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_EffectQuiverDance @ EFFECT_QUIVER_DANCE
.4byte BattleScript_EffectCoil @ EFFECT_COIL .4byte BattleScript_EffectCoil @ EFFECT_COIL
.4byte BattleScript_EffectElectrify @ EFFECT_ELECTRIFY .4byte BattleScript_EffectElectrify @ EFFECT_ELECTRIFY
.4byte BattleScript_EffectBurnHit @ EFFECT_SCALD
.4byte BattleScript_EffectReflectType @ EFFECT_REFLECT_TYPE .4byte BattleScript_EffectReflectType @ EFFECT_REFLECT_TYPE
.4byte BattleScript_EffectSoak @ EFFECT_SOAK .4byte BattleScript_EffectSoak @ EFFECT_SOAK
.4byte BattleScript_EffectGrowth @ EFFECT_GROWTH .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. #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. // 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_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 // Ability settings
#define B_EXPANDED_ABILITY_NAMES TRUE // If TRUE, ability names are increased from 12 characters to 16 characters. #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_QUIVER_DANCE 278
#define EFFECT_COIL 279 #define EFFECT_COIL 279
#define EFFECT_ELECTRIFY 280 #define EFFECT_ELECTRIFY 280
#define EFFECT_SCALD 281 #define EFFECT_REFLECT_TYPE 281
#define EFFECT_REFLECT_TYPE 282 #define EFFECT_SOAK 282
#define EFFECT_SOAK 283 #define EFFECT_GROWTH 283
#define EFFECT_GROWTH 284 #define EFFECT_CLOSE_COMBAT 284
#define EFFECT_CLOSE_COMBAT 285 #define EFFECT_LAST_RESORT 285
#define EFFECT_LAST_RESORT 286 #define EFFECT_RECOIL_33_STATUS 286
#define EFFECT_RECOIL_33_STATUS 287 #define EFFECT_FLINCH_STATUS 287
#define EFFECT_FLINCH_STATUS 288 #define EFFECT_RECOIL_50 288
#define EFFECT_RECOIL_50 289 #define EFFECT_SHELL_SMASH 289
#define EFFECT_SHELL_SMASH 290 #define EFFECT_SHIFT_GEAR 290
#define EFFECT_SHIFT_GEAR 291 #define EFFECT_DEFENSE_UP_3 291
#define EFFECT_DEFENSE_UP_3 292 #define EFFECT_NOBLE_ROAR 292
#define EFFECT_NOBLE_ROAR 293 #define EFFECT_VENOM_DRENCH 293
#define EFFECT_VENOM_DRENCH 294 #define EFFECT_TOXIC_THREAD 294
#define EFFECT_TOXIC_THREAD 295 #define EFFECT_CLEAR_SMOG 295
#define EFFECT_CLEAR_SMOG 296 #define EFFECT_HIT_SWITCH_TARGET 296
#define EFFECT_HIT_SWITCH_TARGET 297 #define EFFECT_FINAL_GAMBIT 297
#define EFFECT_FINAL_GAMBIT 298 #define EFFECT_CHANGE_TYPE_ON_ITEM 298
#define EFFECT_CHANGE_TYPE_ON_ITEM 299 #define EFFECT_AUTOTOMIZE 299
#define EFFECT_AUTOTOMIZE 300 #define EFFECT_COPYCAT 300
#define EFFECT_COPYCAT 301 #define EFFECT_DEFOG 301
#define EFFECT_DEFOG 302 #define EFFECT_HIT_ENEMY_HEAL_ALLY 302
#define EFFECT_HIT_ENEMY_HEAL_ALLY 303 #define EFFECT_SMACK_DOWN 303
#define EFFECT_SMACK_DOWN 304 #define EFFECT_SYNCHRONOISE 304
#define EFFECT_SYNCHRONOISE 305 #define EFFECT_PSYCHO_SHIFT 305
#define EFFECT_PSYCHO_SHIFT 306 #define EFFECT_POWER_TRICK 306
#define EFFECT_POWER_TRICK 307 #define EFFECT_FLAME_BURST 307
#define EFFECT_FLAME_BURST 308 #define EFFECT_AFTER_YOU 308
#define EFFECT_AFTER_YOU 309 #define EFFECT_BESTOW 309
#define EFFECT_BESTOW 310 #define EFFECT_ROTOTILLER 310
#define EFFECT_ROTOTILLER 311 #define EFFECT_FLOWER_SHIELD 311
#define EFFECT_FLOWER_SHIELD 312 #define EFFECT_HIT_PREVENT_ESCAPE 312
#define EFFECT_HIT_PREVENT_ESCAPE 313 #define EFFECT_SPEED_SWAP 313
#define EFFECT_SPEED_SWAP 314 #define EFFECT_DEFENSE_UP2_HIT 314
#define EFFECT_DEFENSE_UP2_HIT 315 #define EFFECT_REVELATION_DANCE 315
#define EFFECT_REVELATION_DANCE 316 #define EFFECT_AURORA_VEIL 316
#define EFFECT_AURORA_VEIL 317 #define EFFECT_THIRD_TYPE 317
#define EFFECT_THIRD_TYPE 318 #define EFFECT_FEINT 318
#define EFFECT_FEINT 319 #define EFFECT_SPARKLING_ARIA 319
#define EFFECT_SPARKLING_ARIA 320 #define EFFECT_ACUPRESSURE 320
#define EFFECT_ACUPRESSURE 321 #define EFFECT_AROMATIC_MIST 321
#define EFFECT_AROMATIC_MIST 322 #define EFFECT_POWDER 322
#define EFFECT_POWDER 323 #define EFFECT_SP_ATTACK_UP_HIT 323
#define EFFECT_SP_ATTACK_UP_HIT 324 #define EFFECT_BELCH 324
#define EFFECT_BELCH 325 #define EFFECT_PARTING_SHOT 325
#define EFFECT_PARTING_SHOT 326 #define EFFECT_SPECTRAL_THIEF 326
#define EFFECT_SPECTRAL_THIEF 327 #define EFFECT_V_CREATE 327
#define EFFECT_V_CREATE 328 #define EFFECT_MAT_BLOCK 328
#define EFFECT_MAT_BLOCK 329 #define EFFECT_STOMPING_TANTRUM 329
#define EFFECT_STOMPING_TANTRUM 330 #define EFFECT_CORE_ENFORCER 330
#define EFFECT_CORE_ENFORCER 331 #define EFFECT_INSTRUCT 331
#define EFFECT_INSTRUCT 332 #define EFFECT_THROAT_CHOP 332
#define EFFECT_THROAT_CHOP 333 #define EFFECT_LASER_FOCUS 333
#define EFFECT_LASER_FOCUS 334 #define EFFECT_MAGNETIC_FLUX 334
#define EFFECT_MAGNETIC_FLUX 335 #define EFFECT_GEAR_UP 335
#define EFFECT_GEAR_UP 336 #define EFFECT_INCINERATE 336
#define EFFECT_INCINERATE 337 #define EFFECT_BUG_BITE 337
#define EFFECT_BUG_BITE 338 #define EFFECT_STRENGTH_SAP 338
#define EFFECT_STRENGTH_SAP 339 #define EFFECT_MIND_BLOWN 339
#define EFFECT_MIND_BLOWN 340 #define EFFECT_PURIFY 340
#define EFFECT_PURIFY 341 #define EFFECT_BURN_UP 341
#define EFFECT_BURN_UP 342 #define EFFECT_SHORE_UP 342
#define EFFECT_SHORE_UP 343 #define EFFECT_GEOMANCY 343
#define EFFECT_GEOMANCY 344 #define EFFECT_FAIRY_LOCK 344
#define EFFECT_FAIRY_LOCK 345 #define EFFECT_ALLY_SWITCH 345
#define EFFECT_ALLY_SWITCH 346 #define EFFECT_RELIC_SONG 346
#define EFFECT_RELIC_SONG 347 #define EFFECT_ATTACKER_DEFENSE_DOWN_HIT 347
#define EFFECT_ATTACKER_DEFENSE_DOWN_HIT 348 #define EFFECT_BODY_PRESS 348
#define EFFECT_BODY_PRESS 349 #define EFFECT_EERIE_SPELL 349
#define EFFECT_EERIE_SPELL 350 #define EFFECT_JUNGLE_HEALING 350
#define EFFECT_JUNGLE_HEALING 351 #define EFFECT_COACHING 351
#define EFFECT_COACHING 352 #define EFFECT_LASH_OUT 352
#define EFFECT_LASH_OUT 353 #define EFFECT_GRASSY_GLIDE 353
#define EFFECT_GRASSY_GLIDE 354 #define EFFECT_REMOVE_TERRAIN 354
#define EFFECT_REMOVE_TERRAIN 355 #define EFFECT_DYNAMAX_DOUBLE_DMG 355
#define EFFECT_DYNAMAX_DOUBLE_DMG 356 #define EFFECT_DECORATE 356
#define EFFECT_DECORATE 357 #define EFFECT_SNIPE_SHOT 357
#define EFFECT_SNIPE_SHOT 358 #define EFFECT_TRIPLE_HIT 358
#define EFFECT_TRIPLE_HIT 359 #define EFFECT_RECOIL_HP_25 359
#define EFFECT_RECOIL_HP_25 360 #define EFFECT_STUFF_CHEEKS 360
#define EFFECT_STUFF_CHEEKS 361 #define EFFECT_GRAV_APPLE 361
#define EFFECT_GRAV_APPLE 362 #define EFFECT_EVASION_UP_HIT 362
#define EFFECT_EVASION_UP_HIT 363 #define EFFECT_DOUBLE_IRON_BASH 363
#define EFFECT_DOUBLE_IRON_BASH 364 #define EFFECT_GLITZY_GLOW 364
#define EFFECT_GLITZY_GLOW 365 #define EFFECT_BADDY_BAD 365
#define EFFECT_BADDY_BAD 366 #define EFFECT_SAPPY_SEED 366
#define EFFECT_SAPPY_SEED 367 #define EFFECT_FREEZY_FROST 367
#define EFFECT_FREEZY_FROST 368 #define EFFECT_SPARKLY_SWIRL 368
#define EFFECT_SPARKLY_SWIRL 369 #define EFFECT_PLASMA_FISTS 369
#define EFFECT_PLASMA_FISTS 370 #define EFFECT_HYPERSPACE_FURY 370
#define EFFECT_HYPERSPACE_FURY 371 #define EFFECT_AURA_WHEEL 371
#define EFFECT_AURA_WHEEL 372 #define EFFECT_PHOTON_GEYSER 372
#define EFFECT_PHOTON_GEYSER 373 #define EFFECT_SHELL_SIDE_ARM 373
#define EFFECT_SHELL_SIDE_ARM 374 #define EFFECT_TERRAIN_PULSE 374
#define EFFECT_TERRAIN_PULSE 375 #define EFFECT_JAW_LOCK 375
#define EFFECT_JAW_LOCK 376 #define EFFECT_NO_RETREAT 376
#define EFFECT_NO_RETREAT 377 #define EFFECT_TAR_SHOT 377
#define EFFECT_TAR_SHOT 378 #define EFFECT_POLTERGEIST 378
#define EFFECT_POLTERGEIST 379 #define EFFECT_OCTOLOCK 379
#define EFFECT_OCTOLOCK 380 #define EFFECT_CLANGOROUS_SOUL 380
#define EFFECT_CLANGOROUS_SOUL 381 #define EFFECT_BOLT_BEAK 381
#define EFFECT_BOLT_BEAK 382 #define EFFECT_SKY_DROP 382
#define EFFECT_SKY_DROP 383 #define EFFECT_EXPANDING_FORCE 383
#define EFFECT_EXPANDING_FORCE 384 #define EFFECT_SCALE_SHOT 384
#define EFFECT_SCALE_SHOT 385 #define EFFECT_METEOR_BEAM 385
#define EFFECT_METEOR_BEAM 386 #define EFFECT_RISING_VOLTAGE 386
#define EFFECT_RISING_VOLTAGE 387 #define EFFECT_BEAK_BLAST 387
#define EFFECT_BEAK_BLAST 388 #define EFFECT_COURT_CHANGE 388
#define EFFECT_COURT_CHANGE 389 #define EFFECT_STEEL_BEAM 389
#define EFFECT_STEEL_BEAM 390 #define EFFECT_EXTREME_EVOBOOST 390
#define EFFECT_EXTREME_EVOBOOST 391 #define EFFECT_DAMAGE_SET_TERRAIN 391 // genesis supernova
#define EFFECT_DAMAGE_SET_TERRAIN 392 // genesis supernova
#define NUM_BATTLE_MOVE_EFFECTS 393 #define NUM_BATTLE_MOVE_EFFECTS 392
#endif // GUARD_CONSTANTS_BATTLE_MOVE_EFFECTS_H #endif // GUARD_CONSTANTS_BATTLE_MOVE_EFFECTS_H

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

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