Merge pull request #114 from thechurchofcage/gamma

Misc. move updates
This commit is contained in:
DizzyEggg 2019-03-31 22:08:14 +02:00 committed by GitHub
commit e878de782e
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
3 changed files with 25 additions and 19 deletions

View File

@ -32,7 +32,7 @@ gBattleScriptsForMoveEffects:: @ 82D86A8
.4byte BattleScript_EffectSpecialDefenseUp .4byte BattleScript_EffectSpecialDefenseUp
.4byte BattleScript_EffectAccuracyUp .4byte BattleScript_EffectAccuracyUp
.4byte BattleScript_EffectEvasionUp .4byte BattleScript_EffectEvasionUp
.4byte BattleScript_EffectUnused17 .4byte BattleScript_EffectSpecialAttackUp3
.4byte BattleScript_EffectAttackDown .4byte BattleScript_EffectAttackDown
.4byte BattleScript_EffectDefenseDown .4byte BattleScript_EffectDefenseDown
.4byte BattleScript_EffectSpeedDown .4byte BattleScript_EffectSpeedDown
@ -111,7 +111,7 @@ gBattleScriptsForMoveEffects:: @ 82D86A8
.4byte BattleScript_EffectConversion2 .4byte BattleScript_EffectConversion2
.4byte BattleScript_EffectLockOn .4byte BattleScript_EffectLockOn
.4byte BattleScript_EffectSketch .4byte BattleScript_EffectSketch
.4byte BattleScript_EffectUnused60 .4byte BattleScript_EffectHammerArm
.4byte BattleScript_EffectSleepTalk .4byte BattleScript_EffectSleepTalk
.4byte BattleScript_EffectDestinyBond .4byte BattleScript_EffectDestinyBond
.4byte BattleScript_EffectFlail .4byte BattleScript_EffectFlail
@ -1720,10 +1720,8 @@ BattleScript_EffectPlaceholder:
printstring STRINGID_NOTDONEYET printstring STRINGID_NOTDONEYET
goto BattleScript_MoveEnd goto BattleScript_MoveEnd
BattleScript_EffectUnused17:
BattleScript_EffectEvasionDownHit: BattleScript_EffectEvasionDownHit:
BattleScript_EffectVitalThrow: BattleScript_EffectVitalThrow:
BattleScript_EffectUnused60:
BattleScript_EffectFalseSwipe: BattleScript_EffectFalseSwipe:
BattleScript_EffectAlwaysCrit: BattleScript_EffectAlwaysCrit:
BattleScript_EffectPursuit: BattleScript_EffectPursuit:
@ -1759,7 +1757,6 @@ BattleScript_EffectFoulPlay:
BattleScript_EffectPsyshock: BattleScript_EffectPsyshock:
BattleScript_EffectWeatherBall: BattleScript_EffectWeatherBall:
BattleScript_EffectHiddenPower: BattleScript_EffectHiddenPower:
BattleScript_EffectFreezeDry:
BattleScript_EffectTwoTypedMove: BattleScript_EffectTwoTypedMove:
BattleScript_EffectTechnoBlast: BattleScript_EffectTechnoBlast:
BattleScript_EffectJudgment: BattleScript_EffectJudgment:
@ -1920,6 +1917,7 @@ BattleScript_EffectScald:
setmoveeffect MOVE_EFFECT_BURN setmoveeffect MOVE_EFFECT_BURN
goto BattleScript_EffectHit goto BattleScript_EffectHit
BattleScript_EffectFreezeDry:
BattleScript_EffectFreezeHit:: BattleScript_EffectFreezeHit::
setmoveeffect MOVE_EFFECT_FREEZE setmoveeffect MOVE_EFFECT_FREEZE
goto BattleScript_EffectHit goto BattleScript_EffectHit
@ -2546,6 +2544,10 @@ BattleScript_EffectSpecialAttackUp2::
setstatchanger STAT_SPATK, 2, FALSE setstatchanger STAT_SPATK, 2, FALSE
goto BattleScript_EffectStatUp goto BattleScript_EffectStatUp
BattleScript_EffectSpecialAttackUp3::
setstatchanger STAT_SPATK, 3, FALSE
goto BattleScript_EffectStatUp
BattleScript_EffectSpecialDefenseUp2:: BattleScript_EffectSpecialDefenseUp2::
setstatchanger STAT_SPDEF, 2, FALSE setstatchanger STAT_SPDEF, 2, FALSE
goto BattleScript_EffectStatUp goto BattleScript_EffectStatUp
@ -4268,6 +4270,10 @@ BattleScript_EffectOverheat::
setmoveeffect MOVE_EFFECT_SP_ATK_TWO_DOWN | MOVE_EFFECT_AFFECTS_USER | MOVE_EFFECT_CERTAIN setmoveeffect MOVE_EFFECT_SP_ATK_TWO_DOWN | MOVE_EFFECT_AFFECTS_USER | MOVE_EFFECT_CERTAIN
goto BattleScript_EffectHit goto BattleScript_EffectHit
BattleScript_EffectHammerArm::
setmoveeffect MOVE_EFFECT_SPD_MINUS_1 | MOVE_EFFECT_AFFECTS_USER | MOVE_EFFECT_CERTAIN
goto BattleScript_EffectHit
BattleScript_EffectTickle:: BattleScript_EffectTickle::
attackcanceler attackcanceler
attackstring attackstring

View File

@ -18,7 +18,7 @@
#define EFFECT_SPECIAL_DEFENSE_UP 14 #define EFFECT_SPECIAL_DEFENSE_UP 14
#define EFFECT_ACCURACY_UP 15 #define EFFECT_ACCURACY_UP 15
#define EFFECT_EVASION_UP 16 #define EFFECT_EVASION_UP 16
#define EFFECT_UNUSED_17 17 #define EFFECT_SPECIAL_ATTACK_UP_3 17
#define EFFECT_ATTACK_DOWN 18 #define EFFECT_ATTACK_DOWN 18
#define EFFECT_DEFENSE_DOWN 19 #define EFFECT_DEFENSE_DOWN 19
#define EFFECT_SPEED_DOWN 20 #define EFFECT_SPEED_DOWN 20
@ -97,7 +97,7 @@
#define EFFECT_CONVERSION_2 93 #define EFFECT_CONVERSION_2 93
#define EFFECT_LOCK_ON 94 #define EFFECT_LOCK_ON 94
#define EFFECT_SKETCH 95 #define EFFECT_SKETCH 95
#define EFFECT_UNUSED_60 96 // thaw #define EFFECT_HAMMER_ARM 96
#define EFFECT_SLEEP_TALK 97 #define EFFECT_SLEEP_TALK 97
#define EFFECT_DESTINY_BOND 98 #define EFFECT_DESTINY_BOND 98
#define EFFECT_FLAIL 99 #define EFFECT_FLAIL 99

View File

@ -285,7 +285,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
.effect = EFFECT_TRAP, .effect = EFFECT_TRAP,
.power = 15, .power = 15,
.type = TYPE_NORMAL, .type = TYPE_NORMAL,
.accuracy = 75, .accuracy = 85,
.pp = 20, .pp = 20,
.secondaryEffectChance = 100, .secondaryEffectChance = 100,
.target = MOVE_TARGET_SELECTED, .target = MOVE_TARGET_SELECTED,
@ -367,10 +367,10 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
[MOVE_JUMP_KICK] = [MOVE_JUMP_KICK] =
{ {
.effect = EFFECT_RECOIL_IF_MISS, .effect = EFFECT_RECOIL_IF_MISS,
.power = 70, .power = 100,
.type = TYPE_FIGHTING, .type = TYPE_FIGHTING,
.accuracy = 95, .accuracy = 95,
.pp = 25, .pp = 10,
.secondaryEffectChance = 0, .secondaryEffectChance = 0,
.target = MOVE_TARGET_SELECTED, .target = MOVE_TARGET_SELECTED,
.priority = 0, .priority = 0,
@ -705,7 +705,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
.effect = EFFECT_DISABLE, .effect = EFFECT_DISABLE,
.power = 0, .power = 0,
.type = TYPE_NORMAL, .type = TYPE_NORMAL,
.accuracy = 55, .accuracy = 100,
.pp = 20, .pp = 20,
.secondaryEffectChance = 0, .secondaryEffectChance = 0,
.target = MOVE_TARGET_SELECTED, .target = MOVE_TARGET_SELECTED,
@ -1780,12 +1780,12 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
[MOVE_WATERFALL] = [MOVE_WATERFALL] =
{ {
.effect = EFFECT_HIT, .effect = EFFECT_FLINCH_HIT,
.power = 80, .power = 80,
.type = TYPE_WATER, .type = TYPE_WATER,
.accuracy = 100, .accuracy = 100,
.pp = 15, .pp = 15,
.secondaryEffectChance = 0, .secondaryEffectChance = 20,
.target = MOVE_TARGET_SELECTED, .target = MOVE_TARGET_SELECTED,
.priority = 0, .priority = 0,
.flags = FLAG_MAKES_CONTACT | FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGSROCK_AFFECTED | FLAG_SHEER_FORCE_BOOST, .flags = FLAG_MAKES_CONTACT | FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGSROCK_AFFECTED | FLAG_SHEER_FORCE_BOOST,
@ -1907,10 +1907,10 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
[MOVE_HI_JUMP_KICK] = [MOVE_HI_JUMP_KICK] =
{ {
.effect = EFFECT_RECOIL_IF_MISS, .effect = EFFECT_RECOIL_IF_MISS,
.power = 100, .power = 130,
.type = TYPE_FIGHTING, .type = TYPE_FIGHTING,
.accuracy = 90, .accuracy = 90,
.pp = 20, .pp = 10,
.secondaryEffectChance = 0, .secondaryEffectChance = 0,
.target = MOVE_TARGET_SELECTED, .target = MOVE_TARGET_SELECTED,
.priority = 0, .priority = 0,
@ -4120,7 +4120,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
[MOVE_TAIL_GLOW] = [MOVE_TAIL_GLOW] =
{ {
.effect = EFFECT_SPECIAL_ATTACK_UP_2, .effect = EFFECT_SPECIAL_ATTACK_UP_3,
.power = 0, .power = 0,
.type = TYPE_BUG, .type = TYPE_BUG,
.accuracy = 100, .accuracy = 100,
@ -5033,12 +5033,12 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
[MOVE_HAMMER_ARM] = [MOVE_HAMMER_ARM] =
{ {
.effect = EFFECT_SPEED_DOWN, .effect = EFFECT_HAMMER_ARM,
.power = 100, .power = 100,
.type = TYPE_FIGHTING, .type = TYPE_FIGHTING,
.accuracy = 90, .accuracy = 90,
.pp = 10, .pp = 10,
.secondaryEffectChance = 100, .secondaryEffectChance = 0,
.target = MOVE_TARGET_SELECTED, .target = MOVE_TARGET_SELECTED,
.priority = 0, .priority = 0,
.flags = FLAG_MAKES_CONTACT | FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGSROCK_AFFECTED | FLAG_IRON_FIST_BOOST, .flags = FLAG_MAKES_CONTACT | FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGSROCK_AFFECTED | FLAG_IRON_FIST_BOOST,
@ -8815,7 +8815,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
[MOVE_ICE_HAMMER] = [MOVE_ICE_HAMMER] =
{ {
.effect = EFFECT_SPEED_DOWN_HIT, .effect = EFFECT_HAMMER_ARM,
.power = 100, .power = 100,
.type = TYPE_ICE, .type = TYPE_ICE,
.accuracy = 90, .accuracy = 90,