALINGDescription[] = _(
"Heals HP and status of\n"
"itself and allies in battle.");
static const u8 sWICKED_BLOWDescription[] = _(
"Mastering the Dark style,\n"
"strikes with a critical hit.");
static const u8 sSURGING_STRIKESDescription[] = _(
"Mastering the Water style,\n"
"strikes with 3 critical hits.");
static const u8 sNotDoneYetDescription[] = _(
"Not done yet.");
// MOVE_NONE is ignored in this table. Make sure to always subtract 1 before getting the right pointer.
const u8 *const gMoveDescriptionPointers[MOVES_COUNT - 1] =
{
@ -3448,7 +3591,21 @@ const u8 *const gMoveDescriptionPointers[MOVES_COUNT - 1] =
[MOVE_MIND_BLOWN - 1] = sMIND_BLOWNDescription,
[MOVE_PLASMA_FISTS - 1] = sPLASMA_FISTSDescription,
[MOVE_PHOTON_GEYSER - 1] = sPHOTON_GEYSERDescription,
[MOVE_ZIPPY_ZAP - 1] = sZIPPY_ZAPDescription,
[MOVE_SPLISHY_SPLASH - 1] = sSPLISHY_SPLASHDescription,
[MOVE_FLOATY_FALL - 1] = sFLOATY_FALLDescription,
[MOVE_PIKA_PAPOW - 1] = sPIKA_PAPOWDescription,
[MOVE_BOUNCY_BUBBLE - 1] = sBOUNCY_BUBBLEDescription,
[MOVE_BUZZY_BUZZ - 1] = sBUZZY_BUZZDescription,
[MOVE_SIZZLY_SLIDE - 1] = sSIZZLY_SLIDEDescription,
[MOVE_GLITZY_GLOW - 1] = sGLITZY_GLOWDescription,
[MOVE_BADDY_BAD - 1] = sBADDY_BADDescription,
[MOVE_SAPPY_SEED - 1] = sSAPPY_SEEDDescription,
[MOVE_FREEZY_FROST - 1] = sFREEZY_FROSTDescription,
[MOVE_SPARKLY_SWIRL - 1] = sSPARKLY_SWIRLDescription,
[MOVE_VEEVEE_VOLLEY - 1] = sVEEVEE_VOLLEYDescription,
[MOVE_DOUBLE_IRON_BASH - 1] = sDOUBLE_IRON_BASHDescription,
//GEN 8
[MOVE_DYNAMAX_CANNON - 1] = sDYNAMAX_CANNONDescription,
[MOVE_SNIPE_SHOT - 1] = sSNIPE_SHOTDescription,
@ -3485,4 +3642,27 @@ const u8 *const gMoveDescriptionPointers[MOVES_COUNT - 1] =
[MOVE_METEOR_ASSAULT - 1] = sMETEOR_ASSAULTDescription,
[MOVE_ETERNABEAM - 1] = sETERNABEAMDescription,
[MOVE_STEEL_BEAM - 1] = sSTEEL_BEAMDescription,
[MOVE_EXPANDING_FORCE - 1] = sEXPANDING_FORCEDescription,
[MOVE_STEEL_ROLLER - 1] = sSTEEL_ROLLERDescription,
[MOVE_SCALE_SHOT - 1] = sSCALE_SHOTDescription,
[MOVE_METEOR_BEAM - 1] = sMETEOR_BEAMDescription,
[MOVE_SHELL_SIDE_ARM - 1] = sSHELL_SIDE_ARMDescription,
[MOVE_MISTY_EXPLOSION - 1] = sMISTY_EXPLOSIONDescription,
[MOVE_GRASSY_GLIDE - 1] = sGRASSY_GLIDEDescription,
[MOVE_RISING_VOLTAGE - 1] = sRISING_VOLTAGEDescription,
[MOVE_TERRAIN_PULSE - 1] = sTERRAIN_PULSEDescription,
[MOVE_SKITTER_SMACK - 1] = sSKITTER_SMACKDescription,
[MOVE_BURNING_JEALOUSY - 1] = sBURNING_JEALOUSYDescription,
[MOVE_LASH_OUT - 1] = sLASH_OUTDescription,
[MOVE_POLTERGEIST - 1] = sPOLTERGEISTDescription,
[MOVE_CORROSIVE_GAS - 1] = sCORROSIVE_GASDescription,
[MOVE_COACHING - 1] = sCOACHINGDescription,
[MOVE_FLIP_TURN - 1] = sFLIP_TURNDescription,
[MOVE_TRIPLE_AXEL - 1] = sTRIPLE_AXELDescription,
[MOVE_DUAL_WINGBEAT - 1] = sDUAL_WINGBEATDescription,
[MOVE_SCORCHING_SANDS - 1] = sSCORCHING_SANDSDescription,
[MOVE_JUNGLE_HEALING - 1] = sJUNGLE_HEALINGDescription,
[MOVE_WICKED_BLOW - 1] = sWICKED_BLOWDescription,
[MOVE_SURGING_STRIKES - 1] = sSURGING_STRIKESDescription,
};

View File

@ -676,7 +676,20 @@ const u8 gMoveNames[MOVES_COUNT][MOVE_NAME_LENGTH + 1] =
[MOVE_MIND_BLOWN] = _("Mind Blown"),
[MOVE_PLASMA_FISTS] = _("Plasma Fists"),
[MOVE_PHOTON_GEYSER] = _("PhotonGeyser"),
[MOVE_DOUBLE_IRON_BASH] = _("D. Iron Bash"),
[MOVE_ZIPPY_ZAP] = _("Zippy Zap"),
[MOVE_SPLISHY_SPLASH] = _("SplishSplash"),
[MOVE_FLOATY_FALL] = _("Floaty Fall"),
[MOVE_PIKA_PAPOW] = _("Pika Papow"),
[MOVE_BOUNCY_BUBBLE] = _("BouncyBubble"),
[MOVE_BUZZY_BUZZ] = _("Buzzy Buzz"),
[MOVE_SIZZLY_SLIDE] = _("Sizzly Slide"),
[MOVE_GLITZY_GLOW] = _("Glitzy Glow"),
[MOVE_BADDY_BAD] = _("Baddy Bad"),
[MOVE_SAPPY_SEED] = _("Sappy Seed"),
[MOVE_FREEZY_FROST] = _("Freezy Frost"),
[MOVE_SPARKLY_SWIRL] = _("SparklySwirl"),
[MOVE_VEEVEE_VOLLEY] = _("VeeveeVolley"),
[MOVE_DOUBLE_IRON_BASH] = _("DublIronBash"),
//GEN 8
[MOVE_DYNAMAX_CANNON] = _("Dyna Cannon"),
[MOVE_SNIPE_SHOT] = _("Snipe Shot"),
@ -713,4 +726,26 @@ const u8 gMoveNames[MOVES_COUNT][MOVE_NAME_LENGTH + 1] =
[MOVE_METEOR_ASSAULT] = _("Meteor Ass."),
[MOVE_ETERNABEAM] = _("Eternabeam"),
[MOVE_STEEL_BEAM] = _("Steel Beam"),
[MOVE_EXPANDING_FORCE] = _("Expand Force"),
[MOVE_STEEL_ROLLER] = _("Steel Roller"),
[MOVE_SCALE_SHOT] = _("Scale Shot"),
[MOVE_METEOR_BEAM] = _("Meteor Beam"),
[MOVE_SHELL_SIDE_ARM] = _("ShellSideArm"),
[MOVE_MISTY_EXPLOSION] = _("Misty Explos"),
[MOVE_GRASSY_GLIDE] = _("Grassy Glide"),
[MOVE_RISING_VOLTAGE] = _("Rising Volts"),
[MOVE_TERRAIN_PULSE] = _("TerrainPulse"),
[MOVE_SKITTER_SMACK] = _("SkitterSmack"),
[MOVE_BURNING_JEALOUSY] = _("BurnJealousy"),
[MOVE_LASH_OUT] = _("Lash Out"),
[MOVE_POLTERGEIST] = _("Poltergeist"),
[MOVE_CORROSIVE_GAS] = _("CorrosiveGas"),
[MOVE_COACHING] = _("Coaching"),
[MOVE_FLIP_TURN] = _("Flip Turn"),
[MOVE_TRIPLE_AXEL] = _("Triple Axel"),
[MOVE_DUAL_WINGBEAT] = _("DualWingbeat"),
[MOVE_SCORCHING_SANDS] = _("Scorch Sands"),
[MOVE_JUNGLE_HEALING] = _("Jungle Heal"),
[MOVE_WICKED_BLOW] = _("Wicked Blow"),
[MOVE_SURGING_STRIKES] = _("SurgeStrikes"),
};