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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ghoulslash 2023-01-08 16:25:29 -05:00 committed by GitHub
commit da27df9f18
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6 changed files with 126 additions and 129 deletions

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@ -301,7 +301,6 @@ gBattleScriptsForMoveEffects::
.4byte BattleScript_EffectQuiverDance @ EFFECT_QUIVER_DANCE
.4byte BattleScript_EffectCoil @ EFFECT_COIL
.4byte BattleScript_EffectElectrify @ EFFECT_ELECTRIFY
.4byte BattleScript_EffectBurnHit @ EFFECT_SCALD
.4byte BattleScript_EffectReflectType @ EFFECT_REFLECT_TYPE
.4byte BattleScript_EffectSoak @ EFFECT_SOAK
.4byte BattleScript_EffectGrowth @ EFFECT_GROWTH

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@ -94,6 +94,7 @@
#define B_TELEPORT_BEHAVIOR GEN_LATEST // In Gen7+, starting with Pokémon LGPE, Teleport allows the user to swap out with another party member.
#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.
#define B_DARK_VOID_FAIL GEN_LATEST // In Gen7+, only Darkrai can use Dark Void.
#define B_BURN_HIT_THAW GEN_LATEST // In Gen6+, damaging moves with a chance of burn will thaw the target, regardless if they're fire-type moves or not.
// Ability settings
#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 @@
#define EFFECT_QUIVER_DANCE 276
#define EFFECT_COIL 277
#define EFFECT_ELECTRIFY 278
#define EFFECT_SCALD 279
#define EFFECT_REFLECT_TYPE 280
#define EFFECT_SOAK 281
#define EFFECT_GROWTH 282
#define EFFECT_CLOSE_COMBAT 283
#define EFFECT_LAST_RESORT 284
#define EFFECT_RECOIL_33_STATUS 285
#define EFFECT_FLINCH_STATUS 286
#define EFFECT_RECOIL_50 287
#define EFFECT_SHELL_SMASH 288
#define EFFECT_SHIFT_GEAR 289
#define EFFECT_DEFENSE_UP_3 290
#define EFFECT_NOBLE_ROAR 291
#define EFFECT_VENOM_DRENCH 292
#define EFFECT_TOXIC_THREAD 293
#define EFFECT_CLEAR_SMOG 294
#define EFFECT_HIT_SWITCH_TARGET 295
#define EFFECT_FINAL_GAMBIT 296
#define EFFECT_CHANGE_TYPE_ON_ITEM 297
#define EFFECT_AUTOTOMIZE 298
#define EFFECT_COPYCAT 299
#define EFFECT_DEFOG 300
#define EFFECT_HIT_ENEMY_HEAL_ALLY 301
#define EFFECT_SMACK_DOWN 302
#define EFFECT_SYNCHRONOISE 303
#define EFFECT_PSYCHO_SHIFT 304
#define EFFECT_POWER_TRICK 305
#define EFFECT_FLAME_BURST 306
#define EFFECT_AFTER_YOU 307
#define EFFECT_BESTOW 308
#define EFFECT_ROTOTILLER 309
#define EFFECT_FLOWER_SHIELD 310
#define EFFECT_HIT_PREVENT_ESCAPE 311
#define EFFECT_SPEED_SWAP 312
#define EFFECT_DEFENSE_UP2_HIT 313
#define EFFECT_REVELATION_DANCE 314
#define EFFECT_AURORA_VEIL 315
#define EFFECT_THIRD_TYPE 316
#define EFFECT_FEINT 317
#define EFFECT_SPARKLING_ARIA 318
#define EFFECT_ACUPRESSURE 319
#define EFFECT_AROMATIC_MIST 320
#define EFFECT_POWDER 321
#define EFFECT_SP_ATTACK_UP_HIT 322
#define EFFECT_BELCH 323
#define EFFECT_PARTING_SHOT 324
#define EFFECT_SPECTRAL_THIEF 325
#define EFFECT_V_CREATE 326
#define EFFECT_MAT_BLOCK 327
#define EFFECT_STOMPING_TANTRUM 328
#define EFFECT_CORE_ENFORCER 329
#define EFFECT_INSTRUCT 330
#define EFFECT_THROAT_CHOP 331
#define EFFECT_LASER_FOCUS 332
#define EFFECT_MAGNETIC_FLUX 333
#define EFFECT_GEAR_UP 334
#define EFFECT_INCINERATE 335
#define EFFECT_BUG_BITE 336
#define EFFECT_STRENGTH_SAP 337
#define EFFECT_MIND_BLOWN 338
#define EFFECT_PURIFY 339
#define EFFECT_BURN_UP 340
#define EFFECT_SHORE_UP 341
#define EFFECT_GEOMANCY 342
#define EFFECT_FAIRY_LOCK 343
#define EFFECT_ALLY_SWITCH 344
#define EFFECT_RELIC_SONG 345
#define EFFECT_ATTACKER_DEFENSE_DOWN_HIT 346
#define EFFECT_BODY_PRESS 347
#define EFFECT_EERIE_SPELL 348
#define EFFECT_JUNGLE_HEALING 349
#define EFFECT_COACHING 350
#define EFFECT_LASH_OUT 351
#define EFFECT_GRASSY_GLIDE 352
#define EFFECT_REMOVE_TERRAIN 353
#define EFFECT_DYNAMAX_DOUBLE_DMG 354
#define EFFECT_DECORATE 355
#define EFFECT_SNIPE_SHOT 356
#define EFFECT_RECOIL_HP_25 357
#define EFFECT_STUFF_CHEEKS 358
#define EFFECT_GRAV_APPLE 359
#define EFFECT_EVASION_UP_HIT 360
#define EFFECT_GLITZY_GLOW 361
#define EFFECT_BADDY_BAD 362
#define EFFECT_SAPPY_SEED 363
#define EFFECT_FREEZY_FROST 364
#define EFFECT_SPARKLY_SWIRL 365
#define EFFECT_PLASMA_FISTS 366
#define EFFECT_HYPERSPACE_FURY 367
#define EFFECT_AURA_WHEEL 368
#define EFFECT_PHOTON_GEYSER 369
#define EFFECT_SHELL_SIDE_ARM 370
#define EFFECT_TERRAIN_PULSE 371
#define EFFECT_JAW_LOCK 372
#define EFFECT_NO_RETREAT 373
#define EFFECT_TAR_SHOT 374
#define EFFECT_POLTERGEIST 375
#define EFFECT_OCTOLOCK 376
#define EFFECT_CLANGOROUS_SOUL 377
#define EFFECT_BOLT_BEAK 378
#define EFFECT_SKY_DROP 379
#define EFFECT_EXPANDING_FORCE 380
#define EFFECT_SCALE_SHOT 381
#define EFFECT_METEOR_BEAM 382
#define EFFECT_RISING_VOLTAGE 383
#define EFFECT_BEAK_BLAST 384
#define EFFECT_COURT_CHANGE 385
#define EFFECT_STEEL_BEAM 386
#define EFFECT_EXTREME_EVOBOOST 387
#define EFFECT_HIT_SET_REMOVE_TERRAIN 388
#define EFFECT_DARK_VOID 389
#define EFFECT_SLEEP_HIT 390
#define EFFECT_DOUBLE_SHOCK 391
#define EFFECT_SPECIAL_ATTACK_UP_HIT 392
#define EFFECT_VICTORY_DANCE 393
#define EFFECT_TEATIME 394
#define NUM_BATTLE_MOVE_EFFECTS 395
#define EFFECT_REFLECT_TYPE 279
#define EFFECT_SOAK 280
#define EFFECT_GROWTH 281
#define EFFECT_CLOSE_COMBAT 282
#define EFFECT_LAST_RESORT 283
#define EFFECT_RECOIL_33_STATUS 284
#define EFFECT_FLINCH_STATUS 285
#define EFFECT_RECOIL_50 286
#define EFFECT_SHELL_SMASH 287
#define EFFECT_SHIFT_GEAR 288
#define EFFECT_DEFENSE_UP_3 289
#define EFFECT_NOBLE_ROAR 290
#define EFFECT_VENOM_DRENCH 291
#define EFFECT_TOXIC_THREAD 292
#define EFFECT_CLEAR_SMOG 293
#define EFFECT_HIT_SWITCH_TARGET 294
#define EFFECT_FINAL_GAMBIT 295
#define EFFECT_CHANGE_TYPE_ON_ITEM 296
#define EFFECT_AUTOTOMIZE 297
#define EFFECT_COPYCAT 298
#define EFFECT_DEFOG 299
#define EFFECT_HIT_ENEMY_HEAL_ALLY 300
#define EFFECT_SMACK_DOWN 301
#define EFFECT_SYNCHRONOISE 302
#define EFFECT_PSYCHO_SHIFT 303
#define EFFECT_POWER_TRICK 304
#define EFFECT_FLAME_BURST 305
#define EFFECT_AFTER_YOU 306
#define EFFECT_BESTOW 307
#define EFFECT_ROTOTILLER 308
#define EFFECT_FLOWER_SHIELD 309
#define EFFECT_HIT_PREVENT_ESCAPE 310
#define EFFECT_SPEED_SWAP 311
#define EFFECT_DEFENSE_UP2_HIT 312
#define EFFECT_REVELATION_DANCE 313
#define EFFECT_AURORA_VEIL 314
#define EFFECT_THIRD_TYPE 315
#define EFFECT_FEINT 316
#define EFFECT_SPARKLING_ARIA 317
#define EFFECT_ACUPRESSURE 318
#define EFFECT_AROMATIC_MIST 319
#define EFFECT_POWDER 320
#define EFFECT_SP_ATTACK_UP_HIT 321
#define EFFECT_BELCH 322
#define EFFECT_PARTING_SHOT 323
#define EFFECT_SPECTRAL_THIEF 324
#define EFFECT_V_CREATE 325
#define EFFECT_MAT_BLOCK 326
#define EFFECT_STOMPING_TANTRUM 327
#define EFFECT_CORE_ENFORCER 328
#define EFFECT_INSTRUCT 329
#define EFFECT_THROAT_CHOP 330
#define EFFECT_LASER_FOCUS 331
#define EFFECT_MAGNETIC_FLUX 332
#define EFFECT_GEAR_UP 333
#define EFFECT_INCINERATE 334
#define EFFECT_BUG_BITE 335
#define EFFECT_STRENGTH_SAP 336
#define EFFECT_MIND_BLOWN 337
#define EFFECT_PURIFY 338
#define EFFECT_BURN_UP 339
#define EFFECT_SHORE_UP 340
#define EFFECT_GEOMANCY 341
#define EFFECT_FAIRY_LOCK 342
#define EFFECT_ALLY_SWITCH 343
#define EFFECT_RELIC_SONG 344
#define EFFECT_ATTACKER_DEFENSE_DOWN_HIT 345
#define EFFECT_BODY_PRESS 346
#define EFFECT_EERIE_SPELL 347
#define EFFECT_JUNGLE_HEALING 348
#define EFFECT_COACHING 349
#define EFFECT_LASH_OUT 350
#define EFFECT_GRASSY_GLIDE 351
#define EFFECT_REMOVE_TERRAIN 352
#define EFFECT_DYNAMAX_DOUBLE_DMG 353
#define EFFECT_DECORATE 354
#define EFFECT_SNIPE_SHOT 355
#define EFFECT_RECOIL_HP_25 356
#define EFFECT_STUFF_CHEEKS 357
#define EFFECT_GRAV_APPLE 358
#define EFFECT_EVASION_UP_HIT 359
#define EFFECT_GLITZY_GLOW 360
#define EFFECT_BADDY_BAD 361
#define EFFECT_SAPPY_SEED 362
#define EFFECT_FREEZY_FROST 363
#define EFFECT_SPARKLY_SWIRL 364
#define EFFECT_PLASMA_FISTS 365
#define EFFECT_HYPERSPACE_FURY 366
#define EFFECT_AURA_WHEEL 367
#define EFFECT_PHOTON_GEYSER 368
#define EFFECT_SHELL_SIDE_ARM 369
#define EFFECT_TERRAIN_PULSE 370
#define EFFECT_JAW_LOCK 371
#define EFFECT_NO_RETREAT 372
#define EFFECT_TAR_SHOT 373
#define EFFECT_POLTERGEIST 374
#define EFFECT_OCTOLOCK 375
#define EFFECT_CLANGOROUS_SOUL 376
#define EFFECT_BOLT_BEAK 377
#define EFFECT_SKY_DROP 378
#define EFFECT_EXPANDING_FORCE 379
#define EFFECT_SCALE_SHOT 380
#define EFFECT_METEOR_BEAM 381
#define EFFECT_RISING_VOLTAGE 382
#define EFFECT_BEAK_BLAST 383
#define EFFECT_COURT_CHANGE 384
#define EFFECT_STEEL_BEAM 385
#define EFFECT_EXTREME_EVOBOOST 386
#define EFFECT_HIT_SET_REMOVE_TERRAIN 387 // genesis supernova
#define EFFECT_DARK_VOID 388
#define EFFECT_SLEEP_HIT 389
#define EFFECT_DOUBLE_SHOCK 390
#define EFFECT_SPECIAL_ATTACK_UP_HIT 391
#define EFFECT_VICTORY_DANCE 392
#define EFFECT_TEATIME 393
#define NUM_BATTLE_MOVE_EFFECTS 394
#endif // GUARD_CONSTANTS_BATTLE_MOVE_EFFECTS_H

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@ -5256,8 +5256,12 @@ static void Cmd_moveend(void)
&& gBattleMons[gBattlerTarget].hp != 0
&& gBattlerAttacker != gBattlerTarget
&& gSpecialStatuses[gBattlerTarget].specialDmg
&& !(gMoveResultFlags & MOVE_RESULT_NO_EFFECT)
&& (moveType == TYPE_FIRE || gBattleMoves[gCurrentMove].effect == EFFECT_SCALD))
&& (moveType == TYPE_FIRE
#if B_BURN_HIT_THAW >= GEN_6
|| gBattleMoves[gCurrentMove].effect == EFFECT_BURN_HIT
#endif
)
&& !(gMoveResultFlags & MOVE_RESULT_NO_EFFECT))
{
gBattleMons[gBattlerTarget].status1 &= ~STATUS1_FREEZE;
gActiveBattler = gBattlerTarget;

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@ -367,7 +367,6 @@ static const u16 sPoints_MoveEffect[NUM_BATTLE_MOVE_EFFECTS] =
[EFFECT_QUIVER_DANCE] = 0, // TODO: Assign points
[EFFECT_COIL] = 0, // TODO: Assign points
[EFFECT_ELECTRIFY] = 0, // TODO: Assign points
[EFFECT_SCALD] = 0, // TODO: Assign points
[EFFECT_REFLECT_TYPE] = 0, // TODO: Assign points
[EFFECT_SOAK] = 0, // TODO: Assign points
[EFFECT_GROWTH] = 0, // TODO: Assign points

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@ -9026,11 +9026,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_Z] =
[MOVE_SCALD] =
{
#if B_UPDATED_MOVE_DATA >= GEN_6
.effect = EFFECT_SCALD,
#else
.effect = EFFECT_BURN_HIT,
#endif
.effect = EFFECT_BURN_HIT,
.power = 80,
.type = TYPE_WATER,
.accuracy = 100,
@ -10546,7 +10542,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_Z] =
[MOVE_STEAM_ERUPTION] =
{
.effect = EFFECT_SCALD,
.effect = EFFECT_BURN_HIT,
.power = 110,
.type = TYPE_WATER,
.accuracy = 95,
@ -13075,7 +13071,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_Z] =
[MOVE_SCORCHING_SANDS] =
{
.effect = EFFECT_SCALD,
.effect = EFFECT_BURN_HIT,
.power = 70,
.type = TYPE_GROUND,
.accuracy = 100,