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https://github.com/Ninjdai1/pokeemerald.git
synced 2024-11-16 19:47:35 +01:00
Add placeholder string for not done moves.
This commit is contained in:
parent
198a1a8646
commit
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@ -223,7 +223,7 @@ gBattleScriptsForMoveEffects:: @ 82D86A8
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.4byte BattleScript_EffectCosmicPower
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.4byte BattleScript_EffectSkyUppercut
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.4byte BattleScript_EffectBulkUp
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.4byte BattleScript_EffectPlaceholder209
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.4byte BattleScript_EffectPlaceholder
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.4byte BattleScript_EffectWaterSport
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.4byte BattleScript_EffectCalmMind
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.4byte BattleScript_EffectDragonDance
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@ -593,6 +593,11 @@ BattleScript_EffectHitEscape:
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switchineffects BS_ATTACKER
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BattleScript_HitEscapeEnd:
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end
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BattleScript_EffectPlaceholder:
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attackcanceler
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printstring STRINGID_NOTDONEYET
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goto BattleScript_MoveEnd
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BattleScript_EffectAlwaysHit:
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BattleScript_EffectEvasionDownHit:
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@ -602,7 +607,6 @@ BattleScript_EffectFalseSwipe:
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BattleScript_EffectAlwaysCrit:
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BattleScript_EffectPursuit:
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BattleScript_EffectFellStinger:
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BattleScript_EffectPlaceholder209:
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BattleScript_EffectHit::
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BattleScript_EffectLowKick:
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BattleScript_EffectFlail:
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@ -210,7 +210,7 @@
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#define EFFECT_COSMIC_POWER 206
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#define EFFECT_SKY_UPPERCUT 207
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#define EFFECT_BULK_UP 208
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#define EFFECT_PLACEHOLDER_209 209
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#define EFFECT_PLACEHOLDER 209
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#define EFFECT_WATER_SPORT 210
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#define EFFECT_CALM_MIND 211
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#define EFFECT_DRAGON_DANCE 212
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@ -489,6 +489,7 @@
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#define STRINGID_ASSAULTVESTDOESNTALLOW 486
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#define STRINGID_GRAVITYPREVENTSUSAGE 487
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#define STRINGID_HEALBLOCKPREVENTSUSAGE 488
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#define STRINGID_NOTDONEYET 489
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#define BATTLESTRINGS_COUNT 501
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@ -4372,7 +4372,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_GEN6] =
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.split = SPLIT_PHYSICAL,
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},
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{ // MOVE_FEINT
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.effect = EFFECT_PLACEHOLDER_209, // Needs a custom move effect
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.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect
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.power = 30,
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.type = TYPE_NORMAL,
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.accuracy = 100,
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@ -4384,7 +4384,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_GEN6] =
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.split = SPLIT_PHYSICAL,
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},
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{ // MOVE_PLUCK
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.effect = EFFECT_PLACEHOLDER_209, // Needs a custom move effect (Bug Bite and Pluck should have the same move effect)
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.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect (Bug Bite and Pluck should have the same move effect)
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.power = 60,
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.type = TYPE_FLYING,
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.accuracy = 100,
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@ -4408,7 +4408,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_GEN6] =
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.split = SPLIT_STATUS,
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},
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{ // MOVE_ACUPRESSURE
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.effect = EFFECT_PLACEHOLDER_209, // Needs a custom move effect
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.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect
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.power = 0,
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.type = TYPE_NORMAL,
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.accuracy = 0,
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@ -4420,7 +4420,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_GEN6] =
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.split = SPLIT_STATUS,
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},
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{ // MOVE_METAL_BURST
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.effect = EFFECT_PLACEHOLDER_209, // Needs a custom move effect (Counters 1.5x damage)
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.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect (Counters 1.5x damage)
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.power = 0,
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.type = TYPE_STEEL,
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.accuracy = 100,
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@ -4444,7 +4444,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_GEN6] =
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.split = SPLIT_PHYSICAL,
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},
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{ // MOVE_CLOSE_COMBAT
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.effect = EFFECT_PLACEHOLDER_209, // Needs a custom move effect
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.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect
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.power = 120,
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.type = TYPE_FIGHTING,
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.accuracy = 100,
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@ -4504,7 +4504,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_GEN6] =
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.split = SPLIT_PHYSICAL,
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},
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{ // MOVE_PSYCHO_SHIFT
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.effect = EFFECT_PLACEHOLDER_209, // Needs a custom move effect
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.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect
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.power = 0,
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.type = TYPE_PSYCHIC,
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.accuracy = 100,
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@ -4552,7 +4552,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_GEN6] =
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.split = SPLIT_SPECIAL,
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},
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{ // MOVE_POWER_TRICK
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.effect = EFFECT_PLACEHOLDER_209, // Needs a custom move effect
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.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect
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.power = 0,
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.type = TYPE_PSYCHIC,
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.accuracy = 0,
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@ -4576,7 +4576,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_GEN6] =
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.split = SPLIT_STATUS,
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},
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{ // MOVE_LUCKY_CHANT
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.effect = EFFECT_PLACEHOLDER_209, // Needs a custom move effect
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.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect
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.power = 0,
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.type = TYPE_NORMAL,
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.accuracy = 0,
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@ -4588,7 +4588,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_GEN6] =
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.split = SPLIT_STATUS,
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},
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{ // MOVE_ME_FIRST
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.effect = EFFECT_PLACEHOLDER_209, // Needs a custom move effect
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.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect
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.power = 0,
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.type = TYPE_NORMAL,
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.accuracy = 0,
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@ -4600,7 +4600,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_GEN6] =
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.split = SPLIT_STATUS,
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},
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{ // MOVE_COPYCAT
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.effect = EFFECT_PLACEHOLDER_209, // Needs a custom move effect
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.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect
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.power = 0,
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.type = TYPE_NORMAL,
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.accuracy = 0,
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@ -4648,7 +4648,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_GEN6] =
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.split = SPLIT_PHYSICAL,
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},
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{ // MOVE_LAST_RESORT
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.effect = EFFECT_PLACEHOLDER_209, // Needs a custom move effect
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.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect
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.power = 140,
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.type = TYPE_NORMAL,
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.accuracy = 100,
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@ -4672,7 +4672,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_GEN6] =
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.split = SPLIT_STATUS,
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},
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{ // MOVE_SUCKER_PUNCH
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.effect = EFFECT_PLACEHOLDER_209, // Needs a custom move effect
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.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect
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.power = 70,
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.type = TYPE_DARK,
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.accuracy = 100,
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@ -4732,7 +4732,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_GEN6] =
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.split = SPLIT_STATUS,
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},
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{ // MOVE_FLARE_BLITZ
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.effect = EFFECT_PLACEHOLDER_209, // Needs a custom move effect
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.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect
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.power = 120,
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.type = TYPE_FIRE,
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.accuracy = 100,
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@ -5068,7 +5068,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_GEN6] =
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.split = SPLIT_PHYSICAL,
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},
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{ // MOVE_THUNDER_FANG
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.effect = EFFECT_PLACEHOLDER_209, // Needs a custom move effect (10% paralyze AND 10% flinch)
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.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect (10% paralyze AND 10% flinch)
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.power = 65,
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.type = TYPE_ELECTRIC,
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.accuracy = 95,
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@ -5080,7 +5080,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_GEN6] =
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.split = SPLIT_PHYSICAL,
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},
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{ // MOVE_ICE_FANG
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.effect = EFFECT_PLACEHOLDER_209, // Needs a custom move effect (10% paralyze AND 10% flinch)
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.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect (10% paralyze AND 10% flinch)
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.power = 65,
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.type = TYPE_ICE,
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.accuracy = 95,
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@ -5092,7 +5092,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_GEN6] =
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.split = SPLIT_PHYSICAL,
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},
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{ // MOVE_FIRE_FANG
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.effect = EFFECT_PLACEHOLDER_209, // Needs a custom move effect (10% paralyze AND 10% flinch)
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.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect (10% paralyze AND 10% flinch)
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.power = 65,
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.type = TYPE_FIRE,
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.accuracy = 95,
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@ -5188,7 +5188,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_GEN6] =
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.split = SPLIT_PHYSICAL,
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},
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{ // MOVE_DEFOG
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.effect = EFFECT_PLACEHOLDER_209, // Needs a custom move effect
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.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect
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.power = 0,
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.type = TYPE_FLYING,
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.accuracy = 0,
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@ -5392,7 +5392,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_GEN6] =
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.split = SPLIT_SPECIAL,
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},
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{ // MOVE_JUDGMENT
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.effect = EFFECT_PLACEHOLDER_209, // Needs a custom move effect
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.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect
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.power = 100,
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.type = TYPE_NORMAL,
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.accuracy = 100,
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@ -5404,7 +5404,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_GEN6] =
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.split = SPLIT_SPECIAL,
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},
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{ // MOVE_BUG_BITE
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.effect = EFFECT_PLACEHOLDER_209, // Needs a custom move effect (Bug Bite and Pluck should have the same move effect)
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.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect (Bug Bite and Pluck should have the same move effect)
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.power = 60,
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.type = TYPE_BUG,
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.accuracy = 100,
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@ -5464,7 +5464,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_GEN6] =
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.split = SPLIT_PHYSICAL,
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},
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{ // MOVE_DEFEND_ORDER
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.effect = EFFECT_PLACEHOLDER_209, // Needs a custom move effect
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.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect
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.power = 0,
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.type = TYPE_BUG,
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.accuracy = 0,
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@ -5488,7 +5488,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_GEN6] =
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.split = SPLIT_STATUS,
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},
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{ // MOVE_HEAD_SMASH
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.effect = EFFECT_PLACEHOLDER_209, // Needs a custom move effect (1/2 recoil instead of 1/3 recoil)
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.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect (1/2 recoil instead of 1/3 recoil)
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.power = 150,
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.type = TYPE_ROCK,
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.accuracy = 80,
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@ -5620,7 +5620,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_GEN6] =
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.split = SPLIT_PHYSICAL,
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},
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{ // MOVE_HONE_CLAWS
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.effect = EFFECT_PLACEHOLDER_209, // Needs a custom move effect
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.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect
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.power = 0,
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.type = TYPE_DARK,
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.accuracy = 0,
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@ -5632,7 +5632,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_GEN6] =
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.split = SPLIT_STATUS,
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},
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{ // MOVE_WIDE_GUARD
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.effect = EFFECT_PLACEHOLDER_209, // Needs a custom move effect
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.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect
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.power = 0,
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.type = TYPE_ROCK,
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.accuracy = 0,
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@ -5704,7 +5704,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_GEN6] =
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.split = SPLIT_SPECIAL,
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},
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{ // MOVE_AUTOTOMIZE
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.effect = EFFECT_PLACEHOLDER_209, // Needs a custom move effect (raises the user's Speed stat by two stages BUT also decreases the user's weight by 100kg)
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.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect (raises the user's Speed stat by two stages BUT also decreases the user's weight by 100kg)
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.power = 0,
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.type = TYPE_STEEL,
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.accuracy = 0,
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@ -5752,7 +5752,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_GEN6] =
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.split = SPLIT_STATUS,
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},
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{ // MOVE_SMACK_DOWN
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.effect = EFFECT_PLACEHOLDER_209, // Needs a custom move effect
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.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect
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.power = 50,
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.type = TYPE_ROCK,
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.accuracy = 100,
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@ -5776,7 +5776,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_GEN6] =
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.split = SPLIT_PHYSICAL,
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},
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{ // MOVE_FLAME_BURST
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.effect = EFFECT_PLACEHOLDER_209, // Needs a custom move effect
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.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect
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.power = 70,
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.type = TYPE_FIRE,
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.accuracy = 100,
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@ -5800,7 +5800,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_GEN6] =
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.split = SPLIT_SPECIAL,
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},
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{ // MOVE_QUIVER_DANCE
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.effect = EFFECT_PLACEHOLDER_209, // Needs a custom move effect
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.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect
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.power = 0,
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.type = TYPE_BUG,
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.accuracy = 0,
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@ -5824,7 +5824,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_GEN6] =
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.split = SPLIT_PHYSICAL,
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},
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{ // MOVE_SYNCHRONOISE
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.effect = EFFECT_PLACEHOLDER_209, // Needs a custom move effect
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.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect
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.power = 120,
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.type = TYPE_PSYCHIC,
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.accuracy = 100,
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@ -5848,7 +5848,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_GEN6] =
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.split = SPLIT_SPECIAL,
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},
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{ // MOVE_SOAK
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.effect = EFFECT_PLACEHOLDER_209, // Needs a custom move effect
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.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect
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.power = 0,
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.type = TYPE_WATER,
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.accuracy = 100,
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@ -5872,7 +5872,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_GEN6] =
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.split = SPLIT_PHYSICAL,
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},
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{ // MOVE_COIL
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.effect = EFFECT_PLACEHOLDER_209, // Needs a custom move effect
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.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect
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.power = 0,
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.type = TYPE_POISON,
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.accuracy = 0,
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@ -5896,7 +5896,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_GEN6] =
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.split = SPLIT_PHYSICAL,
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},
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{ // MOVE_ACID_SPRAY
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.effect = EFFECT_PLACEHOLDER_209, // Needs a custom move effect
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.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect
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.power = 40,
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.type = TYPE_POISON,
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.accuracy = 100,
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@ -5920,7 +5920,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_GEN6] =
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.split = SPLIT_PHYSICAL,
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},
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{ // MOVE_SIMPLE_BEAM
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.effect = EFFECT_PLACEHOLDER_209, // Needs a custom move effect
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.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect
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.power = 0,
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.type = TYPE_NORMAL,
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.accuracy = 100,
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@ -5932,7 +5932,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_GEN6] =
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.split = SPLIT_STATUS,
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},
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{ // MOVE_ENTRAINMENT
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.effect = EFFECT_PLACEHOLDER_209, // Needs a custom move effect
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.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect
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.power = 0,
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.type = TYPE_NORMAL,
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.accuracy = 100,
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@ -5944,7 +5944,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_GEN6] =
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.split = SPLIT_STATUS,
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},
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{ // MOVE_AFTER_YOU
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.effect = EFFECT_PLACEHOLDER_209, // Needs a custom move effect
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.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect
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.power = 0,
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.type = TYPE_NORMAL,
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.accuracy = 0,
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@ -5992,7 +5992,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_GEN6] =
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.split = SPLIT_PHYSICAL,
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},
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{ // MOVE_CLEAR_SMOG
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.effect = EFFECT_PLACEHOLDER_209, // Needs a custom move effect (Always bypasses accuracy, but same as Haze)
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.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect (Always bypasses accuracy, but same as Haze)
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.power = 50,
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.type = TYPE_POISON,
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.accuracy = 0,
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@ -6016,7 +6016,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_GEN6] =
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.split = SPLIT_SPECIAL,
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},
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{ // MOVE_QUICK_GUARD
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.effect = EFFECT_PLACEHOLDER_209, // Needs a custom move effect
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.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect
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.power = 0,
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.type = TYPE_FIGHTING,
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.accuracy = 0,
|
||||
@ -6028,7 +6028,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_GEN6] =
|
||||
.split = SPLIT_STATUS,
|
||||
},
|
||||
{ // MOVE_ALLY_SWITCH
|
||||
.effect = EFFECT_PLACEHOLDER_209, // Needs a custom move effect
|
||||
.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect
|
||||
.power = 0,
|
||||
.type = TYPE_PSYCHIC,
|
||||
.accuracy = 0,
|
||||
@ -6040,7 +6040,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_GEN6] =
|
||||
.split = SPLIT_STATUS,
|
||||
},
|
||||
{ // MOVE_SCALD
|
||||
.effect = EFFECT_PLACEHOLDER_209, // Needs a custom move effect (30% burn + always thaws ice even if it misses)
|
||||
.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect (30% burn + always thaws ice even if it misses)
|
||||
.power = 80,
|
||||
.type = TYPE_WATER,
|
||||
.accuracy = 100,
|
||||
@ -6052,7 +6052,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_GEN6] =
|
||||
.split = SPLIT_SPECIAL,
|
||||
},
|
||||
{ // MOVE_SHELL_SMASH
|
||||
.effect = EFFECT_PLACEHOLDER_209, // Needs a custom move effect
|
||||
.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect
|
||||
.power = 0,
|
||||
.type = TYPE_NORMAL,
|
||||
.accuracy = 0,
|
||||
@ -6064,7 +6064,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_GEN6] =
|
||||
.split = SPLIT_STATUS,
|
||||
},
|
||||
{ // MOVE_HEAL_PULSE
|
||||
.effect = EFFECT_PLACEHOLDER_209, // Needs a custom move effect (always bypasses accuracy checks)
|
||||
.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect (always bypasses accuracy checks)
|
||||
.power = 0,
|
||||
.type = TYPE_PSYCHIC,
|
||||
.accuracy = 0,
|
||||
@ -6088,7 +6088,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_GEN6] =
|
||||
.split = SPLIT_SPECIAL,
|
||||
},
|
||||
{ // MOVE_SKY_DROP
|
||||
.effect = EFFECT_PLACEHOLDER_209, // Needs a custom move effect
|
||||
.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect
|
||||
.power = 60,
|
||||
.type = TYPE_FLYING,
|
||||
.accuracy = 100,
|
||||
@ -6100,7 +6100,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_GEN6] =
|
||||
.split = SPLIT_PHYSICAL,
|
||||
},
|
||||
{ // MOVE_SHIFT_GEAR
|
||||
.effect = EFFECT_PLACEHOLDER_209, // Needs a custom move effect
|
||||
.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect
|
||||
.power = 0,
|
||||
.type = TYPE_STEEL,
|
||||
.accuracy = 0,
|
||||
@ -6112,7 +6112,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_GEN6] =
|
||||
.split = SPLIT_STATUS,
|
||||
},
|
||||
{ // MOVE_CIRCLE_THROW
|
||||
.effect = EFFECT_PLACEHOLDER_209, // Needs a custom move effect (similar to whirlwind, but different)
|
||||
.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect (similar to whirlwind, but different)
|
||||
.power = 60,
|
||||
.type = TYPE_FIGHTING,
|
||||
.accuracy = 90,
|
||||
@ -6124,7 +6124,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_GEN6] =
|
||||
.split = SPLIT_PHYSICAL,
|
||||
},
|
||||
{ // MOVE_INCINERATE
|
||||
.effect = EFFECT_PLACEHOLDER_209, // Needs a custom move effect
|
||||
.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect
|
||||
.power = 60,
|
||||
.type = TYPE_FIRE,
|
||||
.accuracy = 100,
|
||||
@ -6136,7 +6136,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_GEN6] =
|
||||
.split = SPLIT_SPECIAL,
|
||||
},
|
||||
{ // MOVE_QUASH
|
||||
.effect = EFFECT_PLACEHOLDER_209, // Needs a custom move effect
|
||||
.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect
|
||||
.power = 0,
|
||||
.type = TYPE_DARK,
|
||||
.accuracy = 100,
|
||||
@ -6160,7 +6160,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_GEN6] =
|
||||
.split = SPLIT_PHYSICAL,
|
||||
},
|
||||
{ // MOVE_REFLECT_TYPE
|
||||
.effect = EFFECT_PLACEHOLDER_209, // Needs a custom move effect
|
||||
.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect
|
||||
.power = 0,
|
||||
.type = TYPE_NORMAL,
|
||||
.accuracy = 0,
|
||||
@ -6184,7 +6184,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_GEN6] =
|
||||
.split = SPLIT_PHYSICAL,
|
||||
},
|
||||
{ // MOVE_FINAL_GAMBIT
|
||||
.effect = EFFECT_PLACEHOLDER_209, // Needs a custom move effect
|
||||
.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect
|
||||
.power = 1,
|
||||
.type = TYPE_FIGHTING,
|
||||
.accuracy = 100,
|
||||
@ -6196,7 +6196,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_GEN6] =
|
||||
.split = SPLIT_SPECIAL,
|
||||
},
|
||||
{ // MOVE_BESTOW
|
||||
.effect = EFFECT_PLACEHOLDER_209, // Needs a custom move effect
|
||||
.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect
|
||||
.power = 0,
|
||||
.type = TYPE_NORMAL,
|
||||
.accuracy = 0,
|
||||
@ -6304,7 +6304,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_GEN6] =
|
||||
.split = SPLIT_SPECIAL,
|
||||
},
|
||||
{ // MOVE_DRAGON_TAIL
|
||||
.effect = EFFECT_PLACEHOLDER_209, // Needs a custom move effect
|
||||
.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect
|
||||
.power = 60,
|
||||
.type = TYPE_DRAGON,
|
||||
.accuracy = 90,
|
||||
@ -6316,7 +6316,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_GEN6] =
|
||||
.split = SPLIT_PHYSICAL,
|
||||
},
|
||||
{ // MOVE_WORK_UP
|
||||
.effect = EFFECT_PLACEHOLDER_209, // Needs a custom move effect
|
||||
.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect
|
||||
.power = 0,
|
||||
.type = TYPE_NORMAL,
|
||||
.accuracy = 0,
|
||||
@ -6340,7 +6340,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_GEN6] =
|
||||
.split = SPLIT_SPECIAL,
|
||||
},
|
||||
{ // MOVE_WILD_CHARGE
|
||||
.effect = EFFECT_PLACEHOLDER_209, // Needs a custom move effect (recoil damage but 1/4 instead of 1/3)
|
||||
.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect (recoil damage but 1/4 instead of 1/3)
|
||||
.power = 90,
|
||||
.type = TYPE_ELECTRIC,
|
||||
.accuracy = 100,
|
||||
@ -6460,7 +6460,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_GEN6] =
|
||||
.split = SPLIT_PHYSICAL,
|
||||
},
|
||||
{ // MOVE_COTTON_GUARD
|
||||
.effect = EFFECT_PLACEHOLDER_209, // Needs a custom move effect
|
||||
.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect
|
||||
.power = 0,
|
||||
.type = TYPE_GRASS,
|
||||
.accuracy = 0,
|
||||
@ -6508,7 +6508,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_GEN6] =
|
||||
.split = SPLIT_PHYSICAL,
|
||||
},
|
||||
{ // MOVE_HURRICANE
|
||||
.effect = EFFECT_PLACEHOLDER_209, // Needs a custom move effect
|
||||
.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect
|
||||
.power = 110,
|
||||
.type = TYPE_FLYING,
|
||||
.accuracy = 70,
|
||||
@ -6520,7 +6520,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_GEN6] =
|
||||
.split = SPLIT_SPECIAL,
|
||||
},
|
||||
{ // MOVE_HEAD_CHARGE
|
||||
.effect = EFFECT_PLACEHOLDER_209, // Needs a custom move effect (same as WILD_CHARGE)
|
||||
.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect (same as WILD_CHARGE)
|
||||
.power = 120,
|
||||
.type = TYPE_NORMAL,
|
||||
.accuracy = 100,
|
||||
@ -6544,7 +6544,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_GEN6] =
|
||||
.split = SPLIT_PHYSICAL,
|
||||
},
|
||||
{ // MOVE_SEARING_SHOT
|
||||
.effect = EFFECT_PLACEHOLDER_209, // Needs a custom move effect (30% burn, does not affect opponents with BULLETPROOF)
|
||||
.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect (30% burn, does not affect opponents with BULLETPROOF)
|
||||
.power = 100,
|
||||
.type = TYPE_FIRE,
|
||||
.accuracy = 100,
|
||||
@ -6556,7 +6556,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_GEN6] =
|
||||
.split = SPLIT_SPECIAL,
|
||||
},
|
||||
{ // MOVE_TECHNO_BLAST
|
||||
.effect = EFFECT_PLACEHOLDER_209, // Needs a custom move effect
|
||||
.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect
|
||||
.power = 120,
|
||||
.type = TYPE_NORMAL,
|
||||
.accuracy = 100,
|
||||
@ -6640,7 +6640,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_GEN6] =
|
||||
.split = SPLIT_SPECIAL,
|
||||
},
|
||||
{ // MOVE_FREEZE_SHOCK
|
||||
.effect = EFFECT_PLACEHOLDER_209, // Needs a custom move effect
|
||||
.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect
|
||||
.power = 140,
|
||||
.type = TYPE_ICE,
|
||||
.accuracy = 90,
|
||||
@ -6652,7 +6652,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_GEN6] =
|
||||
.split = SPLIT_PHYSICAL,
|
||||
},
|
||||
{ // MOVE_ICE_BURN
|
||||
.effect = EFFECT_PLACEHOLDER_209, // Needs a custom move effect
|
||||
.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect
|
||||
.power = 140,
|
||||
.type = TYPE_ICE,
|
||||
.accuracy = 90,
|
||||
@ -6688,7 +6688,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_GEN6] =
|
||||
.split = SPLIT_PHYSICAL,
|
||||
},
|
||||
{ // MOVE_V_CREATE
|
||||
.effect = EFFECT_PLACEHOLDER_209, // Needs a custom move effect
|
||||
.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect
|
||||
.power = 180,
|
||||
.type = TYPE_FIRE,
|
||||
.accuracy = 95,
|
||||
@ -6700,7 +6700,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_GEN6] =
|
||||
.split = SPLIT_PHYSICAL,
|
||||
},
|
||||
{ // MOVE_FUSION_FLARE
|
||||
.effect = EFFECT_PLACEHOLDER_209, // Needs a custom move effect
|
||||
.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect
|
||||
.power = 100,
|
||||
.type = TYPE_FIRE,
|
||||
.accuracy = 100,
|
||||
@ -6712,7 +6712,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_GEN6] =
|
||||
.split = SPLIT_SPECIAL,
|
||||
},
|
||||
{ // MOVE_FUSION_BOLT
|
||||
.effect = EFFECT_PLACEHOLDER_209, // Needs a custom move effect
|
||||
.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect
|
||||
.power = 100,
|
||||
.type = TYPE_ELECTRIC,
|
||||
.accuracy = 100,
|
||||
@ -6724,7 +6724,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_GEN6] =
|
||||
.split = SPLIT_PHYSICAL,
|
||||
},
|
||||
{ // MOVE_FLYING_PRESS
|
||||
.effect = EFFECT_PLACEHOLDER_209, // Needs a custom move effect
|
||||
.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect
|
||||
.power = 100,
|
||||
.type = TYPE_FIGHTING,
|
||||
.accuracy = 95,
|
||||
@ -6736,7 +6736,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_GEN6] =
|
||||
.split = SPLIT_PHYSICAL,
|
||||
},
|
||||
{ // MOVE_MAT_BLOCK
|
||||
.effect = EFFECT_PLACEHOLDER_209, // Needs a custom move effect
|
||||
.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect
|
||||
.power = 0,
|
||||
.type = TYPE_FIGHTING,
|
||||
.accuracy = 0,
|
||||
@ -6748,7 +6748,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_GEN6] =
|
||||
.split = SPLIT_STATUS,
|
||||
},
|
||||
{ // MOVE_BELCH
|
||||
.effect = EFFECT_PLACEHOLDER_209, // Needs a custom move effect
|
||||
.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect
|
||||
.power = 120,
|
||||
.type = TYPE_POISON,
|
||||
.accuracy = 90,
|
||||
@ -6760,7 +6760,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_GEN6] =
|
||||
.split = SPLIT_SPECIAL,
|
||||
},
|
||||
{ // MOVE_ROTOTILLER
|
||||
.effect = EFFECT_PLACEHOLDER_209, // Needs a custom move effect
|
||||
.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect
|
||||
.power = 0,
|
||||
.type = TYPE_GROUND,
|
||||
.accuracy = 0,
|
||||
@ -6772,7 +6772,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_GEN6] =
|
||||
.split = SPLIT_STATUS,
|
||||
},
|
||||
{ // MOVE_STICKY_WEB
|
||||
.effect = EFFECT_PLACEHOLDER_209, // Needs a custom move effect
|
||||
.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect
|
||||
.power = 0,
|
||||
.type = TYPE_BUG,
|
||||
.accuracy = 0,
|
||||
@ -6808,7 +6808,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_GEN6] =
|
||||
.split = SPLIT_PHYSICAL,
|
||||
},
|
||||
{ // MOVE_TRICK_OR_TREAT
|
||||
.effect = EFFECT_PLACEHOLDER_209, // Needs a custom move effect
|
||||
.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect
|
||||
.power = 0,
|
||||
.type = TYPE_GHOST,
|
||||
.accuracy = 100,
|
||||
@ -6820,7 +6820,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_GEN6] =
|
||||
.split = SPLIT_STATUS,
|
||||
},
|
||||
{ // MOVE_NOBLE_ROAR
|
||||
.effect = EFFECT_PLACEHOLDER_209, // Needs a custom move effect
|
||||
.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect
|
||||
.power = 0,
|
||||
.type = TYPE_NORMAL,
|
||||
.accuracy = 100,
|
||||
@ -6832,7 +6832,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_GEN6] =
|
||||
.split = SPLIT_STATUS,
|
||||
},
|
||||
{ // MOVE_ION_DELUGE
|
||||
.effect = EFFECT_PLACEHOLDER_209, // Needs a custom move effect
|
||||
.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect
|
||||
.power = 0,
|
||||
.type = TYPE_ELECTRIC,
|
||||
.accuracy = 0,
|
||||
@ -6856,7 +6856,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_GEN6] =
|
||||
.split = SPLIT_SPECIAL,
|
||||
},
|
||||
{ // MOVE_FOREST_S_CURSE
|
||||
.effect = EFFECT_PLACEHOLDER_209, // Needs a custom move effect
|
||||
.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect
|
||||
.power = 0,
|
||||
.type = TYPE_GRASS,
|
||||
.accuracy = 100,
|
||||
@ -6880,7 +6880,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_GEN6] =
|
||||
.split = SPLIT_PHYSICAL,
|
||||
},
|
||||
{ // MOVE_FREEZE_DRY
|
||||
.effect = EFFECT_PLACEHOLDER_209, // Needs a custom move effect
|
||||
.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect
|
||||
.power = 70,
|
||||
.type = TYPE_ICE,
|
||||
.accuracy = 100,
|
||||
@ -6892,7 +6892,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_GEN6] =
|
||||
.split = SPLIT_SPECIAL,
|
||||
},
|
||||
{ // MOVE_DISARMING_VOICE
|
||||
.effect = EFFECT_PLACEHOLDER_209, // Needs a custom move effect
|
||||
.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect
|
||||
.power = 40,
|
||||
.type = TYPE_FAIRY,
|
||||
.accuracy = 0,
|
||||
@ -6904,7 +6904,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_GEN6] =
|
||||
.split = SPLIT_SPECIAL,
|
||||
},
|
||||
{ // MOVE_PARTING_SHOT
|
||||
.effect = EFFECT_PLACEHOLDER_209, // Needs a custom move effect
|
||||
.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect
|
||||
.power = 0,
|
||||
.type = TYPE_DARK,
|
||||
.accuracy = 100,
|
||||
@ -6916,7 +6916,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_GEN6] =
|
||||
.split = SPLIT_STATUS,
|
||||
},
|
||||
{ // MOVE_TOPSY_TURVY
|
||||
.effect = EFFECT_PLACEHOLDER_209, // Needs a custom move effect
|
||||
.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect
|
||||
.power = 0,
|
||||
.type = TYPE_DARK,
|
||||
.accuracy = 0,
|
||||
@ -6928,7 +6928,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_GEN6] =
|
||||
.split = SPLIT_STATUS,
|
||||
},
|
||||
{ // MOVE_DRAINING_KISS
|
||||
.effect = EFFECT_PLACEHOLDER_209, // Needs a custom move effect (restores 75% HP instead of 50% HP)
|
||||
.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect (restores 75% HP instead of 50% HP)
|
||||
.power = 50,
|
||||
.type = TYPE_FAIRY,
|
||||
.accuracy = 100,
|
||||
@ -6940,7 +6940,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_GEN6] =
|
||||
.split = SPLIT_SPECIAL,
|
||||
},
|
||||
{ // MOVE_CRAFTY_SHIELD
|
||||
.effect = EFFECT_PLACEHOLDER_209, // Needs a custom move effect
|
||||
.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect
|
||||
.power = 0,
|
||||
.type = TYPE_FAIRY,
|
||||
.accuracy = 0,
|
||||
@ -6952,7 +6952,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_GEN6] =
|
||||
.split = SPLIT_STATUS,
|
||||
},
|
||||
{ // MOVE_FLOWER_SHIELD
|
||||
.effect = EFFECT_PLACEHOLDER_209, // Needs a custom move effect
|
||||
.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect
|
||||
.power = 0,
|
||||
.type = TYPE_FAIRY,
|
||||
.accuracy = 0,
|
||||
@ -6964,7 +6964,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_GEN6] =
|
||||
.split = SPLIT_STATUS,
|
||||
},
|
||||
{ // MOVE_GRASSY_TERRAIN
|
||||
.effect = EFFECT_PLACEHOLDER_209, // Needs a custom move effect
|
||||
.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect
|
||||
.power = 0,
|
||||
.type = TYPE_GRASS,
|
||||
.accuracy = 0,
|
||||
@ -6976,7 +6976,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_GEN6] =
|
||||
.split = SPLIT_STATUS,
|
||||
},
|
||||
{ // MOVE_MISTY_TERRAIN
|
||||
.effect = EFFECT_PLACEHOLDER_209, // Needs a custom move effect
|
||||
.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect
|
||||
.power = 0,
|
||||
.type = TYPE_FAIRY,
|
||||
.accuracy = 0,
|
||||
@ -6988,7 +6988,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_GEN6] =
|
||||
.split = SPLIT_STATUS,
|
||||
},
|
||||
{ // MOVE_ELECTRIFY
|
||||
.effect = EFFECT_PLACEHOLDER_209, // Needs a custom move effect
|
||||
.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect
|
||||
.power = 0,
|
||||
.type = TYPE_ELECTRIC,
|
||||
.accuracy = 0,
|
||||
@ -7048,7 +7048,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_GEN6] =
|
||||
.split = SPLIT_SPECIAL,
|
||||
},
|
||||
{ // MOVE_FAIRY_LOCK
|
||||
.effect = EFFECT_PLACEHOLDER_209, // Needs a custom move effect
|
||||
.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect
|
||||
.power = 0,
|
||||
.type = TYPE_FAIRY,
|
||||
.accuracy = 0,
|
||||
@ -7060,7 +7060,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_GEN6] =
|
||||
.split = SPLIT_STATUS,
|
||||
},
|
||||
{ // MOVE_KING_S_SHIELD
|
||||
.effect = EFFECT_PLACEHOLDER_209, // Needs a custom move effect, as it changes Aegislash's form
|
||||
.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect, as it changes Aegislash's form
|
||||
.power = 0,
|
||||
.type = TYPE_STEEL,
|
||||
.accuracy = 0,
|
||||
@ -7072,7 +7072,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_GEN6] =
|
||||
.split = SPLIT_STATUS,
|
||||
},
|
||||
{ // MOVE_PLAY_NICE
|
||||
.effect = EFFECT_PLACEHOLDER_209, // Needs a custom move effect
|
||||
.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect
|
||||
.power = 0,
|
||||
.type = TYPE_NORMAL,
|
||||
.accuracy = 0,
|
||||
@ -7096,7 +7096,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_GEN6] =
|
||||
.split = SPLIT_STATUS,
|
||||
},
|
||||
{ // MOVE_DIAMOND_STORM
|
||||
.effect = EFFECT_PLACEHOLDER_209, // Needs a custom move effect
|
||||
.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect
|
||||
.power = 100,
|
||||
.type = TYPE_ROCK,
|
||||
.accuracy = 95,
|
||||
@ -7108,7 +7108,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_GEN6] =
|
||||
.split = SPLIT_PHYSICAL,
|
||||
},
|
||||
{ // MOVE_STEAM_ERUPTION
|
||||
.effect = EFFECT_PLACEHOLDER_209, // Needs a custom move effect (Same as SCALD)
|
||||
.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect (Same as SCALD)
|
||||
.power = 110,
|
||||
.type = TYPE_WATER,
|
||||
.accuracy = 95,
|
||||
@ -7120,7 +7120,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_GEN6] =
|
||||
.split = SPLIT_SPECIAL,
|
||||
},
|
||||
{ // MOVE_HYPERSPACE_HOLE
|
||||
.effect = EFFECT_PLACEHOLDER_209, // Needs a custom move effect (Same as SCALD)
|
||||
.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect (Same as SCALD)
|
||||
.power = 80,
|
||||
.type = TYPE_PSYCHIC,
|
||||
.accuracy = 0,
|
||||
@ -7132,7 +7132,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_GEN6] =
|
||||
.split = SPLIT_SPECIAL,
|
||||
},
|
||||
{ // MOVE_WATER_SHURIKEN
|
||||
.effect = EFFECT_PLACEHOLDER_209, // Needs a custom move effect (Same with tail slap, HOWEVER If Battle Bond is activated, Water Shuriken's power rises from 15 to 20, and it always hits three times, giving it an average power of 60)
|
||||
.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect (Same with tail slap, HOWEVER If Battle Bond is activated, Water Shuriken's power rises from 15 to 20, and it always hits three times, giving it an average power of 60)
|
||||
.power = 15,
|
||||
.type = TYPE_WATER,
|
||||
.accuracy = 100,
|
||||
@ -7156,7 +7156,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_GEN6] =
|
||||
.split = SPLIT_SPECIAL,
|
||||
},
|
||||
{ // MOVE_SPIKY_SHIELD
|
||||
.effect = EFFECT_PLACEHOLDER_209, // Needs a custom move effect
|
||||
.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect
|
||||
.power = 0,
|
||||
.type = TYPE_GRASS,
|
||||
.accuracy = 0,
|
||||
@ -7168,7 +7168,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_GEN6] =
|
||||
.split = SPLIT_STATUS,
|
||||
},
|
||||
{ // MOVE_AROMATIC_MIST
|
||||
.effect = EFFECT_PLACEHOLDER_209, // Needs a custom move effect
|
||||
.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect
|
||||
.power = 0,
|
||||
.type = TYPE_FAIRY,
|
||||
.accuracy = 0,
|
||||
@ -7192,7 +7192,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_GEN6] =
|
||||
.split = SPLIT_STATUS,
|
||||
},
|
||||
{ // MOVE_VENOM_DRENCH
|
||||
.effect = EFFECT_PLACEHOLDER_209, // Needs a custom move effect
|
||||
.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect
|
||||
.power = 0,
|
||||
.type = TYPE_POISON,
|
||||
.accuracy = 100,
|
||||
@ -7204,7 +7204,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_GEN6] =
|
||||
.split = SPLIT_STATUS,
|
||||
},
|
||||
{ // MOVE_POWDER
|
||||
.effect = EFFECT_PLACEHOLDER_209, // Needs a custom move effect
|
||||
.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect
|
||||
.power = 0,
|
||||
.type = TYPE_BUG,
|
||||
.accuracy = 100,
|
||||
@ -7216,7 +7216,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_GEN6] =
|
||||
.split = SPLIT_STATUS,
|
||||
},
|
||||
{ // MOVE_GEOMANCY
|
||||
.effect = EFFECT_PLACEHOLDER_209, // Needs a custom move effect
|
||||
.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect
|
||||
.power = 0,
|
||||
.type = TYPE_FAIRY,
|
||||
.accuracy = 0,
|
||||
@ -7228,7 +7228,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_GEN6] =
|
||||
.split = SPLIT_STATUS,
|
||||
},
|
||||
{ // MOVE_MAGNETIC_FLUX
|
||||
.effect = EFFECT_PLACEHOLDER_209, // Needs a custom move effect
|
||||
.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect
|
||||
.power = 0,
|
||||
.type = TYPE_ELECTRIC,
|
||||
.accuracy = 0,
|
||||
@ -7240,7 +7240,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_GEN6] =
|
||||
.split = SPLIT_STATUS,
|
||||
},
|
||||
{ // MOVE_HAPPY_HOUR
|
||||
.effect = EFFECT_PLACEHOLDER_209, // Needs a custom move effect
|
||||
.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect
|
||||
.power = 0,
|
||||
.type = TYPE_NORMAL,
|
||||
.accuracy = 0,
|
||||
@ -7252,7 +7252,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_GEN6] =
|
||||
.split = SPLIT_STATUS,
|
||||
},
|
||||
{ // MOVE_ELECTRIC_TERRAIN
|
||||
.effect = EFFECT_PLACEHOLDER_209, // Needs a custom move effect
|
||||
.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect
|
||||
.power = 0,
|
||||
.type = TYPE_ELECTRIC,
|
||||
.accuracy = 0,
|
||||
@ -7276,7 +7276,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_GEN6] =
|
||||
.split = SPLIT_SPECIAL,
|
||||
},
|
||||
{ // MOVE_CELEBRATE
|
||||
.effect = EFFECT_PLACEHOLDER_209, // Needs a custom move effect
|
||||
.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect
|
||||
.power = 0,
|
||||
.type = TYPE_NORMAL,
|
||||
.accuracy = 0,
|
||||
@ -7288,7 +7288,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_GEN6] =
|
||||
.split = SPLIT_STATUS,
|
||||
},
|
||||
{ // MOVE_HOLD_HANDS
|
||||
.effect = EFFECT_PLACEHOLDER_209, // Needs a custom move effect
|
||||
.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect
|
||||
.power = 0,
|
||||
.type = TYPE_NORMAL,
|
||||
.accuracy = 0,
|
||||
@ -7336,7 +7336,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_GEN6] =
|
||||
.split = SPLIT_PHYSICAL,
|
||||
},
|
||||
{ // MOVE_INFESTATION
|
||||
.effect = EFFECT_PLACEHOLDER_209, // Needs a custom move effect
|
||||
.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect
|
||||
.power = 20,
|
||||
.type = TYPE_BUG,
|
||||
.accuracy = 100,
|
||||
@ -7360,7 +7360,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_GEN6] =
|
||||
.split = SPLIT_PHYSICAL,
|
||||
},
|
||||
{ // MOVE_OBLIVION_WING
|
||||
.effect = EFFECT_PLACEHOLDER_209, // Needs a custom move effect (Restores 75% of damage dealt back to user)
|
||||
.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect (Restores 75% of damage dealt back to user)
|
||||
.power = 80,
|
||||
.type = TYPE_FLYING,
|
||||
.accuracy = 100,
|
||||
@ -7372,7 +7372,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_GEN6] =
|
||||
.split = SPLIT_SPECIAL,
|
||||
},
|
||||
{ // MOVE_THOUSAND_ARROWS
|
||||
.effect = EFFECT_PLACEHOLDER_209, // Needs a custom move effect
|
||||
.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect
|
||||
.power = 90,
|
||||
.type = TYPE_GROUND,
|
||||
.accuracy = 100,
|
||||
@ -7384,7 +7384,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_GEN6] =
|
||||
.split = SPLIT_PHYSICAL,
|
||||
},
|
||||
{ // MOVE_THOUSAND_WAVES
|
||||
.effect = EFFECT_PLACEHOLDER_209, // Needs a custom move effect (not sure if this is like Mean Look lol, might be)
|
||||
.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect (not sure if this is like Mean Look lol, might be)
|
||||
.power = 90,
|
||||
.type = TYPE_GROUND,
|
||||
.accuracy = 100,
|
||||
@ -7408,7 +7408,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_GEN6] =
|
||||
.split = SPLIT_PHYSICAL,
|
||||
},
|
||||
{ // MOVE_LIGHT_OF_RUIN
|
||||
.effect = EFFECT_PLACEHOLDER_209, // Needs a custom move effect (same as HEAD_SMASH)
|
||||
.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect (same as HEAD_SMASH)
|
||||
.power = 140,
|
||||
.type = TYPE_FAIRY,
|
||||
.accuracy = 90,
|
||||
@ -7444,7 +7444,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_GEN6] =
|
||||
.split = SPLIT_PHYSICAL,
|
||||
},
|
||||
{ // MOVE_DRAGON_ASCENT
|
||||
.effect = EFFECT_PLACEHOLDER_209, // Needs a custom move effect
|
||||
.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect
|
||||
.power = 120,
|
||||
.type = TYPE_FLYING,
|
||||
.accuracy = 100,
|
||||
|
@ -627,6 +627,7 @@ static const u8 sText_AttackerAquiredAbility[] = _("{B_ATK_NAME_WITH_PREFIX} acq
|
||||
static const u8 sText_TargetStatWontGoHigher[] = _("{B_DEF_NAME_WITH_PREFIX}’s {B_BUFF1}\nwon’t go higher!");
|
||||
static const u8 sText_PkmnMoveBouncedViaAbility[] = _("{B_ATK_NAME_WITH_PREFIX}’s {B_CURRENT_MOVE} was\nbounced back by {B_DEF_NAME_WITH_PREFIX}’s\l{B_DEF_ABILITY}!");
|
||||
static const u8 sText_ImposterTransform[] = _("{B_ATK_NAME_WITH_PREFIX} transformed into\n{B_DEF_NAME_WITH_PREFIX} using {B_LAST_ABILITY}!");
|
||||
static const u8 sText_NotDoneYet[] = _("This move effect is not done yet!\p");
|
||||
|
||||
// New selection strings, they must end with "\p".
|
||||
// Use {B_LAST_ITEM} and {B_CURRENT_MOVE}.
|
||||
@ -1114,6 +1115,7 @@ const u8 *const gBattleStringsTable[BATTLESTRINGS_COUNT] =
|
||||
sText_AssaultVestDoesntAllow,
|
||||
sText_GravityPreventsUsage,
|
||||
sText_HealBlockPreventsUsage,
|
||||
sText_NotDoneYet,
|
||||
};
|
||||
|
||||
const u16 gMagicCoatBounceStringIds[] =
|
||||
@ -1488,7 +1490,8 @@ static const u8 sATypeMove_Table[][17] =
|
||||
_("a PSYCHIC move"),
|
||||
_("an ICE move"),
|
||||
_("a DRAGON move"),
|
||||
_("a DARK move")
|
||||
_("a DARK move"),
|
||||
_("a FAIRY move"),
|
||||
};
|
||||
|
||||
const u8 gText_BattleTourney[] = _("BATTLE TOURNEY");
|
||||
|
Loading…
Reference in New Issue
Block a user