Merge branch 'battle_engine_v2' of https://github.com/DizzyEggg/pokeemerald into battle_engine_v2

This commit is contained in:
DizzyEggg 2020-07-14 10:40:32 +02:00
commit b32f3433ae
3 changed files with 704 additions and 0 deletions

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@ -9499,4 +9499,495 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
.flags = FLAG_MAKES_CONTACT | FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED,
.split = SPLIT_PHYSICAL,
},
[MOVE_DYNAMAX_CANNON] =
{
.effect = EFFECT_HIT,
.power = 100,
.type = TYPE_DRAGON,
.accuracy = 100,
.pp = 5,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_SELECTED,
.priority = 0,
.flags = FLAG_PROTECT_AFFECTED | FLAG_KINGSROCK_AFFECTED,
.split = SPLIT_SPECIAL,
},
[MOVE_SNIPE_SHOT] =
{
.effect = EFFECT_PLACEHOLDER, //TODO
.power = 80,
.type = TYPE_WATER,
.accuracy = 100,
.pp = 15,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_SELECTED,
.priority = 0,
.flags = FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGSROCK_AFFECTED,
.split = SPLIT_SPECIAL,
},
[MOVE_JAW_LOCK] =
{
.effect = EFFECT_MEAN_LOOK,
.power = 80,
.type = TYPE_DARK,
.accuracy = 100,
.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_STUFF_CHEEKS] =
{
.effect = EFFECT_DEFENSE_UP_2,
.power = 0,
.type = TYPE_NORMAL,
.accuracy = 0,
.pp = 10,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_USER,
.priority = 0,
.flags = FLAG_SNATCH_AFFECTED,
.split = SPLIT_STATUS,
},
[MOVE_NO_RETREAT] =
{
.effect = EFFECT_PLACEHOLDER, //TODO
.power = 0,
.type = TYPE_FIGHTING,
.accuracy = 0,
.pp = 5,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_USER,
.priority = 0,
.flags = FLAG_SNATCH_AFFECTED,
.split = SPLIT_STATUS,
},
[MOVE_TAR_SHOT] =
{
.effect = EFFECT_SPEED_DOWN,
.power = 0,
.type = TYPE_ROCK,
.accuracy = 100,
.pp = 15,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_SELECTED,
.priority = 0,
.flags = FLAG_PROTECT_AFFECTED | FLAG_MAGICCOAT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED,
.split = SPLIT_STATUS,
},
[MOVE_MAGIC_POWDER] =
{
.effect = EFFECT_THIRD_TYPE,
.power = 0,
.type = TYPE_PSYCHIC,
.accuracy = 100,
.pp = 20,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_SELECTED,
.priority = 0,
.flags = FLAG_PROTECT_AFFECTED | FLAG_MAGICCOAT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED,
.split = SPLIT_STATUS,
.argument = TYPE_PSYCHIC,
},
[MOVE_DRAGON_DARTS] =
{
.effect = EFFECT_MULTI_HIT, //TODO
.power = 50,
.type = TYPE_DRAGON,
.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_PHYSICAL,
},
[MOVE_TEATIME] =
{
.effect = EFFECT_PLACEHOLDER, //TODO
.power = 0,
.type = TYPE_NORMAL,
.accuracy = 0,
.pp = 10,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_USER,
.priority = 0,
.flags = 0,
.split = SPLIT_STATUS,
},
[MOVE_OCTOLOCK] =
{
.effect = EFFECT_MEAN_LOOK,
.power = 0,
.type = TYPE_FIGHTING,
.accuracy = 100,
.pp = 15,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_SELECTED,
.priority = 0,
.flags = FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED,
.split = SPLIT_STATUS,
},
[MOVE_BOLT_BEAK] =
{
.effect = EFFECT_PLACEHOLDER, //TODO
.power = 85,
.type = TYPE_ELECTRIC,
.accuracy = 100,
.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_FISHIOUS_REND] =
{
.effect = EFFECT_PLACEHOLDER, //TODO. same as bolt beak
.power = 85,
.type = TYPE_WATER,
.accuracy = 100,
.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_COURT_CHANGE] =
{
.effect = EFFECT_PLACEHOLDER, //TODO
.power = 0,
.type = TYPE_NORMAL,
.accuracy = 100,
.pp = 10,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_USER,
.priority = 0,
.flags = FLAG_MIRROR_MOVE_AFFECTED,
.split = SPLIT_STATUS,
},
[MOVE_CLANGOROUS_SOUL] =
{
.effect = EFFECT_PLACEHOLDER, //TODO
.power = 0,
.type = TYPE_DRAGON,
.accuracy = 100,
.pp = 5,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_USER,
.priority = 0,
.flags = FLAG_SNATCH_AFFECTED | FLAG_SOUND,
.split = SPLIT_STATUS,
},
[MOVE_BODY_PRESS] =
{
.effect = EFFECT_PLACEHOLDER, //TODO
.power = 80,
.type = TYPE_FIGHTING,
.accuracy = 100,
.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_DECORATE] =
{
.effect = EFFECT_PLACEHOLDER, // TODO .. EFFECT_DECORATE
.power = 0,
.type = TYPE_FAIRY,
.accuracy = 0,
.pp = 15,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_SELECTED,
.priority = 0,
.flags = 0,
.split = SPLIT_STATUS,
},
[MOVE_DRUM_BEATING] =
{
.effect = EFFECT_SPEED_DOWN_HIT,
.power = 80,
.type = TYPE_GRASS,
.accuracy = 100,
.pp = 10,
.secondaryEffectChance = 100,
.target = MOVE_TARGET_SELECTED,
.priority = 0,
.flags = FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGSROCK_AFFECTED,
.split = SPLIT_PHYSICAL,
},
[MOVE_SNAP_TRAP] =
{
.effect = EFFECT_TRAP, //TODO: add case/effect
.power = 35,
.type = TYPE_GRASS,
.accuracy = 100,
.pp = 15,
.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_PYRO_BALL] =
{
.effect = EFFECT_BURN_HIT,
.power = 120,
.type = TYPE_FIRE,
.accuracy = 90,
.pp = 5,
.secondaryEffectChance = 10,
.target = MOVE_TARGET_SELECTED,
.priority = 0,
.flags = FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGSROCK_AFFECTED,
.split = SPLIT_PHYSICAL,
},
[MOVE_BEHEMOTH_BLADE] =
{
.effect = EFFECT_HIT, //TODO: 2x damage if dynamaxed? meh...
.power = 100,
.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_BEHEMOTH_BASH] =
{
.effect = EFFECT_HIT, //TODO: 2x damage if dynamaxed? meh...
.power = 100,
.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_AURA_WHEEL] =
{
.effect = EFFECT_SPEED_UP_HIT,
.power = 110,
.type = TYPE_ELECTRIC,
.accuracy = 100,
.pp = 10,
.secondaryEffectChance = 100,
.target = MOVE_TARGET_SELECTED,
.priority = 0,
.flags = FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGSROCK_AFFECTED,
.split = SPLIT_PHYSICAL,
},
[MOVE_BREAKING_SWIPE] =
{
.effect = EFFECT_ATTACK_DOWN_HIT,
.power = 60,
.type = TYPE_DRAGON,
.accuracy = 100,
.pp = 15,
.secondaryEffectChance = 100,
.target = MOVE_TARGET_BOTH,
.priority = 0,
.flags = FLAG_MAKES_CONTACT | FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGSROCK_AFFECTED,
.split = SPLIT_PHYSICAL,
},
[MOVE_BRANCH_POKE] =
{
.effect = EFFECT_HIT,
.power = 40,
.type = TYPE_GRASS,
.accuracy = 100,
.pp = 40,
.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_OVERDRIVE] =
{
.effect = EFFECT_HIT,
.power = 80,
.type = TYPE_ELECTRIC,
.accuracy = 100,
.pp = 10,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_BOTH,
.priority = 0,
.flags = FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGSROCK_AFFECTED | FLAG_SOUND,
.split = SPLIT_SPECIAL,
},
[MOVE_APPLE_ACID] =
{
.effect = EFFECT_SPECIAL_DEFENSE_DOWN_HIT,
.power = 80,
.type = TYPE_GRASS,
.accuracy = 100,
.pp = 10,
.secondaryEffectChance = 100,
.target = MOVE_TARGET_SELECTED,
.priority = 0,
.flags = FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGSROCK_AFFECTED,
.split = SPLIT_SPECIAL,
},
[MOVE_GRAV_APPLE] =
{
.effect = EFFECT_DEFENSE_DOWN_HIT,
.power = 80,
.type = TYPE_GRASS,
.accuracy = 100,
.pp = 10,
.secondaryEffectChance = 100,
.target = MOVE_TARGET_SELECTED,
.priority = 0,
.flags = FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGSROCK_AFFECTED,
.split = SPLIT_PHYSICAL,
},
[MOVE_SPIRIT_BREAK] =
{
.effect = EFFECT_SPECIAL_ATTACK_DOWN_HIT,
.power = 75,
.type = TYPE_FAIRY,
.accuracy = 100,
.pp = 15,
.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_STRANGE_STEAM] =
{
.effect = EFFECT_CONFUSE_HIT,
.power = 90,
.type = TYPE_FAIRY,
.accuracy = 95,
.pp = 10,
.secondaryEffectChance = 20,
.target = MOVE_TARGET_SELECTED,
.priority = 0,
.flags = FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGSROCK_AFFECTED,
.split = SPLIT_SPECIAL,
},
[MOVE_LIFE_DEW] =
{
.effect = EFFECT_RESTORE_HP,
.power = 0,
.type = TYPE_WATER,
.accuracy = 0,
.pp = 10,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_USER,
.priority = 0,
.flags = FLAG_SNATCH_AFFECTED,
.split = SPLIT_STATUS,
},
[MOVE_OBSTRUCT] =
{
.effect = EFFECT_PLACEHOLDER, //TODO. EFFECT_PROTECT?
.power = 0,
.type = TYPE_DARK,
.accuracy = 100,
.pp = 10,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_USER,
.priority = 4,
.flags = 0,
.split = SPLIT_STATUS,
},
[MOVE_FALSE_SURRENDER] =
{
.effect = EFFECT_HIT,
.power = 80,
.type = TYPE_DARK,
.accuracy = 0,
.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_METEOR_ASSAULT] =
{
.effect = EFFECT_RECHARGE,
.power = 150,
.type = TYPE_FIGHTING,
.accuracy = 100,
.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_ETERNABEAM] =
{
.effect = EFFECT_RECHARGE,
.power = 160,
.type = TYPE_DRAGON,
.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_SPECIAL,
},
[MOVE_STEEL_BEAM] =
{
.effect = EFFECT_RECOIL_50,
.power = 140,
.type = TYPE_STEEL,
.accuracy = 95,
.pp = 5,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_SELECTED,
.priority = 0,
.flags = FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGSROCK_AFFECTED,
.split = SPLIT_SPECIAL,
},
};

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@ -2624,6 +2624,147 @@ static const u8 sPHOTON_GEYSERDescription[] = _(
static const u8 sDOUBLE_IRON_BASHDescription[] = _(
"The user spins and hits with\n"
"its arms. May cause flinch.");
// GEN 8
static const u8 sDYNAMAX_CANNONDescription[] = _(
"Fires a strong beam. Deals\n"
"2x damage to Dynamaxed foes.");
static const u8 sSNIPE_SHOTDescription[] = _(
"The user ignores effects\n"
"that draw in moves.");
static const u8 sJAW_LOCKDescription[] = _(
"Prevents the user and\n"
"the target from escaping.");
static const u8 sSTUFF_CHEEKSDescription[] = _(
"Consumes the user's Berry,\n"
"then sharply raises Def.");
static const u8 sNO_RETREATDescription[] = _(
"Raises all of the user's\n"
"stats but prevents escape.");
static const u8 sTAR_SHOTDescription[] = _(
"Lowers the foe's Speed and\n"
"makes it weak to Fire.");
static const u8 sMAGIC_POWDERDescription[] = _(
"Magic powder changes the\n"
"target into a Psychic-type.");
static const u8 sDRAGON_DARTSDescription[] = _(
"The user attacks twice. Two\n"
"targets are hit once each.");
static const u8 sTEATIMEDescription[] = _(
"All Pokémon have teatime\n"
"and eat their Berries.");
static const u8 sOCTOLOCKDescription[] = _(
"Traps the foe to lower Def\n"
"and Sp. Def fall each turn.");
static const u8 sBOLT_BEAKDescription[] = _(
"Double power if the user\n"
"moves before the target.");
static const u8 sFISHIOUS_RENDDescription[] = _(
"Double power if the user\n"
"moves before the target.");
static const u8 sCOURT_CHANGEDescription[] = _(
"The user swaps effects on\n"
"either side of the field.");
static const u8 sCLANGOROUS_SOULDescription[] = _(
"The user uses some of its\n"
"HP to raise all its stats.");
static const u8 sBODY_PRESSDescription[] = _(
"Does more damage the\n"
"higher the user's Def.");
static const u8 sDECORATEDescription[] = _(
"The user sharply raises\n"
"the target's Atk and Sp.Atk");
static const u8 sDRUM_BEATINGDescription[] = _(
"Plays a drum to attack.\n"
"The foe's Speed is lowered.");
static const u8 sSNAP_TRAPDescription[] = _(
"Snares the target in a snap\n"
"trap for four to five turns.");
static const u8 sPYRO_BALLDescription[] = _(
"Launches a fiery ball at the\n"
"target. It may cause a burn.");
static const u8 sBEHEMOTH_BLADEDescription[] = _(
"Strikes as a sword. It deals\n"
"2x damage to Dynamaxed foes.");
static const u8 sBEHEMOTH_BASHDescription[] = _(
"Attacks as a sheild. Deals\n"
"2x damage to Dynamaxed foes.");
static const u8 sAURA_WHEELDescription[] = _(
"Raises Speed to attack. The\n"
"Type is based on its form.");
static const u8 sBREAKING_SWIPEDescription[] = _(
"Swings its tail to attack.\n"
"Lowers the Atk of those hit.");
static const u8 sBRANCH_POKEDescription[] = _(
"The user pokes the target\n"
"with a pointed branch.");
static const u8 sOVERDRIVEDescription[] = _(
"The user twangs its guitar,\n"
"causing strong vibrations.");
static const u8 sAPPLE_ACIDDescription[] = _(
"Attacks with tart apple acid\n"
"to lower the foe's Sp. Def.");
static const u8 sGRAV_APPLEDescription[] = _(
"Drops an apple from above.\n"
"Lowers the foe's Defense.");
static const u8 sSPIRIT_BREAKDescription[] = _(
"Attacks with spirit-breaking\n"
"force. Lowers Sp. Atk.");
static const u8 sSTRANGE_STEAMDescription[] = _(
"Emits a strange steam to\n"
"potentially confuse the foe.");
static const u8 sLIFE_DEWDescription[] = _(
"Scatters water to restore\n"
"the HP of itself and allies.");
static const u8 sOBSTRUCTDescription[] = _(
"Protects itself, harshly\n"
"lowering Def on contact.");
static const u8 sFALSE_SURRENDERDescription[] = _(
"Bows to stab the foe\n"
"with hair. It never misses.");
static const u8 sMETEOR_ASSAULTDescription[] = _(
"Attacks with a thick leek.\n"
"The user must then rest.");
static const u8 sETERNABEAMDescription[] = _(
"Eternatus' strongest move.\n"
"The user rests next turn.");
static const u8 sSTEEL_BEAMDescription[] = _(
"Fires a beam of steel from\n"
"its body. It hurts the user.");
static const u8 sNotDoneYetDescription[] = _(
"Not done yet.");
@ -3308,4 +3449,40 @@ const u8 *const gMoveDescriptionPointers[MOVES_COUNT - 1] =
[MOVE_PLASMA_FISTS - 1] = sPLASMA_FISTSDescription,
[MOVE_PHOTON_GEYSER - 1] = sPHOTON_GEYSERDescription,
[MOVE_DOUBLE_IRON_BASH - 1] = sDOUBLE_IRON_BASHDescription,
//GEN 8
[MOVE_DYNAMAX_CANNON - 1] = sDYNAMAX_CANNONDescription,
[MOVE_SNIPE_SHOT - 1] = sSNIPE_SHOTDescription,
[MOVE_JAW_LOCK - 1] = sJAW_LOCKDescription,
[MOVE_STUFF_CHEEKS - 1] = sSTUFF_CHEEKSDescription,
[MOVE_NO_RETREAT - 1] = sNO_RETREATDescription,
[MOVE_TAR_SHOT - 1] = sTAR_SHOTDescription,
[MOVE_MAGIC_POWDER - 1] = sMAGIC_POWDERDescription,
[MOVE_DRAGON_DARTS - 1] = sDRAGON_DARTSDescription,
[MOVE_TEATIME - 1] = sTEATIMEDescription,
[MOVE_OCTOLOCK - 1] = sOCTOLOCKDescription,
[MOVE_BOLT_BEAK - 1] = sBOLT_BEAKDescription,
[MOVE_FISHIOUS_REND - 1] = sFISHIOUS_RENDDescription,
[MOVE_COURT_CHANGE - 1] = sCOURT_CHANGEDescription,
[MOVE_CLANGOROUS_SOUL - 1] = sCLANGOROUS_SOULDescription,
[MOVE_BODY_PRESS - 1] = sBODY_PRESSDescription,
[MOVE_DECORATE - 1] = sDECORATEDescription,
[MOVE_DRUM_BEATING - 1] = sDRUM_BEATINGDescription,
[MOVE_SNAP_TRAP - 1] = sSNAP_TRAPDescription,
[MOVE_PYRO_BALL - 1] = sPYRO_BALLDescription,
[MOVE_BEHEMOTH_BLADE - 1] = sBEHEMOTH_BLADEDescription,
[MOVE_BEHEMOTH_BASH - 1] = sBEHEMOTH_BASHDescription,
[MOVE_AURA_WHEEL - 1] = sAURA_WHEELDescription,
[MOVE_BREAKING_SWIPE - 1] = sBREAKING_SWIPEDescription,
[MOVE_BRANCH_POKE - 1] = sBRANCH_POKEDescription,
[MOVE_OVERDRIVE - 1] = sOVERDRIVEDescription,
[MOVE_APPLE_ACID - 1] = sAPPLE_ACIDDescription,
[MOVE_GRAV_APPLE - 1] = sGRAV_APPLEDescription,
[MOVE_SPIRIT_BREAK - 1] = sSPIRIT_BREAKDescription,
[MOVE_STRANGE_STEAM - 1] = sSTRANGE_STEAMDescription,
[MOVE_LIFE_DEW - 1] = sLIFE_DEWDescription,
[MOVE_OBSTRUCT - 1] = sOBSTRUCTDescription,
[MOVE_FALSE_SURRENDER - 1] = sFALSE_SURRENDERDescription,
[MOVE_METEOR_ASSAULT - 1] = sMETEOR_ASSAULTDescription,
[MOVE_ETERNABEAM - 1] = sETERNABEAMDescription,
[MOVE_STEEL_BEAM - 1] = sSTEEL_BEAMDescription,
};

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@ -677,4 +677,40 @@ const u8 gMoveNames[MOVES_COUNT][MOVE_NAME_LENGTH + 1] =
[MOVE_PLASMA_FISTS] = _("Plasma Fists"),
[MOVE_PHOTON_GEYSER] = _("PhotonGeyser"),
[MOVE_DOUBLE_IRON_BASH] = _("D. Iron Bash"),
//GEN 8
[MOVE_DYNAMAX_CANNON] = _("Dyna Cannon"),
[MOVE_SNIPE_SHOT] = _("Snipe Shot"),
[MOVE_JAW_LOCK] = _("Jaw Lock"),
[MOVE_STUFF_CHEEKS] = _("StuffCheeks"),
[MOVE_NO_RETREAT] = _("No Retreat"),
[MOVE_TAR_SHOT] = _("Tar Shot"),
[MOVE_MAGIC_POWDER] = _("MagicPowder"),
[MOVE_DRAGON_DARTS] = _("DragonDarts"),
[MOVE_TEATIME] = _("Teatime"),
[MOVE_OCTOLOCK] = _("Octolock"),
[MOVE_BOLT_BEAK] = _("Bolt Beak"),
[MOVE_FISHIOUS_REND] = _("Fishy Rend"),
[MOVE_COURT_CHANGE] = _("CourtChange"),
[MOVE_CLANGOROUS_SOUL] = _("Clangy Soul"),
[MOVE_BODY_PRESS] = _("Body Press"),
[MOVE_DECORATE] = _("Decorate"),
[MOVE_DRUM_BEATING] = _("Drum Beat"),
[MOVE_SNAP_TRAP] = _("Snap Trap"),
[MOVE_PYRO_BALL] = _("Pyro Ball"),
[MOVE_BEHEMOTH_BLADE] = _("Behemoth Bl"),
[MOVE_BEHEMOTH_BASH] = _("Behemoth Ba"),
[MOVE_AURA_WHEEL] = _("Aura Wheel"),
[MOVE_BREAKING_SWIPE] = _("Break Swipe"),
[MOVE_BRANCH_POKE] = _("Branch Poke"),
[MOVE_OVERDRIVE] = _("Overdrive"),
[MOVE_APPLE_ACID] = _("Apple Acid"),
[MOVE_GRAV_APPLE] = _("Grav Apple"),
[MOVE_SPIRIT_BREAK] = _("Spirit Break"),
[MOVE_STRANGE_STEAM] = _("Weird Steam"),
[MOVE_LIFE_DEW] = _("Life Dew"),
[MOVE_OBSTRUCT] = _("Obstruct"),
[MOVE_FALSE_SURRENDER] = _("False Yield"),
[MOVE_METEOR_ASSAULT] = _("Meteor Ass."),
[MOVE_ETERNABEAM] = _("Eternabeam"),
[MOVE_STEEL_BEAM] = _("Steel Beam"),
};