Added Psyblade and Hydro Steam

This commit is contained in:
LOuroboros 2023-03-16 17:58:39 -03:00
parent d91d550341
commit f4e8389779
9 changed files with 66 additions and 4 deletions

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@ -854,6 +854,8 @@ gBattleAnims_Moves::
.4byte Move_NOXIOUS_TORQUE
.4byte Move_COMBAT_TORQUE
.4byte Move_MAGICAL_TORQUE
.4byte Move_PSYBLADE
.4byte Move_HYDRO_STEAM
@@@@ Z MOVES
.4byte Move_BREAKNECK_BLITZ
.4byte Move_ALL_OUT_PUMMELING
@ -14464,6 +14466,8 @@ Move_WICKED_TORQUE::
Move_NOXIOUS_TORQUE::
Move_COMBAT_TORQUE::
Move_MAGICAL_TORQUE::
Move_PSYBLADE::
Move_HYDRO_STEAM::
end @to do
@@@@@@@@@@@@@@@@@@@@@@@ GEN 1-3 @@@@@@@@@@@@@@@@@@@@@@@

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@ -418,6 +418,8 @@ gBattleScriptsForMoveEffects::
.4byte BattleScript_EffectTeatime @ EFFECT_TEATIME
.4byte BattleScript_EffectAttackUpUserAlly @ EFFECT_ATTACK_UP_USER_ALLY
.4byte BattleScript_EffectShellTrap @ EFFECT_SHELL_TRAP
.4byte BattleScript_EffectHit @ EFFECT_PSYBLADE
.4byte BattleScript_EffectHit @ EFFECT_HYDRO_STEAM
BattleScript_EffectAttackUpUserAlly:
jumpifnoally BS_ATTACKER, BattleScript_EffectAttackUp

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@ -399,7 +399,9 @@
#define EFFECT_TEATIME 393
#define EFFECT_ATTACK_UP_USER_ALLY 394 // Howl 8th Gen
#define EFFECT_SHELL_TRAP 395
#define EFFECT_PSYBLADE 396
#define EFFECT_HYDRO_STEAM 397
#define NUM_BATTLE_MOVE_EFFECTS 396
#define NUM_BATTLE_MOVE_EFFECTS 398
#endif // GUARD_CONSTANTS_BATTLE_MOVE_EFFECTS_H

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@ -858,8 +858,10 @@
#define MOVE_NOXIOUS_TORQUE 824
#define MOVE_COMBAT_TORQUE 825
#define MOVE_MAGICAL_TORQUE 826
#define MOVE_PSYBLADE 827
#define MOVE_HYDRO_STEAM 828
#define MOVES_COUNT_GEN9 827
#define MOVES_COUNT_GEN9 829
#define MOVES_COUNT MOVES_COUNT_GEN9

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@ -8769,6 +8769,10 @@ static u16 CalcMoveBasePower(u16 move, u8 battlerAtk, u8 battlerDef)
basePower = CalcBeatUpPower();
#endif
break;
case EFFECT_PSYBLADE:
if (IsBattlerTerrainAffected(gBattlerAttacker, STATUS_FIELD_ELECTRIC_TERRAIN))
MulModifier(&basePower, UQ_4_12(1.5));
break;
}
// Move-specific base power changes
@ -9586,7 +9590,7 @@ static u32 CalcFinalDmg(u32 dmg, u16 move, u8 battlerAtk, u8 battlerDef, u8 move
}
else if (IsBattlerWeatherAffected(battlerAtk, B_WEATHER_SUN))
{
if (moveType == TYPE_FIRE)
if (moveType == TYPE_FIRE || gBattleMoves[move].effect == EFFECT_HYDRO_STEAM)
dmg = ApplyModifier(UQ_4_12(1.5), dmg);
else if (moveType == TYPE_WATER)
dmg = ApplyModifier(UQ_4_12(0.5), dmg);

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@ -13593,6 +13593,36 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_Z] =
.zMoveEffect = Z_EFFECT_NONE
},
[MOVE_PSYBLADE] =
{
.effect = EFFECT_PSYBLADE,
.power = 80,
.type = TYPE_PSYCHIC,
.accuracy = 100,
.pp = 15,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_SELECTED,
.priority = 0,
.flags = FLAG_MAKES_CONTACT | FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGS_ROCK_AFFECTED | FLAG_SLICING_MOVE,
.split = SPLIT_PHYSICAL,
.zMoveEffect = Z_EFFECT_NONE,
},
[MOVE_HYDRO_STEAM] =
{
.effect = EFFECT_HYDRO_STEAM,
.power = 80,
.type = TYPE_WATER,
.accuracy = 100,
.pp = 15,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_SELECTED,
.priority = 0,
.flags = FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGS_ROCK_AFFECTED,
.split = SPLIT_SPECIAL,
.zMoveEffect = Z_EFFECT_NONE,
},
// Z-Moves
[MOVE_BREAKNECK_BLITZ] =
{

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@ -6062,6 +6062,10 @@ const struct ContestMove gContestMoves[MOVES_COUNT] =
[MOVE_COMBAT_TORQUE] = {0}, // TODO
[MOVE_MAGICAL_TORQUE] = {0}, // TODO
[MOVE_PSYBLADE] = {0}, // TODO
[MOVE_HYDRO_STEAM] = {0}, // TODO
};
const struct ContestEffect gContestEffects[] =

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@ -3236,6 +3236,14 @@ static const u8 sCombatTorqueDescription[] = _(
static const u8 sMagicalTorqueDescription[] = _(
"---");
static const u8 sPsybladeDescription[] = _(
"This move's power increases\n"
"when on Electric Terrain.");
static const u8 sHydroSteamDescription[] = _(
"This move's power increases\n"
"under harsh sunlight.");
const u8 gNotDoneYetDescription[] = _(
"This move can't be used. Its\n"
"effect is in development.");
@ -4073,4 +4081,6 @@ const u8 *const gMoveDescriptionPointers[MOVES_COUNT - 1] =
[MOVE_NOXIOUS_TORQUE - 1] = sNoxiousTorqueDescription,
[MOVE_COMBAT_TORQUE - 1] = sCombatTorqueDescription,
[MOVE_MAGICAL_TORQUE - 1] = sMagicalTorqueDescription,
[MOVE_PSYBLADE - 1] = sPsybladeDescription,
[MOVE_HYDRO_STEAM - 1] = sHydroSteamDescription,
};

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@ -829,6 +829,8 @@ const u8 gMoveNames[MOVES_COUNT][MOVE_NAME_LENGTH + 1] =
[MOVE_NOXIOUS_TORQUE] = _("Noxious Torque"),
[MOVE_COMBAT_TORQUE] = _("Combat Torque"),
[MOVE_MAGICAL_TORQUE] = _("Magical Torque"),
[MOVE_PSYBLADE] = _("Psyblade"),
[MOVE_HYDRO_STEAM] = _("Hydro Steam"),
};
#else
// 12 letters
@ -1661,6 +1663,8 @@ const u8 gMoveNames[MOVES_COUNT][MOVE_NAME_LENGTH + 1] =
[MOVE_NOXIOUS_TORQUE] = _("NoxiusTorque"),
[MOVE_COMBAT_TORQUE] = _("CombatTorque"),
[MOVE_MAGICAL_TORQUE] = _("MagiclTorque"),
[MOVE_PSYBLADE] = _("Psyblade"),
[MOVE_HYDRO_STEAM] = _("Hydro Steam"),
};
#endif