mirror of
https://github.com/Ninjdai1/pokeemerald.git
synced 2024-12-26 11:44:17 +01:00
Merge pull request #2107 from Sneed69/steelbeam
Steel Beam Move Effect Implementation
This commit is contained in:
commit
e5b777695c
@ -410,6 +410,51 @@ gBattleScriptsForMoveEffects::
|
||||
.4byte BattleScript_EffectHit @ EFFECT_RISING_VOLTAGE
|
||||
.4byte BattleScript_EffectHit @ EFFECT_BEAK_BLAST
|
||||
.4byte BattleScript_EffectCourtChange @ EFFECT_COURT_CHANGE
|
||||
.4byte BattleScript_EffectSteelBeam @ EFFECT_STEEL_BEAM
|
||||
|
||||
BattleScript_EffectSteelBeam::
|
||||
attackcanceler
|
||||
attackstring
|
||||
ppreduce
|
||||
accuracycheck BattleScript_SteelBeamMiss, ACC_CURR_MOVE
|
||||
critcalc
|
||||
damagecalc
|
||||
adjustdamage
|
||||
attackanimation
|
||||
waitanimation
|
||||
effectivenesssound
|
||||
hitanimation BS_TARGET
|
||||
waitstate
|
||||
healthbarupdate BS_TARGET
|
||||
datahpupdate BS_TARGET
|
||||
critmessage
|
||||
waitmessage B_WAIT_TIME_LONG
|
||||
resultmessage
|
||||
waitmessage B_WAIT_TIME_LONG
|
||||
seteffectwithchance
|
||||
jumpifability BS_ATTACKER, ABILITY_MAGIC_GUARD, BattleScript_SteelBeamAfterSelfDamage
|
||||
call BattleScript_SteelBeamSelfDamage
|
||||
BattleScript_SteelBeamAfterSelfDamage::
|
||||
waitstate
|
||||
tryfaintmon BS_ATTACKER
|
||||
tryfaintmon BS_TARGET
|
||||
goto BattleScript_MoveEnd
|
||||
BattleScript_SteelBeamMiss::
|
||||
pause B_WAIT_TIME_SHORT
|
||||
effectivenesssound
|
||||
resultmessage
|
||||
waitmessage B_WAIT_TIME_LONG
|
||||
jumpifability BS_ATTACKER, ABILITY_MAGIC_GUARD, BattleScript_MoveEnd
|
||||
bichalfword gMoveResultFlags, MOVE_RESULT_MISSED
|
||||
call BattleScript_SteelBeamSelfDamage
|
||||
orhalfword gMoveResultFlags, MOVE_RESULT_MISSED
|
||||
goto BattleScript_SteelBeamAfterSelfDamage
|
||||
|
||||
BattleScript_SteelBeamSelfDamage::
|
||||
dmg_1_2_attackerhp
|
||||
healthbarupdate BS_ATTACKER
|
||||
datahpupdate BS_ATTACKER
|
||||
return
|
||||
|
||||
BattleScript_EffectCourtChange::
|
||||
attackcanceler
|
||||
|
@ -393,7 +393,8 @@
|
||||
#define EFFECT_RISING_VOLTAGE 387
|
||||
#define EFFECT_BEAK_BLAST 388
|
||||
#define EFFECT_COURT_CHANGE 389
|
||||
#define EFFECT_STEEL_BEAM 390
|
||||
|
||||
#define NUM_BATTLE_MOVE_EFFECTS 390
|
||||
#define NUM_BATTLE_MOVE_EFFECTS 391
|
||||
|
||||
#endif // GUARD_CONSTANTS_BATTLE_MOVE_EFFECTS_H
|
||||
|
@ -9882,7 +9882,7 @@ static void Cmd_manipulatedamage(void)
|
||||
gBattleMoveDamage = GetDrainedBigRootHp(gBattlerAttacker, gBattleMoveDamage);
|
||||
break;
|
||||
case DMG_1_2_ATTACKER_HP:
|
||||
gBattleMoveDamage = gBattleMons[gBattlerAttacker].maxHP / 2;
|
||||
gBattleMoveDamage = (gBattleMons[gBattlerAttacker].maxHP + 1) / 2; // Half of Max HP Rounded UP
|
||||
break;
|
||||
case DMG_RECOIL_FROM_IMMUNE:
|
||||
gBattleMoveDamage = gBattleMons[gBattlerTarget].maxHP / 2;
|
||||
|
@ -11221,7 +11221,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
|
||||
|
||||
[MOVE_STEEL_BEAM] =
|
||||
{
|
||||
.effect = EFFECT_RECOIL_50,
|
||||
.effect = EFFECT_STEEL_BEAM,
|
||||
.power = 140,
|
||||
.type = TYPE_STEEL,
|
||||
.accuracy = 95,
|
||||
|
Loading…
Reference in New Issue
Block a user