Review changes

This commit is contained in:
Eduardo Quezada D'Ottone 2020-11-13 14:51:50 -03:00
parent 9eea1cc296
commit e87f0f1ddb
6 changed files with 222 additions and 200 deletions

View File

@ -370,6 +370,7 @@ gBattleAnims_Moves::
.4byte Move_WATER_PULSE
.4byte Move_DOOM_DESIRE
.4byte Move_PSYCHO_BOOST
@@@@@@@@@@@@ GEN 4 @@@@@@@@@@@@
.4byte Move_ROOST
.4byte Move_GRAVITY
.4byte Move_MIRACLE_EYE
@ -483,6 +484,7 @@ gBattleAnims_Moves::
.4byte Move_SEED_FLARE
.4byte Move_OMINOUS_WIND
.4byte Move_SHADOW_FORCE
@@@@@@@@@@@@ GEN 5 @@@@@@@@@@@@
.4byte Move_HONE_CLAWS
.4byte Move_WIDE_GUARD
.4byte Move_GUARD_SPLIT
@ -575,6 +577,7 @@ gBattleAnims_Moves::
.4byte Move_V_CREATE
.4byte Move_FUSION_FLARE
.4byte Move_FUSION_BOLT
@@@@@@@@@@@@ GEN 6 @@@@@@@@@@@@
.4byte Move_FLYING_PRESS
.4byte Move_MAT_BLOCK
.4byte Move_BELCH
@ -824,6 +827,7 @@ gBattleAnims_Special::
.4byte Special_MonToSubstitute @ B_ANIM_MON_TO_SUBSTITUTE
.4byte Special_CriticalCaptureBallThrow @ B_ANIM_CRITICAL_CAPTURE_THROW
@@@@@@@@@@@@@@@@@@@@@@@ GEN 4 @@@@@@@@@@@@@@@@@@@@@@@
Move_ROOST:
loadspritegfx ANIM_TAG_WHITE_FEATHER
loadspritegfx ANIM_TAG_BLUE_STAR
@ -2493,10 +2497,10 @@ Move_GIGA_IMPACT:
delay 11
createsprite gSlideMonToOffsetSpriteTemplate, ANIM_ATTACKER, 2, 0, 26, 0, 0, 5
delay 6
@monbg ANIM_DEF_PARTNER
@setalpha 12, 8
@createvisualtask AnimTask_WindUpLunge, 5, 7, 0, -18, 8, 23, 10, 40, 10
@delay 35
@monbg ANIM_DEF_PARTNER
@setalpha 12, 8
@createvisualtask AnimTask_WindUpLunge, 5, 7, 0, -18, 8, 23, 10, 40, 10
@delay 35
createsprite gComplexPaletteBlendSpriteTemplate, 2, 7, 31, 3, 1, 0, 10, 0, 0
createsprite gBasicHitSplatSpriteTemplate, 4, 4, -10, 0, 1, 0
playsewithpan SE_M_MEGA_KICK2, SOUND_PAN_TARGET
@ -3755,8 +3759,8 @@ JudgmentOutwardSpikes:
JudgmentOutwardSpikes2:
createsprite gJudgmentGrayOutwardSpikesTemplate, ANIM_TARGET, 2, 1, 1, 0x2D, 0xFF9D, 16 @between up and upper right
createsprite gJudgmentGrayOutwardSpikesTemplate, ANIM_TARGET, 2, 1, 1, 0xDF, 0xFF9D, 16 @between right and upper right
createsprite gJudgmentGrayOutwardSpikesTemplate, ANIM_TARGET, 2, 1, 1, 0x9F, 0x37, 16 @between right and lower right
createsprite gJudgmentGrayOutwardSpikesTemplate, ANIM_TARGET, 2, 1, 1, 0x1F, 0x37, 16 @between lower right and down
createsprite gJudgmentGrayOutwardSpikesTemplate, ANIM_TARGET, 2, 1, 1, 0x9F, 0x37, 16 @between right and lower right
createsprite gJudgmentGrayOutwardSpikesTemplate, ANIM_TARGET, 2, 1, 1, 0x1F, 0x37, 16 @between lower right and down
createsprite gJudgmentGrayOutwardSpikesTemplate, ANIM_TARGET, 2, 1, 1, 0xFFE0, 0x43, 16 @between lower left and down
createsprite gJudgmentGrayOutwardSpikesTemplate, ANIM_TARGET, 2, 1, 1, 0xFF60, 0x43, 16 @between left and lower left
createsprite gJudgmentGrayOutwardSpikesTemplate, ANIM_TARGET, 2, 1, 1, 0xFF2A, 0xFFAA, 16 @between left and upper left
@ -4144,7 +4148,7 @@ Move_ROAR_OF_TIME:
Move_SPECIAL_REND:
loadspritegfx ANIM_TAG_PUNISHMENT_BLADES
loadspritegfx ANIM_TAG_PINK_HEART_2 @ANIM_TAG_BERRY_EATEN
loadspritegfx ANIM_TAG_PINK_HEART_2 @ANIM_TAG_BERRY_EATEN
monbg ANIM_ATK_PARTNER
setalpha 12, 8
createvisualtask AnimTask_BlendBattleAnimPal, 10, 1, 1, 0, 16, 0
@ -4175,7 +4179,7 @@ Move_SPECIAL_REND:
clearmonbg ANIM_ATK_PARTNER
blendoff
end
Move_LUNAR_DANCE:
loadspritegfx ANIM_TAG_MOON
loadspritegfx ANIM_TAG_GREEN_SPARKLE
@ -4385,7 +4389,7 @@ Move_OMINOUS_WIND:
playsewithpan 228, 0
delay 0
monbg ANIM_DEF_PARTNER
@bankBG_over_partnerBG
@bankBG_over_partnerBG
delay 0
createvisualtask AnimTask_BlendBattleAnimPalExclude, 10, 5, 1, 0, 0, 0, 0
delay 0
@ -4491,6 +4495,7 @@ ShadowForceBg:
waitbgfadein
return
@@@@@@@@@@@@@@@@@@@@@@@ GEN 5 @@@@@@@@@@@@@@@@@@@@@@@
Move_HONE_CLAWS:
loadspritegfx ANIM_TAG_SWIPE
call HoneClawsAnim
@ -4512,7 +4517,6 @@ HoneClawsAnim:
delay 10
return
Move_WIDE_GUARD:
loadspritegfx ANIM_TAG_ICE_SPIKES @motion from icy wind
loadspritegfx ANIM_TAG_PINK_PETAL @pink color
@ -4717,7 +4721,6 @@ RagePowderSprinkle:
delay 0xc
return
Move_TELEKINESIS::
loadspritegfx ANIM_TAG_SPARKLE_4 @detect
createvisualtask AnimTask_BlendBattleAnimPal, 10, ANIM_PAL_BG, 0x1, 0x0, 0x9, 0x0
@ -4736,7 +4739,6 @@ Move_TELEKINESIS::
waitforvisualfinish
end
Move_MAGIC_ROOM::
call InitRoomAnimation
fadetobg BG_MAGIC_ROOM
@ -4746,8 +4748,7 @@ Move_MAGIC_ROOM::
waitbgfadein
blendoff
end
Move_SMACK_DOWN::
loadspritegfx ANIM_TAG_BLACK_BALL
loadspritegfx ANIM_TAG_IMPACT
@ -4762,7 +4763,6 @@ Move_SMACK_DOWN::
createvisualtask AnimTask_SeismicTossBgAccelerateDownAtEnd, 3
goto SeismicTossWeak
Move_STORM_THROW:
call StormThorwAnim
call StormThorwAnim
@ -7261,7 +7261,7 @@ Move_RELIC_SONG:
monbg ANIM_DEF_PARTNER
launchtask AnimTask_MusicNotesRainbowBlend 0x2 0x0
waitforvisualfinish
panse_1B 0x1DF, SOUND_PAN_ATTACKER, SOUND_PAN_TARGET, 0x2, 0x0 @ ???
panse_1B 0x1DF, SOUND_PAN_ATTACKER, SOUND_PAN_TARGET, 0x2, 0x0 @ ???
launchtask AnimTask_UproarDistortion 0x2 0x1 0x0
launchtemplate gUproarRingSpriteTemplate 0x3 0x6 0x0 0x0 0x0 0x0 0x1f 0x8
launchtemplate gJaggedMusicNoteSpriteTemplate 0x2 0x4 0x0 0x1d 0xfff4 0x0
@ -7883,7 +7883,7 @@ Move_FUSION_BOLT::
loadspritegfx ANIM_TAG_SPARK
loadspritegfx ANIM_TAG_CIRCLE_OF_LIGHT
loadspritegfx ANIM_TAG_ELECTRICITY
createvisualtask AnimTask_BlendParticle, 5, ANIM_TAG_SPARK, 0x0, 0xC, 0xC, 0x7960 @Blue Electricity
createvisualtask AnimTask_BlendParticle, 5, ANIM_TAG_SPARK, 0x0, 0xC, 0xC, 0x7960 @Blue Electricity
createvisualtask AnimTask_BlendParticle, 5, ANIM_TAG_CIRCLE_OF_LIGHT, 0x0, 0xC, 0xC, 0x7960 @Blue Electricity
createvisualtask AnimTask_BlendParticle, 5, ANIM_TAG_ELECTRICITY, 0x0, 0xC, 0xC, 0x7960 @Blue Electricity
createvisualtask AnimTask_BlendBattleAnimPal, 10, ANIM_PAL_BG, 0x0, 0x0, 0xE, 0x0
@ -8887,7 +8887,7 @@ Move_DIAMOND_STORM::
launchtemplate gDiamondStormDiamondsTemplate 0x82 0x5 0x14 0xff 0xf 0x20 0x0
launchtemplate gDiamondStormDiamondsTemplate 0x82 0x5 0x6e 0xa 0x8 0x20 0x14
waitforvisualfinish
@this is the buffet part
@this is the buffet part
launchtemplate gBasicHitSplatSpriteTemplate 0x83 0x4 0xffe0 0xfff0 0x1 0x3
playsewithpan SE_M_ICY_WIND, SOUND_PAN_TARGET
launchtask AnimTask_ShakeMonInPlace 0x2 0x5 0x1 0x3 0x0 0xc 0x1
@ -9473,7 +9473,7 @@ Move_DAZZLING_GLEAM::
loadspritegfx ANIM_TAG_BLUE_STAR
launchtemplate gSimplePaletteBlendSpriteTemplate 0x2 0x5 0x1 0x2 0x0 0xd 0x7fff
playsewithpan SE_M_TWISTER, SOUND_PAN_ATTACKER
@call 0x081D56B3 -> middle of GrantingStarsEffect
@call 0x081D56B3 -> middle of GrantingStarsEffect
createsprite gGrantingStarsSpriteTemplate, ANIM_ATTACKER, 2, 12, -5, 0, 0, 32, 60
delay 8
waitforvisualfinish
@ -10100,7 +10100,7 @@ Move_ORIGIN_PULSE::
Move_PRECIPICE_BLADES::
loadspritegfx ANIM_TAG_LARGE_SPIKE
loadspritegfx ANIM_TAG_FIRE_PLUME
createvisualtask AnimTask_BlendParticle, 5, ANIM_TAG_LARGE_SPIKE, 0, 10, 10, 0x159F @Blood orange
createvisualtask AnimTask_BlendParticle, 5, ANIM_TAG_LARGE_SPIKE, 0, 10, 10, 0x159F @Blood orange
monbg ANIM_DEF_PARTNER
monbgprio_28 ANIM_TARGET
setalpha 12, 8
@ -12468,7 +12468,7 @@ PrismaticLaserRain:
delay 0x2
launchtemplate gPrismaticLaserGreenRainTemplate 0x82, 0x4, -30, 0x44, 4, ANIM_TARGET
delay 0x2
launchtemplate gPrismaticLaserRedRainTemplate 0x82, 0x4, 27, 0x37, 4, ANIM_TARGET
launchtemplate gPrismaticLaserRedRainTemplate 0x82, 0x4, 27, 0x37, 4, ANIM_TARGET
delay 0x2
launchtemplate gPrismaticLaserVioletRainTemplate 0x82, 0x4, -20, 0x32, 4, ANIM_TARGET
delay 0x2
@ -12476,7 +12476,7 @@ PrismaticLaserRain:
delay 0x2
launchtemplate gPrismaticLaserGreenRainTemplate 0x82, 0x4, -12, 0x3a, 4, ANIM_TARGET
delay 0x2
launchtemplate gPrismaticLaserRedRainTemplate 0x82, 0x4, 19, 0x3c, 4, ANIM_TARGET
launchtemplate gPrismaticLaserRedRainTemplate 0x82, 0x4, 19, 0x3c, 4, ANIM_TARGET
delay 0x2
launchtemplate gPrismaticLaserVioletRainTemplate 0x82, 0x4, -38, 0x3a, 4, ANIM_TARGET
delay 0x2
@ -12619,7 +12619,7 @@ Move_SUNSTEEL_STRIKE::
launchtemplate gSunsteelStrikeBlackFlyBallTemplate 0x2 0x4 0x0 0x0 0xd 0x150
launchtask AnimTask_HorizontalShake 0x5 0x3 0x4 0x1 0x1A
delay 0x18
launchtemplate gSunsteelStrikeRocksTemplate 0x2 0x2 0x0 0x0 @The rock particles mess up the fly animation
launchtemplate gSunsteelStrikeRocksTemplate 0x2 0x2 0x0 0x0 @The rock particles mess up the fly animation
launchtemplate gSunsteelStrikeRocksTemplate 0x2 0x2 0x0 0x1
launchtemplate gSunsteelStrikeRocksTemplate 0x2 0x2 0x0 0x2
launchtemplate gSunsteelStrikeRocksTemplate 0x2 0x2 0x0 0x3
@ -12740,7 +12740,7 @@ Move_MOONGEIST_BEAM::
launchtask AnimTask_MoonlightEndFade 0x2 0x0
end
MoongeistBeamCharge:
launchtemplate gMoongeistBeamChargeTemplate 0, 0x6, 40, 0, 0, 0, 30, 10 @From right
launchtemplate gMoongeistBeamChargeTemplate 0, 0x6, 40, 0, 0, 0, 30, 10 @From right
launchtemplate gMoongeistBeamChargeTemplate 0, 0x6, -40, 0, 0, 0, 30, -10 @From left
launchtemplate gMoongeistBeamChargeTemplate 0, 0x6, -25, -40, 0, 0, 30, -20 @From top left
launchtemplate gMoongeistBeamChargeTemplate 0, 0x6, 25, -40, 0, 0, 30, 20 @From top right
@ -14013,7 +14013,7 @@ Move_OBSTRUCT::
loadspritegfx ANIM_TAG_PROTECT
loadspritegfx ANIM_TAG_OBSTRUCT_CROSS
createvisualtask AnimTask_BlendParticle, 5, ANIM_TAG_NOISE_LINE, 0, 10, 10, 0 @Black
createvisualtask AnimTask_BlendParticle, 5, ANIM_TAG_PROTECT, 0, 10, 10, 0 @Black
createvisualtask AnimTask_BlendParticle, 5, ANIM_TAG_PROTECT, 0, 10, 10, 0 @Black
launchtask SoundTask_PlayDoubleCry 0x2 0x2 ANIM_ATTACKER 0xff
call RoarEffect
waitforvisualfinish
@ -23395,15 +23395,15 @@ Move_SKY_UPPERCUT:
Move_SECRET_POWER:
createvisualtask AnimTask_GetBattleTerrain, 5
jumpargeq 0, BATTLE_TERRAIN_GRASS, Move_NEEDLE_ARM
jumpargeq 0, BATTLE_TERRAIN_LONG_GRASS, Move_MAGICAL_LEAF
jumpargeq 0, BATTLE_TERRAIN_SAND, Move_MUD_SHOT
jumpargeq 0, BATTLE_TERRAIN_UNDERWATER, Move_WATERFALL
jumpargeq 0, BATTLE_TERRAIN_WATER, Move_SURF
jumpargeq 0, BATTLE_TERRAIN_POND, Move_BUBBLE_BEAM
jumpargeq 0, BATTLE_TERRAIN_MOUNTAIN, Move_ROCK_THROW
jumpargeq 0, BATTLE_TERRAIN_CAVE, Move_BITE
jumpargeq 0, BATTLE_TERRAIN_BUILDING, Move_STRENGTH
jumpargeq 0, BATTLE_TERRAIN_GRASS, Move_NEEDLE_ARM
jumpargeq 0, BATTLE_TERRAIN_LONG_GRASS, Move_MAGICAL_LEAF
jumpargeq 0, BATTLE_TERRAIN_SAND, Move_MUD_SHOT
jumpargeq 0, BATTLE_TERRAIN_UNDERWATER, Move_WATERFALL
jumpargeq 0, BATTLE_TERRAIN_WATER, Move_SURF
jumpargeq 0, BATTLE_TERRAIN_POND, Move_BUBBLE_BEAM
jumpargeq 0, BATTLE_TERRAIN_MOUNTAIN, Move_ROCK_THROW
jumpargeq 0, BATTLE_TERRAIN_CAVE, Move_BITE
jumpargeq 0, BATTLE_TERRAIN_BUILDING, Move_STRENGTH
goto Move_SLAM
Move_TWISTER:
@ -24119,7 +24119,7 @@ General_TurnTrap:
createvisualtask AnimTask_GetTrappedMoveAnimId, 5
jumpargeq 0, TRAP_ANIM_FIRE_SPIN, Status_FireSpin
jumpargeq 0, TRAP_ANIM_WHIRLPOOL, Status_Whirlpool
jumpargeq 0, TRAP_ANIM_CLAMP, Status_Clamp
jumpargeq 0, TRAP_ANIM_CLAMP, Status_Clamp
jumpargeq 0, TRAP_ANIM_SAND_TOMB, Status_SandTomb
goto Status_BindWrap
Status_BindWrap:

View File

@ -696,84 +696,84 @@
#define MOVE_PLASMA_FISTS 674
#define MOVE_PHOTON_GEYSER 675
// LGPE Moves
#define MOVE_ZIPPY_ZAP 676
#define MOVE_SPLISHY_SPLASH 677
#define MOVE_FLOATY_FALL 678
#define MOVE_PIKA_PAPOW 679
#define MOVE_BOUNCY_BUBBLE 680
#define MOVE_BUZZY_BUZZ 681
#define MOVE_SIZZLY_SLIDE 682
#define MOVE_GLITZY_GLOW 683
#define MOVE_BADDY_BAD 684
#define MOVE_SAPPY_SEED 685
#define MOVE_FREEZY_FROST 686
#define MOVE_SPARKLY_SWIRL 687
#define MOVE_VEEVEE_VOLLEY 688
#define MOVE_DOUBLE_IRON_BASH 689
#define MOVE_ZIPPY_ZAP 676
#define MOVE_SPLISHY_SPLASH 677
#define MOVE_FLOATY_FALL 678
#define MOVE_PIKA_PAPOW 679
#define MOVE_BOUNCY_BUBBLE 680
#define MOVE_BUZZY_BUZZ 681
#define MOVE_SIZZLY_SLIDE 682
#define MOVE_GLITZY_GLOW 683
#define MOVE_BADDY_BAD 684
#define MOVE_SAPPY_SEED 685
#define MOVE_FREEZY_FROST 686
#define MOVE_SPARKLY_SWIRL 687
#define MOVE_VEEVEE_VOLLEY 688
#define MOVE_DOUBLE_IRON_BASH 689
#define MOVES_COUNT_GEN7 690
#define MOVES_COUNT_GEN7 690
// Gen 8 moves.
#define MOVE_DYNAMAX_CANNON 690
#define MOVE_SNIPE_SHOT 691
#define MOVE_JAW_LOCK 692
#define MOVE_STUFF_CHEEKS 693
#define MOVE_NO_RETREAT 694
#define MOVE_TAR_SHOT 695
#define MOVE_MAGIC_POWDER 696
#define MOVE_DRAGON_DARTS 697
#define MOVE_TEATIME 698
#define MOVE_OCTOLOCK 699
#define MOVE_BOLT_BEAK 700
#define MOVE_FISHIOUS_REND 701
#define MOVE_COURT_CHANGE 702
#define MOVE_CLANGOROUS_SOUL 703
#define MOVE_BODY_PRESS 704
#define MOVE_DECORATE 705
#define MOVE_DRUM_BEATING 706
#define MOVE_SNAP_TRAP 707
#define MOVE_PYRO_BALL 708
#define MOVE_BEHEMOTH_BLADE 709
#define MOVE_BEHEMOTH_BASH 710
#define MOVE_AURA_WHEEL 711
#define MOVE_BREAKING_SWIPE 712
#define MOVE_BRANCH_POKE 713
#define MOVE_OVERDRIVE 714
#define MOVE_APPLE_ACID 715
#define MOVE_GRAV_APPLE 716
#define MOVE_SPIRIT_BREAK 717
#define MOVE_STRANGE_STEAM 718
#define MOVE_LIFE_DEW 719
#define MOVE_OBSTRUCT 720
#define MOVE_FALSE_SURRENDER 721
#define MOVE_METEOR_ASSAULT 722
#define MOVE_ETERNABEAM 723
#define MOVE_STEEL_BEAM 724
#define MOVE_DYNAMAX_CANNON 690
#define MOVE_SNIPE_SHOT 691
#define MOVE_JAW_LOCK 692
#define MOVE_STUFF_CHEEKS 693
#define MOVE_NO_RETREAT 694
#define MOVE_TAR_SHOT 695
#define MOVE_MAGIC_POWDER 696
#define MOVE_DRAGON_DARTS 697
#define MOVE_TEATIME 698
#define MOVE_OCTOLOCK 699
#define MOVE_BOLT_BEAK 700
#define MOVE_FISHIOUS_REND 701
#define MOVE_COURT_CHANGE 702
#define MOVE_CLANGOROUS_SOUL 703
#define MOVE_BODY_PRESS 704
#define MOVE_DECORATE 705
#define MOVE_DRUM_BEATING 706
#define MOVE_SNAP_TRAP 707
#define MOVE_PYRO_BALL 708
#define MOVE_BEHEMOTH_BLADE 709
#define MOVE_BEHEMOTH_BASH 710
#define MOVE_AURA_WHEEL 711
#define MOVE_BREAKING_SWIPE 712
#define MOVE_BRANCH_POKE 713
#define MOVE_OVERDRIVE 714
#define MOVE_APPLE_ACID 715
#define MOVE_GRAV_APPLE 716
#define MOVE_SPIRIT_BREAK 717
#define MOVE_STRANGE_STEAM 718
#define MOVE_LIFE_DEW 719
#define MOVE_OBSTRUCT 720
#define MOVE_FALSE_SURRENDER 721
#define MOVE_METEOR_ASSAULT 722
#define MOVE_ETERNABEAM 723
#define MOVE_STEEL_BEAM 724
// Isle of Armor Moves
#define MOVE_EXPANDING_FORCE 725
#define MOVE_STEEL_ROLLER 726
#define MOVE_SCALE_SHOT 727
#define MOVE_METEOR_BEAM 728
#define MOVE_SHELL_SIDE_ARM 729
#define MOVE_MISTY_EXPLOSION 730
#define MOVE_GRASSY_GLIDE 731
#define MOVE_RISING_VOLTAGE 732
#define MOVE_TERRAIN_PULSE 733
#define MOVE_SKITTER_SMACK 734
#define MOVE_BURNING_JEALOUSY 735
#define MOVE_LASH_OUT 736
#define MOVE_POLTERGEIST 737
#define MOVE_CORROSIVE_GAS 738
#define MOVE_COACHING 739
#define MOVE_FLIP_TURN 740
#define MOVE_TRIPLE_AXEL 741
#define MOVE_DUAL_WINGBEAT 742
#define MOVE_SCORCHING_SANDS 743
#define MOVE_JUNGLE_HEALING 744
#define MOVE_WICKED_BLOW 745
#define MOVE_SURGING_STRIKES 746
#define MOVE_EXPANDING_FORCE 725
#define MOVE_STEEL_ROLLER 726
#define MOVE_SCALE_SHOT 727
#define MOVE_METEOR_BEAM 728
#define MOVE_SHELL_SIDE_ARM 729
#define MOVE_MISTY_EXPLOSION 730
#define MOVE_GRASSY_GLIDE 731
#define MOVE_RISING_VOLTAGE 732
#define MOVE_TERRAIN_PULSE 733
#define MOVE_SKITTER_SMACK 734
#define MOVE_BURNING_JEALOUSY 735
#define MOVE_LASH_OUT 736
#define MOVE_POLTERGEIST 737
#define MOVE_CORROSIVE_GAS 738
#define MOVE_COACHING 739
#define MOVE_FLIP_TURN 740
#define MOVE_TRIPLE_AXEL 741
#define MOVE_DUAL_WINGBEAT 742
#define MOVE_SCORCHING_SANDS 743
#define MOVE_JUNGLE_HEALING 744
#define MOVE_WICKED_BLOW 745
#define MOVE_SURGING_STRIKES 746
#define MOVES_COUNT_GEN8 747
#define MOVES_COUNT_GEN8 747
#define MOVES_COUNT MOVES_COUNT_GEN8

View File

@ -1292,6 +1292,7 @@ static bool32 IsGravityPreventingMove(u32 move)
case MOVE_SKY_DROP:
case MOVE_SPLASH:
case MOVE_TELEKINESIS:
case MOVE_FLOATY_FALL:
return TRUE;
default:
return FALSE;

View File

@ -8921,8 +8921,8 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
.target = MOVE_TARGET_SELECTED,
.priority = 0,
.flags = FLAG_MAKES_CONTACT | FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGSROCK_AFFECTED,
.split = SPLIT_SPECIAL, // restores 75% HP instead of 50% HP
.argument = 75,
.split = SPLIT_SPECIAL,
.argument = 75, // restores 75% HP instead of 50% HP
},
[MOVE_CRAFTY_SHIELD] =
@ -10319,15 +10319,17 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
[MOVE_ZIPPY_ZAP] =
{
#if B_UPDATED_MOVE_DATA >= GEN_8
.power = 80,
.pp = 10,
.flags = FLAG_MAKES_CONTACT | FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED,
#else
.power = 50,
.pp = 15,
.flags = FLAG_MAKES_CONTACT | FLAG_PROTECT_AFFECTED,
#endif
.effect = EFFECT_ALWAYS_CRIT,
.power = 50,
.type = TYPE_ELECTRIC,
.accuracy = 100,
.pp = 15,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_SELECTED,
.priority = 2,
@ -10391,33 +10393,38 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
[MOVE_BOUNCY_BUBBLE] =
{
#if B_UPDATED_MOVE_DATA >= GEN_8
.power = 60,
.pp = 20,
.flags = FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGSROCK_AFFECTED,
#else
.power = 90,
.pp = 15,
.flags = FLAG_PROTECT_AFFECTED | FLAG_KINGSROCK_AFFECTED,
#endif
.effect = EFFECT_ABSORB,
.power = 90,
.type = TYPE_WATER,
.accuracy = 100,
.pp = 15,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_BOTH,
.target = MOVE_TARGET_SELECTED,
.priority = 0,
.split = SPLIT_SPECIAL,
.argument = 100, // restores 100% HP instead of 50% HP
},
[MOVE_BUZZY_BUZZ] =
{
#if B_UPDATED_MOVE_DATA >= GEN_8
.power = 60,
.pp = 20,
.flags = FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGSROCK_AFFECTED,
#else
.power = 90,
.pp = 15,
.flags = FLAG_PROTECT_AFFECTED | FLAG_KINGSROCK_AFFECTED,
#endif
.effect = EFFECT_PARALYZE_HIT,
.power = 90,
.type = TYPE_ELECTRIC,
.accuracy = 100,
.pp = 15,
.secondaryEffectChance = 100,
.target = MOVE_TARGET_SELECTED,
.priority = 0,
@ -10427,15 +10434,17 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
[MOVE_SIZZLY_SLIDE] =
{
#if B_UPDATED_MOVE_DATA >= GEN_8
.power = 60,
.pp = 20,
.flags = FLAG_MAKES_CONTACT | FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGSROCK_AFFECTED,
#else
.power = 90,
.pp = 15,
.flags = FLAG_MAKES_CONTACT | FLAG_PROTECT_AFFECTED | FLAG_KINGSROCK_AFFECTED,
#endif
.effect = EFFECT_BURN_HIT,
.power = 90,
.type = TYPE_FIRE,
.accuracy = 100,
.pp = 15,
.secondaryEffectChance = 100,
.target = MOVE_TARGET_SELECTED,
.priority = 0,
@ -10445,14 +10454,16 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
[MOVE_GLITZY_GLOW] =
{
#if B_UPDATED_MOVE_DATA >= GEN_8
.power = 80,
.accuracy = 95,
.flags = FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGSROCK_AFFECTED,
#else
.power = 90,
.accuracy = 100,
.flags = FLAG_PROTECT_AFFECTED | FLAG_KINGSROCK_AFFECTED,
#endif
.effect = EFFECT_PLACEHOLDER, //TODO (Light Screen + Hit)
.power = 90,
.type = TYPE_PSYCHIC,
.accuracy = 100,
.pp = 15,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_SELECTED,
@ -10463,14 +10474,16 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
[MOVE_BADDY_BAD] =
{
#if B_UPDATED_MOVE_DATA >= GEN_8
.power = 80,
.accuracy = 95,
.flags = FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGSROCK_AFFECTED,
#else
.power = 90,
.accuracy = 100,
.flags = FLAG_PROTECT_AFFECTED | FLAG_KINGSROCK_AFFECTED,
#endif
.effect = EFFECT_PLACEHOLDER, //TODO (Reflect + Hit)
.power = 90,
.type = TYPE_DARK,
.accuracy = 100,
.pp = 15,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_SELECTED,
@ -10481,15 +10494,18 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
[MOVE_SAPPY_SEED] =
{
#if B_UPDATED_MOVE_DATA >= GEN_8
.power = 100,
.accuracy = 90,
.pp = 10,
.flags = FLAG_PROTECT_AFFECTED | FLAG_MAGICCOAT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED,
#else
.power = 90,
.accuracy = 100,
.pp = 15,
.flags = FLAG_PROTECT_AFFECTED | FLAG_MAGICCOAT_AFFECTED,
#endif
.effect = EFFECT_PLACEHOLDER, //TODO (Leech Seed + Hit)
.power = 90,
.type = TYPE_GRASS,
.accuracy = 100,
.pp = 15,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_SELECTED,
.priority = 0,
@ -10499,15 +10515,18 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
[MOVE_FREEZY_FROST] =
{
#if B_UPDATED_MOVE_DATA >= GEN_8
.power = 100,
.accuracy = 90,
.pp = 10,
.flags = FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGSROCK_AFFECTED,
#else
.power = 90,
.accuracy = 100,
.pp = 15,
.flags = FLAG_PROTECT_AFFECTED | FLAG_KINGSROCK_AFFECTED,
#endif
.effect = EFFECT_PLACEHOLDER, //TODO (Haze + Hit)
.power = 90,
.type = TYPE_ICE,
.accuracy = 100,
.pp = 15,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_SELECTED,
.priority = 0,
@ -10517,15 +10536,18 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
[MOVE_SPARKLY_SWIRL] =
{
#if B_UPDATED_MOVE_DATA >= GEN_8
.power = 120,
.accuracy = 85,
.pp = 5,
.flags = FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGSROCK_AFFECTED,
#else
.power = 90,
.accuracy = 100,
.pp = 15,
.flags = FLAG_PROTECT_AFFECTED | FLAG_KINGSROCK_AFFECTED,
#endif
.effect = EFFECT_PLACEHOLDER, //TODO (Heal Bell + Hit)
.power = 90,
.type = TYPE_FAIRY,
.accuracy = 100,
.pp = 15,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_SELECTED,
.priority = 0,
@ -10558,7 +10580,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
.accuracy = 100,
.pp = 5,
.secondaryEffectChance = 30,
.target = MOVE_TARGET_FOES_AND_ALLY,
.target = MOVE_TARGET_SELECTED,
.priority = 0,
.flags = FLAG_MAKES_CONTACT | FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_DMG_MINIMIZE | FLAG_IRON_FIST_BOOST,
.split = SPLIT_PHYSICAL,
@ -11171,7 +11193,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
{
.effect = EFFECT_PLACEHOLDER, //TODO
.power = 50,
.type = TYPE_ELECTRIC,
.type = TYPE_NORMAL,
.accuracy = 100,
.pp = 10,
.secondaryEffectChance = 0,
@ -11203,7 +11225,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
.accuracy = 100,
.pp = 5,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_FOES_AND_ALLY,
.target = MOVE_TARGET_BOTH,
.priority = 0,
.flags = FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGSROCK_AFFECTED,
.split = SPLIT_SPECIAL,
@ -11261,13 +11283,13 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
.secondaryEffectChance = 0,
.target = MOVE_TARGET_ALLY,
.priority = 0,
.flags = FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGSROCK_AFFECTED,
.flags = 0,
.split = SPLIT_STATUS,
},
[MOVE_FLIP_TURN] =
{
.effect = EFFECT_PLACEHOLDER, //TODO (U-Turn?)
.effect = EFFECT_HIT_ESCAPE,
.power = 60,
.type = TYPE_WATER,
.accuracy = 100,
@ -11281,7 +11303,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
[MOVE_TRIPLE_AXEL] =
{
.effect = EFFECT_PLACEHOLDER, //TODO
.effect = EFFECT_TRIPLE_KICK, //TODO: Increase damage by 20 instead of 10
.power = 20,
.type = TYPE_ICE,
.accuracy = 90,
@ -11332,7 +11354,6 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
.target = MOVE_TARGET_USER,
.priority = 0,
.split = SPLIT_STATUS,
.argument = TRUE, // Protects the whole side.
},
[MOVE_WICKED_BLOW] =
@ -11345,7 +11366,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
.secondaryEffectChance = 0,
.target = MOVE_TARGET_SELECTED,
.priority = 0,
.flags = FLAG_MAKES_CONTACT | FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGSROCK_AFFECTED,
.flags = FLAG_MAKES_CONTACT | FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGSROCK_AFFECTED | FLAG_IRON_FIST_BOOST,
.split = SPLIT_PHYSICAL,
},
@ -11359,7 +11380,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
.secondaryEffectChance = 0,
.target = MOVE_TARGET_SELECTED,
.priority = 0,
.flags = FLAG_MAKES_CONTACT | FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGSROCK_AFFECTED,
.flags = FLAG_MAKES_CONTACT | FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGSROCK_AFFECTED | FLAG_IRON_FIST_BOOST,
.split = SPLIT_PHYSICAL,
},
};

View File

@ -2622,16 +2622,16 @@ static const u8 sPHOTON_GEYSERDescription[] = _(
"determines its category.");
static const u8 sZIPPY_ZAPDescription[] = _(
"An attack that is always goes\n"
"first with a critical hit.");
"Electric bursts always go\n"
"first and land a critical hit.");
static const u8 sSPLISHY_SPLASHDescription[] = _(
"A huge electrified wave that\n"
"may paralyze the foe.");
static const u8 sFLOATY_FALLDescription[] = _(
"Floats in the air to fall as\n"
"an attack. May cause flinch.");
"Floats in air and dives at\n"
"angle. May cause flinching.");
static const u8 sPIKA_PAPOWDescription[] = _(
"Pikachu's love increases its\n"
@ -2639,35 +2639,35 @@ static const u8 sPIKA_PAPOWDescription[] = _(
static const u8 sBOUNCY_BUBBLEDescription[] = _(
"An attack that absorbs\n"
"half the damage inflicted.");
"all the damage inflicted.");
static const u8 sBUZZY_BUZZDescription[] = _(
"Shoots a jolt of electricity\n"
"that always paralyzes.");
static const u8 sSIZZLY_SLIDEDescription[] = _(
"Cloaks itself in fire to\n"
"charge, burning the target.");
"User cloaked in fire charges.\n"
"Leaves the foe with a burn.");
static const u8 sGLITZY_GLOWDescription[] = _(
"Creates a Light Screen after\n"
"a telekinetic attack.");
"Telekinetic force that sets\n"
"wall, lowering Sp. Atk damage.");
static const u8 sBADDY_BADDescription[] = _(
"Creates a Reflect wall after\n"
"acting bad and attacking.");
"Acting badly, attacks. Sets\n"
"wall, lowering Attack damage.");
static const u8 sSAPPY_SEEDDescription[] = _(
"Grows a stalk that spreads\n"
"damaging Leech Seeds.");
"Giant stalk scatters seeds\n"
"that drain HP every turn.");
static const u8 sFREEZY_FROSTDescription[] = _(
"A frozen haze attack that\n"
"eliminates all stat changes.");
"Crystal from cold haze hits.\n"
"Eliminates all stat changes.");
static const u8 sSPARKLY_SWIRLDescription[] = _(
"Heals all status problems\n"
"with a whirlwind of scent.");
"Wrap foe with whirlwind of\n"
"scent. Heals party's status.");
static const u8 sVEEVEE_VOLLEYDescription[] = _(
"Eevee's love increases its\n"
@ -2819,12 +2819,12 @@ static const u8 sSTEEL_BEAMDescription[] = _(
"its body. It hurts the user.");
static const u8 sEXPANDING_FORCEDescription[] = _(
"A Psychic attack that's more\n"
"powerful in Psychic Terrain.");
"Power goes up and damages\n"
"all foes on Psychic Terrain.");
static const u8 sSTEEL_ROLLERDescription[] = _(
"Destroys any active terrain.\n"
"Without one, it fails.");
"Destroys terrain. Fails if\n"
"ground isn't terrain.");
static const u8 sSCALE_SHOTDescription[] = _(
"Shoots scales 2 to 5 times.\n"
@ -2835,76 +2835,76 @@ static const u8 sMETEOR_BEAMDescription[] = _(
"Sp. Attack before attacking.");
static const u8 sSHELL_SIDE_ARMDescription[] = _(
"Its category depends on\n"
"which one will damage more.");
"Uses higher of physical and \n"
"special damage. May poison.");
static const u8 sMISTY_EXPLOSIONDescription[] = _(
"Boosted by Misty Terrain, it\n"
"makes the user faint.");
"Hit everything and faint.\n"
"Powers up on Misty Terrain.");
static const u8 sGRASSY_GLIDEDescription[] = _(
"On Grassy Terrain, the user\n"
"will always strike first.");
"Gliding on ground, hits. Goes\n"
"first on Grassy Terrain.");
static const u8 sRISING_VOLTAGEDescription[] = _(
"Its power doubles while\n"
"on Electric Terrain.");
"This move's power doubles\n"
"when on Electric Terrain.");
static const u8 sTERRAIN_PULSEDescription[] = _(
"Type changes depending on\n"
"terrain. Power also doubles.");
"Type and power changes\n"
"depending on the terrain.");
static const u8 sSKITTER_SMACKDescription[] = _(
"User skitters behind target\n"
"to attack. Lowers Sp. Atk.");
"User skitters behind foe to\n"
"attack. Lowers foes Sp. Atk.");
static const u8 sBURNING_JEALOUSYDescription[] = _(
"Burns whoever their stats\n"
"raised on the same turn.");
"Foes that have stats upped\n"
"during the turn get burned.");
static const u8 sLASH_OUTDescription[] = _(
"Power doubles if stats were\n"
"lowered on the same turn.");
"If stats lowered during this\n"
"turn, power is doubled.");
static const u8 sPOLTERGEISTDescription[] = _(
"Only works if the target\n"
"is holding an item.");
"Control foes item to attack.\n"
"Fails if foe has no item.");
static const u8 sCORROSIVE_GASDescription[] = _(
"Melts all surrounding items\n"
"with highly acidic gas.");
"Highly acidic gas melts items\n"
"held by surrounding Pokémon.");
static const u8 sCOACHINGDescription[] = _(
"The user coaches an ally to\n"
"raise their Atk. and Def.");
"Properly coaches allies to\n"
"up their Attack and Defense.");
static const u8 sFLIP_TURNDescription[] = _(
"Does damage then switches\n"
"out the user.");
"Attacks and rushes back to\n"
"switch with a party Pokémon.");
static const u8 sTRIPLE_AXELDescription[] = _(
"A 3-kick attack that gets\n"
"stronger on each hit.");
"more powerful with each hit.");
static const u8 sDUAL_WINGBEATDescription[] = _(
"The user uses its wings to\n"
"slam the target twice.");
"User slams the target with\n"
"wings and hits twice in a row.");
static const u8 sSCORCHING_SANDSDescription[] = _(
"It throws scorching sand\n"
"that may burn the target.");
"Throws scorching sand at\n"
"the target. May leave a burn.");
static const u8 sJUNGLE_HEALINGDescription[] = _(
"Becomes one with the jungle\n"
"to heal the team's health.");
"Heals HP and status of\n"
"itself and allies in battle.");
static const u8 sWICKED_BLOWDescription[] = _(
"By mastering the Dark style,\n"
"always does a critical hit.");
"Mastering the Dark style,\n"
"strikes with a critical hit.");
static const u8 sSURGING_STRIKESDescription[] = _(
"By mastering the Water style\n"
"it lands with 3 critical hits.");
"Mastering the Water style,\n"
"strikes with 3 critical hits.");
static const u8 sNotDoneYetDescription[] = _(
"Not done yet.");

View File

@ -689,7 +689,7 @@ const u8 gMoveNames[MOVES_COUNT][MOVE_NAME_LENGTH + 1] =
[MOVE_FREEZY_FROST] = _("Freezy Frost"),
[MOVE_SPARKLY_SWIRL] = _("SparklySwirl"),
[MOVE_VEEVEE_VOLLEY] = _("VeeveeVolley"),
[MOVE_DOUBLE_IRON_BASH] = _("D. Iron Bash"),
[MOVE_DOUBLE_IRON_BASH] = _("DublIronBash"),
//GEN 8
[MOVE_DYNAMAX_CANNON] = _("Dyna Cannon"),
[MOVE_SNIPE_SHOT] = _("Snipe Shot"),
@ -730,10 +730,10 @@ const u8 gMoveNames[MOVES_COUNT][MOVE_NAME_LENGTH + 1] =
[MOVE_STEEL_ROLLER] = _("Steel Roller"),
[MOVE_SCALE_SHOT] = _("Scale Shot"),
[MOVE_METEOR_BEAM] = _("Meteor Beam"),
[MOVE_SHELL_SIDE_ARM] = _("Shell S. Arm"),
[MOVE_SHELL_SIDE_ARM] = _("ShellSideArm"),
[MOVE_MISTY_EXPLOSION] = _("Misty Explos"),
[MOVE_GRASSY_GLIDE] = _("Grassy Glide"),
[MOVE_RISING_VOLTAGE] = _("Rise Voltage"),
[MOVE_RISING_VOLTAGE] = _("Rising Volts"),
[MOVE_TERRAIN_PULSE] = _("TerrainPulse"),
[MOVE_SKITTER_SMACK] = _("SkitterSmack"),
[MOVE_BURNING_JEALOUSY] = _("BurnJealousy"),