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Merge pull request #2326 from AsparagusEduardo/RHH/pr/reworkScald
Rolled EFFECT_SCALD into EFFECT_BURN_HIT with a config for its Gen6+ change
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commit
da27df9f18
@ -301,7 +301,6 @@ gBattleScriptsForMoveEffects::
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.4byte BattleScript_EffectQuiverDance @ EFFECT_QUIVER_DANCE
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.4byte BattleScript_EffectCoil @ EFFECT_COIL
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.4byte BattleScript_EffectElectrify @ EFFECT_ELECTRIFY
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.4byte BattleScript_EffectBurnHit @ EFFECT_SCALD
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.4byte BattleScript_EffectReflectType @ EFFECT_REFLECT_TYPE
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.4byte BattleScript_EffectSoak @ EFFECT_SOAK
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.4byte BattleScript_EffectGrowth @ EFFECT_GROWTH
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@ -94,6 +94,7 @@
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#define B_TELEPORT_BEHAVIOR GEN_LATEST // In Gen7+, starting with Pokémon LGPE, Teleport allows the user to swap out with another party member.
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#define B_BEAT_UP GEN_LATEST // In Gen5+, Beat Up uses a different formula to calculate its damage, and deals Dark-type damage. Prior to Gen 5, each hit also announces the party member's name.
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#define B_DARK_VOID_FAIL GEN_LATEST // In Gen7+, only Darkrai can use Dark Void.
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#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.
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// Ability settings
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#define B_EXPANDED_ABILITY_NAMES TRUE // If TRUE, ability names are increased from 12 characters to 16 characters.
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@ -282,124 +282,122 @@
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#define EFFECT_QUIVER_DANCE 276
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#define EFFECT_COIL 277
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#define EFFECT_ELECTRIFY 278
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#define EFFECT_SCALD 279
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#define EFFECT_REFLECT_TYPE 280
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#define EFFECT_SOAK 281
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#define EFFECT_GROWTH 282
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#define EFFECT_CLOSE_COMBAT 283
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#define EFFECT_LAST_RESORT 284
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#define EFFECT_RECOIL_33_STATUS 285
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#define EFFECT_FLINCH_STATUS 286
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#define EFFECT_RECOIL_50 287
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#define EFFECT_SHELL_SMASH 288
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#define EFFECT_SHIFT_GEAR 289
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#define EFFECT_DEFENSE_UP_3 290
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#define EFFECT_NOBLE_ROAR 291
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#define EFFECT_VENOM_DRENCH 292
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#define EFFECT_TOXIC_THREAD 293
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#define EFFECT_CLEAR_SMOG 294
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#define EFFECT_HIT_SWITCH_TARGET 295
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#define EFFECT_FINAL_GAMBIT 296
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#define EFFECT_CHANGE_TYPE_ON_ITEM 297
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#define EFFECT_AUTOTOMIZE 298
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#define EFFECT_COPYCAT 299
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#define EFFECT_DEFOG 300
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#define EFFECT_HIT_ENEMY_HEAL_ALLY 301
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#define EFFECT_SMACK_DOWN 302
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#define EFFECT_SYNCHRONOISE 303
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#define EFFECT_PSYCHO_SHIFT 304
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#define EFFECT_POWER_TRICK 305
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#define EFFECT_FLAME_BURST 306
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#define EFFECT_AFTER_YOU 307
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#define EFFECT_BESTOW 308
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#define EFFECT_ROTOTILLER 309
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#define EFFECT_FLOWER_SHIELD 310
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#define EFFECT_HIT_PREVENT_ESCAPE 311
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#define EFFECT_SPEED_SWAP 312
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#define EFFECT_DEFENSE_UP2_HIT 313
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#define EFFECT_REVELATION_DANCE 314
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#define EFFECT_AURORA_VEIL 315
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#define EFFECT_THIRD_TYPE 316
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#define EFFECT_FEINT 317
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#define EFFECT_SPARKLING_ARIA 318
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#define EFFECT_ACUPRESSURE 319
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#define EFFECT_AROMATIC_MIST 320
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#define EFFECT_POWDER 321
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#define EFFECT_SP_ATTACK_UP_HIT 322
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#define EFFECT_BELCH 323
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#define EFFECT_PARTING_SHOT 324
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#define EFFECT_SPECTRAL_THIEF 325
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#define EFFECT_V_CREATE 326
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#define EFFECT_MAT_BLOCK 327
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#define EFFECT_STOMPING_TANTRUM 328
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#define EFFECT_CORE_ENFORCER 329
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#define EFFECT_INSTRUCT 330
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#define EFFECT_THROAT_CHOP 331
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#define EFFECT_LASER_FOCUS 332
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#define EFFECT_MAGNETIC_FLUX 333
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#define EFFECT_GEAR_UP 334
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#define EFFECT_INCINERATE 335
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#define EFFECT_BUG_BITE 336
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#define EFFECT_STRENGTH_SAP 337
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#define EFFECT_MIND_BLOWN 338
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#define EFFECT_PURIFY 339
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#define EFFECT_BURN_UP 340
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#define EFFECT_SHORE_UP 341
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#define EFFECT_GEOMANCY 342
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#define EFFECT_FAIRY_LOCK 343
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#define EFFECT_ALLY_SWITCH 344
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#define EFFECT_RELIC_SONG 345
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#define EFFECT_ATTACKER_DEFENSE_DOWN_HIT 346
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#define EFFECT_BODY_PRESS 347
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#define EFFECT_EERIE_SPELL 348
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#define EFFECT_JUNGLE_HEALING 349
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#define EFFECT_COACHING 350
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#define EFFECT_LASH_OUT 351
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#define EFFECT_GRASSY_GLIDE 352
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#define EFFECT_REMOVE_TERRAIN 353
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#define EFFECT_DYNAMAX_DOUBLE_DMG 354
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#define EFFECT_DECORATE 355
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#define EFFECT_SNIPE_SHOT 356
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#define EFFECT_RECOIL_HP_25 357
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#define EFFECT_STUFF_CHEEKS 358
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#define EFFECT_GRAV_APPLE 359
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#define EFFECT_EVASION_UP_HIT 360
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#define EFFECT_GLITZY_GLOW 361
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#define EFFECT_BADDY_BAD 362
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#define EFFECT_SAPPY_SEED 363
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#define EFFECT_FREEZY_FROST 364
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#define EFFECT_SPARKLY_SWIRL 365
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#define EFFECT_PLASMA_FISTS 366
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#define EFFECT_HYPERSPACE_FURY 367
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#define EFFECT_AURA_WHEEL 368
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#define EFFECT_PHOTON_GEYSER 369
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#define EFFECT_SHELL_SIDE_ARM 370
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#define EFFECT_TERRAIN_PULSE 371
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#define EFFECT_JAW_LOCK 372
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#define EFFECT_NO_RETREAT 373
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#define EFFECT_TAR_SHOT 374
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#define EFFECT_POLTERGEIST 375
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#define EFFECT_OCTOLOCK 376
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#define EFFECT_CLANGOROUS_SOUL 377
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#define EFFECT_BOLT_BEAK 378
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#define EFFECT_SKY_DROP 379
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#define EFFECT_EXPANDING_FORCE 380
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#define EFFECT_SCALE_SHOT 381
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#define EFFECT_METEOR_BEAM 382
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#define EFFECT_RISING_VOLTAGE 383
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#define EFFECT_BEAK_BLAST 384
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#define EFFECT_COURT_CHANGE 385
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#define EFFECT_STEEL_BEAM 386
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#define EFFECT_EXTREME_EVOBOOST 387
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#define EFFECT_HIT_SET_REMOVE_TERRAIN 388
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#define EFFECT_DARK_VOID 389
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#define EFFECT_SLEEP_HIT 390
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#define EFFECT_DOUBLE_SHOCK 391
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#define EFFECT_SPECIAL_ATTACK_UP_HIT 392
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#define EFFECT_VICTORY_DANCE 393
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#define EFFECT_TEATIME 394
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#define NUM_BATTLE_MOVE_EFFECTS 395
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#define EFFECT_REFLECT_TYPE 279
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#define EFFECT_SOAK 280
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#define EFFECT_GROWTH 281
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#define EFFECT_CLOSE_COMBAT 282
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#define EFFECT_LAST_RESORT 283
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#define EFFECT_RECOIL_33_STATUS 284
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#define EFFECT_FLINCH_STATUS 285
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#define EFFECT_RECOIL_50 286
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#define EFFECT_SHELL_SMASH 287
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#define EFFECT_SHIFT_GEAR 288
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#define EFFECT_DEFENSE_UP_3 289
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#define EFFECT_NOBLE_ROAR 290
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#define EFFECT_VENOM_DRENCH 291
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#define EFFECT_TOXIC_THREAD 292
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#define EFFECT_CLEAR_SMOG 293
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#define EFFECT_HIT_SWITCH_TARGET 294
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#define EFFECT_FINAL_GAMBIT 295
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#define EFFECT_CHANGE_TYPE_ON_ITEM 296
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#define EFFECT_AUTOTOMIZE 297
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#define EFFECT_COPYCAT 298
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#define EFFECT_DEFOG 299
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#define EFFECT_HIT_ENEMY_HEAL_ALLY 300
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#define EFFECT_SMACK_DOWN 301
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#define EFFECT_SYNCHRONOISE 302
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#define EFFECT_PSYCHO_SHIFT 303
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#define EFFECT_POWER_TRICK 304
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#define EFFECT_FLAME_BURST 305
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#define EFFECT_AFTER_YOU 306
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#define EFFECT_BESTOW 307
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#define EFFECT_ROTOTILLER 308
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#define EFFECT_FLOWER_SHIELD 309
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#define EFFECT_HIT_PREVENT_ESCAPE 310
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#define EFFECT_SPEED_SWAP 311
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#define EFFECT_DEFENSE_UP2_HIT 312
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#define EFFECT_REVELATION_DANCE 313
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#define EFFECT_AURORA_VEIL 314
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#define EFFECT_THIRD_TYPE 315
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#define EFFECT_FEINT 316
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#define EFFECT_SPARKLING_ARIA 317
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#define EFFECT_ACUPRESSURE 318
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#define EFFECT_AROMATIC_MIST 319
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#define EFFECT_POWDER 320
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#define EFFECT_SP_ATTACK_UP_HIT 321
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#define EFFECT_BELCH 322
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#define EFFECT_PARTING_SHOT 323
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#define EFFECT_SPECTRAL_THIEF 324
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#define EFFECT_V_CREATE 325
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#define EFFECT_MAT_BLOCK 326
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#define EFFECT_STOMPING_TANTRUM 327
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#define EFFECT_CORE_ENFORCER 328
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#define EFFECT_INSTRUCT 329
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#define EFFECT_THROAT_CHOP 330
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#define EFFECT_LASER_FOCUS 331
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#define EFFECT_MAGNETIC_FLUX 332
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#define EFFECT_GEAR_UP 333
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#define EFFECT_INCINERATE 334
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#define EFFECT_BUG_BITE 335
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#define EFFECT_STRENGTH_SAP 336
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#define EFFECT_MIND_BLOWN 337
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#define EFFECT_PURIFY 338
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#define EFFECT_BURN_UP 339
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#define EFFECT_SHORE_UP 340
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#define EFFECT_GEOMANCY 341
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#define EFFECT_FAIRY_LOCK 342
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#define EFFECT_ALLY_SWITCH 343
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#define EFFECT_RELIC_SONG 344
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#define EFFECT_ATTACKER_DEFENSE_DOWN_HIT 345
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#define EFFECT_BODY_PRESS 346
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#define EFFECT_EERIE_SPELL 347
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#define EFFECT_JUNGLE_HEALING 348
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#define EFFECT_COACHING 349
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#define EFFECT_LASH_OUT 350
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#define EFFECT_GRASSY_GLIDE 351
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#define EFFECT_REMOVE_TERRAIN 352
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#define EFFECT_DYNAMAX_DOUBLE_DMG 353
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#define EFFECT_DECORATE 354
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#define EFFECT_SNIPE_SHOT 355
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#define EFFECT_RECOIL_HP_25 356
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#define EFFECT_STUFF_CHEEKS 357
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#define EFFECT_GRAV_APPLE 358
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#define EFFECT_EVASION_UP_HIT 359
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#define EFFECT_GLITZY_GLOW 360
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#define EFFECT_BADDY_BAD 361
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#define EFFECT_SAPPY_SEED 362
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#define EFFECT_FREEZY_FROST 363
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#define EFFECT_SPARKLY_SWIRL 364
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#define EFFECT_PLASMA_FISTS 365
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#define EFFECT_HYPERSPACE_FURY 366
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#define EFFECT_AURA_WHEEL 367
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#define EFFECT_PHOTON_GEYSER 368
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#define EFFECT_SHELL_SIDE_ARM 369
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#define EFFECT_TERRAIN_PULSE 370
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#define EFFECT_JAW_LOCK 371
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#define EFFECT_NO_RETREAT 372
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#define EFFECT_TAR_SHOT 373
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#define EFFECT_POLTERGEIST 374
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#define EFFECT_OCTOLOCK 375
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#define EFFECT_CLANGOROUS_SOUL 376
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#define EFFECT_BOLT_BEAK 377
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#define EFFECT_SKY_DROP 378
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#define EFFECT_EXPANDING_FORCE 379
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#define EFFECT_SCALE_SHOT 380
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#define EFFECT_METEOR_BEAM 381
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#define EFFECT_RISING_VOLTAGE 382
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#define EFFECT_BEAK_BLAST 383
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#define EFFECT_COURT_CHANGE 384
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#define EFFECT_STEEL_BEAM 385
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#define EFFECT_EXTREME_EVOBOOST 386
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#define EFFECT_HIT_SET_REMOVE_TERRAIN 387 // genesis supernova
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#define EFFECT_DARK_VOID 388
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#define EFFECT_SLEEP_HIT 389
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#define EFFECT_DOUBLE_SHOCK 390
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#define EFFECT_SPECIAL_ATTACK_UP_HIT 391
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#define EFFECT_VICTORY_DANCE 392
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#define EFFECT_TEATIME 393
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#define NUM_BATTLE_MOVE_EFFECTS 394
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#endif // GUARD_CONSTANTS_BATTLE_MOVE_EFFECTS_H
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@ -5256,8 +5256,12 @@ static void Cmd_moveend(void)
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&& gBattleMons[gBattlerTarget].hp != 0
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&& gBattlerAttacker != gBattlerTarget
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&& gSpecialStatuses[gBattlerTarget].specialDmg
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&& !(gMoveResultFlags & MOVE_RESULT_NO_EFFECT)
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&& (moveType == TYPE_FIRE || gBattleMoves[gCurrentMove].effect == EFFECT_SCALD))
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&& (moveType == TYPE_FIRE
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#if B_BURN_HIT_THAW >= GEN_6
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|| gBattleMoves[gCurrentMove].effect == EFFECT_BURN_HIT
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#endif
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)
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&& !(gMoveResultFlags & MOVE_RESULT_NO_EFFECT))
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{
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gBattleMons[gBattlerTarget].status1 &= ~STATUS1_FREEZE;
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gActiveBattler = gBattlerTarget;
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@ -367,7 +367,6 @@ static const u16 sPoints_MoveEffect[NUM_BATTLE_MOVE_EFFECTS] =
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[EFFECT_QUIVER_DANCE] = 0, // TODO: Assign points
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[EFFECT_COIL] = 0, // TODO: Assign points
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[EFFECT_ELECTRIFY] = 0, // TODO: Assign points
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[EFFECT_SCALD] = 0, // TODO: Assign points
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[EFFECT_REFLECT_TYPE] = 0, // TODO: Assign points
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[EFFECT_SOAK] = 0, // TODO: Assign points
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[EFFECT_GROWTH] = 0, // TODO: Assign points
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@ -9026,11 +9026,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_Z] =
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[MOVE_SCALD] =
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{
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#if B_UPDATED_MOVE_DATA >= GEN_6
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.effect = EFFECT_SCALD,
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#else
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.effect = EFFECT_BURN_HIT,
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#endif
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.effect = EFFECT_BURN_HIT,
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.power = 80,
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.type = TYPE_WATER,
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.accuracy = 100,
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@ -10546,7 +10542,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_Z] =
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[MOVE_STEAM_ERUPTION] =
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{
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.effect = EFFECT_SCALD,
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.effect = EFFECT_BURN_HIT,
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.power = 110,
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.type = TYPE_WATER,
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.accuracy = 95,
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@ -13075,7 +13071,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_Z] =
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[MOVE_SCORCHING_SANDS] =
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{
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.effect = EFFECT_SCALD,
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.effect = EFFECT_BURN_HIT,
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.power = 70,
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.type = TYPE_GROUND,
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.accuracy = 100,
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