Rolled EFFECT_SCALD into EFFECT_BURN_HIT with a config for its Gen6+ change

This commit is contained in:
Eduardo Quezada 2022-09-16 10:31:02 -03:00
parent ed81ec41bc
commit 77696ca686
5 changed files with 122 additions and 123 deletions

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@ -303,7 +303,6 @@ gBattleScriptsForMoveEffects::
.4byte BattleScript_EffectQuiverDance @ EFFECT_QUIVER_DANCE
.4byte BattleScript_EffectCoil @ EFFECT_COIL
.4byte BattleScript_EffectElectrify @ EFFECT_ELECTRIFY
.4byte BattleScript_EffectBurnHit @ EFFECT_SCALD
.4byte BattleScript_EffectReflectType @ EFFECT_REFLECT_TYPE
.4byte BattleScript_EffectSoak @ EFFECT_SOAK
.4byte BattleScript_EffectGrowth @ EFFECT_GROWTH

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@ -86,6 +86,7 @@
#define B_HEAL_BLOCKING GEN_LATEST // In Gen5+, Heal Block prevents healing by Black Sludge, Leftovers, Shell Bell. Affected Pokémon will not consume held HP-restoring Berries or Berry Juice.
// Draining abilities will not heal but will prevent damage. In Gen6+, Heal Block prevents the use of most HP-draining moves.
#define B_ROOTED_GROUNDING GEN_LATEST // In Gen4+, Ingrain causes the affected Pokémon to become grounded.
#define B_BURN_HIT_THAW GEN_LATEST // In Gen6+, damaging moves with a chance of burn will thaw the target, regardless if they're fire-type moves or not.
// Ability settings
#define B_EXPANDED_ABILITY_NAMES TRUE // If TRUE, ability names are increased from 12 characters to 16 characters.

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@ -284,119 +284,118 @@
#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_RELIC_SONG 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 EFFECT_AURA_WHEEL 372
#define EFFECT_PHOTON_GEYSER 373
#define EFFECT_SHELL_SIDE_ARM 374
#define EFFECT_TERRAIN_PULSE 375
#define EFFECT_JAW_LOCK 376
#define EFFECT_NO_RETREAT 377
#define EFFECT_TAR_SHOT 378
#define EFFECT_POLTERGEIST 379
#define EFFECT_OCTOLOCK 380
#define EFFECT_CLANGOROUS_SOUL 381
#define EFFECT_BOLT_BEAK 382
#define EFFECT_SKY_DROP 383
#define EFFECT_EXPANDING_FORCE 384
#define EFFECT_SCALE_SHOT 385
#define EFFECT_METEOR_BEAM 386
#define EFFECT_RISING_VOLTAGE 387
#define EFFECT_BEAK_BLAST 388
#define EFFECT_COURT_CHANGE 389
#define EFFECT_STEEL_BEAM 390
#define EFFECT_EXTREME_EVOBOOST 391
#define EFFECT_DAMAGE_SET_TERRAIN 392 // genesis supernova
#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_RELIC_SONG 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_TRIPLE_HIT 358
#define EFFECT_RECOIL_HP_25 359
#define EFFECT_STUFF_CHEEKS 360
#define EFFECT_GRAV_APPLE 361
#define EFFECT_EVASION_UP_HIT 362
#define EFFECT_DOUBLE_IRON_BASH 363
#define EFFECT_GLITZY_GLOW 364
#define EFFECT_BADDY_BAD 365
#define EFFECT_SAPPY_SEED 366
#define EFFECT_FREEZY_FROST 367
#define EFFECT_SPARKLY_SWIRL 368
#define EFFECT_PLASMA_FISTS 369
#define EFFECT_HYPERSPACE_FURY 370
#define EFFECT_AURA_WHEEL 371
#define EFFECT_PHOTON_GEYSER 372
#define EFFECT_SHELL_SIDE_ARM 373
#define EFFECT_TERRAIN_PULSE 374
#define EFFECT_JAW_LOCK 375
#define EFFECT_NO_RETREAT 376
#define EFFECT_TAR_SHOT 377
#define EFFECT_POLTERGEIST 378
#define EFFECT_OCTOLOCK 379
#define EFFECT_CLANGOROUS_SOUL 380
#define EFFECT_BOLT_BEAK 381
#define EFFECT_SKY_DROP 382
#define EFFECT_EXPANDING_FORCE 383
#define EFFECT_SCALE_SHOT 384
#define EFFECT_METEOR_BEAM 385
#define EFFECT_RISING_VOLTAGE 386
#define EFFECT_BEAK_BLAST 387
#define EFFECT_COURT_CHANGE 388
#define EFFECT_STEEL_BEAM 389
#define EFFECT_EXTREME_EVOBOOST 390
#define EFFECT_DAMAGE_SET_TERRAIN 391 // genesis supernova
#define NUM_BATTLE_MOVE_EFFECTS 393
#define NUM_BATTLE_MOVE_EFFECTS 392
#endif // GUARD_CONSTANTS_BATTLE_MOVE_EFFECTS_H

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@ -5209,8 +5209,12 @@ static void Cmd_moveend(void)
&& gBattleMons[gBattlerTarget].hp != 0
&& gBattlerAttacker != gBattlerTarget
&& gSpecialStatuses[gBattlerTarget].specialDmg
&& !(gMoveResultFlags & MOVE_RESULT_NO_EFFECT)
&& (moveType == TYPE_FIRE || gBattleMoves[gCurrentMove].effect == EFFECT_SCALD))
&& (moveType == TYPE_FIRE
#if B_BURN_HIT_THAW >= GEN_6
|| gBattleMoves[gCurrentMove].effect == EFFECT_BURN_HIT
#endif
)
&& !(gMoveResultFlags & MOVE_RESULT_NO_EFFECT))
{
gBattleMons[gBattlerTarget].status1 &= ~STATUS1_FREEZE;
gActiveBattler = gBattlerTarget;

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@ -9004,11 +9004,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_Z] =
[MOVE_SCALD] =
{
#if B_UPDATED_MOVE_DATA >= GEN_6
.effect = EFFECT_SCALD,
#else
.effect = EFFECT_BURN_HIT,
#endif
.effect = EFFECT_BURN_HIT,
.power = 80,
.type = TYPE_WATER,
.accuracy = 100,
@ -10524,7 +10520,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_Z] =
[MOVE_STEAM_ERUPTION] =
{
.effect = EFFECT_SCALD,
.effect = EFFECT_BURN_HIT,
.power = 110,
.type = TYPE_WATER,
.accuracy = 95,
@ -13045,7 +13041,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_Z] =
[MOVE_SCORCHING_SANDS] =
{
.effect = EFFECT_SCALD,
.effect = EFFECT_BURN_HIT,
.power = 70,
.type = TYPE_GROUND,
.accuracy = 100,