partial update to nature/secret power and camouflage

This commit is contained in:
amiosi 2021-02-11 17:38:18 -05:00
parent 62c3a8ce2a
commit e5ff25ccbf

View File

@ -1074,16 +1074,16 @@ static const u16 sMoveEffectsForbiddenToInstruct[] =
static const u16 sNaturePowerMoves[] = static const u16 sNaturePowerMoves[] =
{ {
[BATTLE_TERRAIN_GRASS] = MOVE_STUN_SPORE, [BATTLE_TERRAIN_GRASS] = MOVE_ENERGY_BALL,
[BATTLE_TERRAIN_LONG_GRASS] = MOVE_RAZOR_LEAF, [BATTLE_TERRAIN_LONG_GRASS] = MOVE_ENERGY_BALL,
[BATTLE_TERRAIN_SAND] = MOVE_EARTHQUAKE, [BATTLE_TERRAIN_SAND] = MOVE_EARTH_POWER,
[BATTLE_TERRAIN_UNDERWATER] = MOVE_HYDRO_PUMP, [BATTLE_TERRAIN_UNDERWATER] = MOVE_HYDRO_PUMP,
[BATTLE_TERRAIN_WATER] = MOVE_SURF, [BATTLE_TERRAIN_WATER] = MOVE_HYDRO_PUMP,
[BATTLE_TERRAIN_POND] = MOVE_BUBBLE_BEAM, [BATTLE_TERRAIN_POND] = MOVE_HYDRO_PUMP,
[BATTLE_TERRAIN_MOUNTAIN] = MOVE_ROCK_SLIDE, [BATTLE_TERRAIN_MOUNTAIN] = MOVE_EARTH_POWER,
[BATTLE_TERRAIN_CAVE] = MOVE_SHADOW_BALL, [BATTLE_TERRAIN_CAVE] = MOVE_POWER_GEM,
[BATTLE_TERRAIN_BUILDING] = MOVE_SWIFT, [BATTLE_TERRAIN_BUILDING] = MOVE_TRI_ATTACK,
[BATTLE_TERRAIN_PLAIN] = MOVE_SWIFT [BATTLE_TERRAIN_PLAIN] = MOVE_TRI_ATTACK
}; };
static const u16 sPickupItems[] = static const u16 sPickupItems[] =
@ -1136,7 +1136,7 @@ static const u8 sTerrainToType[] =
[BATTLE_TERRAIN_UNDERWATER] = TYPE_WATER, [BATTLE_TERRAIN_UNDERWATER] = TYPE_WATER,
[BATTLE_TERRAIN_WATER] = TYPE_WATER, [BATTLE_TERRAIN_WATER] = TYPE_WATER,
[BATTLE_TERRAIN_POND] = TYPE_WATER, [BATTLE_TERRAIN_POND] = TYPE_WATER,
[BATTLE_TERRAIN_MOUNTAIN] = TYPE_ROCK, [BATTLE_TERRAIN_MOUNTAIN] = TYPE_GROUND,
[BATTLE_TERRAIN_CAVE] = TYPE_ROCK, [BATTLE_TERRAIN_CAVE] = TYPE_ROCK,
[BATTLE_TERRAIN_BUILDING] = TYPE_NORMAL, [BATTLE_TERRAIN_BUILDING] = TYPE_NORMAL,
[BATTLE_TERRAIN_PLAIN] = TYPE_NORMAL, [BATTLE_TERRAIN_PLAIN] = TYPE_NORMAL,
@ -11613,7 +11613,7 @@ static void Cmd_getsecretpowereffect(void)
switch (gBattleTerrain) switch (gBattleTerrain)
{ {
case BATTLE_TERRAIN_GRASS: case BATTLE_TERRAIN_GRASS:
gBattleScripting.moveEffect = MOVE_EFFECT_POISON; gBattleScripting.moveEffect = MOVE_EFFECT_SLEEP;
break; break;
case BATTLE_TERRAIN_LONG_GRASS: case BATTLE_TERRAIN_LONG_GRASS:
gBattleScripting.moveEffect = MOVE_EFFECT_SLEEP; gBattleScripting.moveEffect = MOVE_EFFECT_SLEEP;
@ -11622,16 +11622,16 @@ static void Cmd_getsecretpowereffect(void)
gBattleScripting.moveEffect = MOVE_EFFECT_ACC_MINUS_1; gBattleScripting.moveEffect = MOVE_EFFECT_ACC_MINUS_1;
break; break;
case BATTLE_TERRAIN_UNDERWATER: case BATTLE_TERRAIN_UNDERWATER:
gBattleScripting.moveEffect = MOVE_EFFECT_DEF_MINUS_1; gBattleScripting.moveEffect = MOVE_EFFECT_ATK_MINUS_1;
break; break;
case BATTLE_TERRAIN_WATER: case BATTLE_TERRAIN_WATER:
gBattleScripting.moveEffect = MOVE_EFFECT_ATK_MINUS_1; gBattleScripting.moveEffect = MOVE_EFFECT_ATK_MINUS_1;
break; break;
case BATTLE_TERRAIN_POND: case BATTLE_TERRAIN_POND:
gBattleScripting.moveEffect = MOVE_EFFECT_SPD_MINUS_1; gBattleScripting.moveEffect = MOVE_EFFECT_ATK_MINUS_1;
break; break;
case BATTLE_TERRAIN_MOUNTAIN: case BATTLE_TERRAIN_MOUNTAIN:
gBattleScripting.moveEffect = MOVE_EFFECT_CONFUSION; gBattleScripting.moveEffect = MOVE_EFFECT_ACC_MINUS_1;
break; break;
case BATTLE_TERRAIN_CAVE: case BATTLE_TERRAIN_CAVE:
gBattleScripting.moveEffect = MOVE_EFFECT_FLINCH; gBattleScripting.moveEffect = MOVE_EFFECT_FLINCH;