Review changes.

This commit is contained in:
Eduardo Quezada 2020-10-24 03:07:45 -03:00
parent b5834b617d
commit ae60ae8a2d
3 changed files with 14 additions and 10 deletions

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@ -359,7 +359,7 @@
#define MOVES_COUNT_GEN3 355 #define MOVES_COUNT_GEN3 355
// Gen4 moves. // Gen 4 moves.
#define MOVE_ROOST 355 #define MOVE_ROOST 355
#define MOVE_GRAVITY 356 #define MOVE_GRAVITY 356
#define MOVE_MIRACLE_EYE 357 #define MOVE_MIRACLE_EYE 357
@ -476,7 +476,7 @@
#define MOVES_COUNT_GEN4 468 #define MOVES_COUNT_GEN4 468
// Gen5 moves. // Gen 5 moves.
#define MOVE_HONE_CLAWS 468 #define MOVE_HONE_CLAWS 468
#define MOVE_WIDE_GUARD 469 #define MOVE_WIDE_GUARD 469
#define MOVE_GUARD_SPLIT 470 #define MOVE_GUARD_SPLIT 470
@ -572,7 +572,7 @@
#define MOVES_COUNT_GEN5 560 #define MOVES_COUNT_GEN5 560
// Gen6 moves. // Gen 6 moves.
#define MOVE_FLYING_PRESS 560 #define MOVE_FLYING_PRESS 560
#define MOVE_MAT_BLOCK 561 #define MOVE_MAT_BLOCK 561
#define MOVE_BELCH 562 #define MOVE_BELCH 562
@ -631,6 +631,7 @@
#define MOVE_THOUSAND_WAVES 615 #define MOVE_THOUSAND_WAVES 615
#define MOVE_LANDS_WRATH 616 #define MOVE_LANDS_WRATH 616
#define MOVE_LIGHT_OF_RUIN 617 #define MOVE_LIGHT_OF_RUIN 617
// ORAS Moves
#define MOVE_ORIGIN_PULSE 618 #define MOVE_ORIGIN_PULSE 618
#define MOVE_PRECIPICE_BLADES 619 #define MOVE_PRECIPICE_BLADES 619
#define MOVE_DRAGON_ASCENT 620 #define MOVE_DRAGON_ASCENT 620
@ -638,7 +639,7 @@
#define MOVES_COUNT_GEN6 622 #define MOVES_COUNT_GEN6 622
// Gen7 moves. // Gen 7 moves.
#define MOVE_SHORE_UP 622 #define MOVE_SHORE_UP 622
#define MOVE_FIRST_IMPRESSION 623 #define MOVE_FIRST_IMPRESSION 623
#define MOVE_BANEFUL_BUNKER 624 #define MOVE_BANEFUL_BUNKER 624
@ -690,9 +691,11 @@
#define MOVE_ZING_ZAP 670 #define MOVE_ZING_ZAP 670
#define MOVE_NATURES_MADNESS 671 #define MOVE_NATURES_MADNESS 671
#define MOVE_MULTI_ATTACK 672 #define MOVE_MULTI_ATTACK 672
// USUM Moves
#define MOVE_MIND_BLOWN 673 #define MOVE_MIND_BLOWN 673
#define MOVE_PLASMA_FISTS 674 #define MOVE_PLASMA_FISTS 674
#define MOVE_PHOTON_GEYSER 675 #define MOVE_PHOTON_GEYSER 675
// LGPE Moves
#define MOVE_ZIPPY_ZAP 676 #define MOVE_ZIPPY_ZAP 676
#define MOVE_SPLISHY_SPLASH 677 #define MOVE_SPLISHY_SPLASH 677
#define MOVE_FLOATY_FALL 678 #define MOVE_FLOATY_FALL 678
@ -746,6 +749,7 @@
#define MOVE_METEOR_ASSAULT 722 #define MOVE_METEOR_ASSAULT 722
#define MOVE_ETERNABEAM 723 #define MOVE_ETERNABEAM 723
#define MOVE_STEEL_BEAM 724 #define MOVE_STEEL_BEAM 724
// Isle of Armor Moves
#define MOVE_EXPANDING_FORCE 725 #define MOVE_EXPANDING_FORCE 725
#define MOVE_STEEL_ROLLER 726 #define MOVE_STEEL_ROLLER 726
#define MOVE_SCALE_SHOT 727 #define MOVE_SCALE_SHOT 727

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@ -10347,7 +10347,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
[MOVE_FLOATY_FALL] = [MOVE_FLOATY_FALL] =
{ {
.effect = EFFECT_FLINCH_HIT, .effect = EFFECT_FLINCH_HIT,
.power = 90, .power = 95,
.type = TYPE_FLYING, .type = TYPE_FLYING,
.accuracy = 90, .accuracy = 90,
.pp = 15, .pp = 15,
@ -10500,7 +10500,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
[MOVE_DOUBLE_IRON_BASH] = [MOVE_DOUBLE_IRON_BASH] =
{ {
.effect = EFFECT_FLINCH_HIT, .effect = EFFECT_PLACEHOLDER, //TODO (EFFECT_FLINCH_HIT + EFFECT_DOUBLE_HIT)
.power = 60, .power = 60,
.type = TYPE_STEEL, .type = TYPE_STEEL,
.accuracy = 100, .accuracy = 100,

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@ -2823,8 +2823,8 @@ static const u8 sEXPANDING_FORCEDescription[] = _(
"powerful in Psychic Terrain."); "powerful in Psychic Terrain.");
static const u8 sSTEEL_ROLLERDescription[] = _( static const u8 sSTEEL_ROLLERDescription[] = _(
"Destroys the current terrain." "Destroys any active terrain.\n"
"Otherwise, it fails."); "Without one, it fails.");
static const u8 sSCALE_SHOTDescription[] = _( static const u8 sSCALE_SHOTDescription[] = _(
"Shoots scales 2 to 5 times.\n" "Shoots scales 2 to 5 times.\n"
@ -2903,8 +2903,8 @@ static const u8 sWICKED_BLOWDescription[] = _(
"always does a critical hit."); "always does a critical hit.");
static const u8 sSURGING_STRIKESDescription[] = _( static const u8 sSURGING_STRIKESDescription[] = _(
"The Water style allows to\n" "By mastering the Water style\n"
"do 3 critical hits in a row."); "it lands with 3 critical hits.");
static const u8 sNotDoneYetDescription[] = _( static const u8 sNotDoneYetDescription[] = _(
"Not done yet."); "Not done yet.");