Data entry for gen9 moves

This commit is contained in:
Bassoonian 2022-11-18 12:15:44 +01:00
parent 49b7328d32
commit f7d1a12d2d
8 changed files with 1408 additions and 3 deletions

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@ -805,6 +805,55 @@ gBattleAnims_Moves::
.4byte Move_SANDSEAR_STORM .4byte Move_SANDSEAR_STORM
.4byte Move_LUNAR_BLESSING .4byte Move_LUNAR_BLESSING
.4byte Move_TAKE_HEART .4byte Move_TAKE_HEART
@@@@@@@@@@@@ GEN 9 @@@@@@@@@@@@
.4byte Move_TERA_BLAST
.4byte Move_SILK_TRAP
.4byte Move_AXE_KICK
.4byte Move_LAST_RESPECTS
.4byte Move_LUMINA_CRASH
.4byte Move_ORDER_UP
.4byte Move_JET_PUNCH
.4byte Move_SPICY_EXTRACT
.4byte Move_SPIN_OUT
.4byte Move_POPULATION_BOMB
.4byte Move_ICE_SPINNER
.4byte Move_GLAIVE_RUSH
.4byte Move_REVIVAL_BLESSING
.4byte Move_SALT_CURE
.4byte Move_TRIPLE_DIVE
.4byte Move_MORTAL_SPIN
.4byte Move_DOODLE
.4byte Move_FILLET_AWAY
.4byte Move_KOWTOW_CLEAVE
.4byte Move_FLOWER_TRICK
.4byte Move_TORCH_SONG
.4byte Move_AQUA_STEP
.4byte Move_RAGING_BULL
.4byte Move_MAKE_IT_RAIN
.4byte Move_RUINATION
.4byte Move_COLLISION_COURSE
.4byte Move_ELECTRO_DRIFT
.4byte Move_SHED_TAIL
.4byte Move_CHILLY_RECEPTION
.4byte Move_TIDY_UP
.4byte Move_SNOWSCAPE
.4byte Move_POUNCE
.4byte Move_TRAILBLAZE
.4byte Move_CHILLING_WATER
.4byte Move_HYPER_DRILL
.4byte Move_TWIN_BEAM
.4byte Move_RAGE_FIST
.4byte Move_ARMOR_CANNON
.4byte Move_BITTER_BLADE
.4byte Move_DOUBLE_SHOCK
.4byte Move_GIGATON_HAMMER
.4byte Move_COMEUPPANCE
.4byte Move_AQUA_CUTTER
.4byte Move_BLAZING_TORQUE
.4byte Move_WICKED_TORQUE
.4byte Move_NOXIOUS_TORQUE
.4byte Move_COMBAT_TORQUE
.4byte Move_MAGICAL_TORQUE
@@@@ Z MOVES @@@@ Z MOVES
.4byte Move_BREAKNECK_BLITZ .4byte Move_BREAKNECK_BLITZ
.4byte Move_ALL_OUT_PUMMELING .4byte Move_ALL_OUT_PUMMELING
@ -14345,6 +14394,54 @@ Move_WILDBOLT_STORM::
Move_SANDSEAR_STORM:: Move_SANDSEAR_STORM::
Move_LUNAR_BLESSING:: Move_LUNAR_BLESSING::
Move_TAKE_HEART:: Move_TAKE_HEART::
Move_TERA_BLAST::
Move_SILK_TRAP::
Move_AXE_KICK::
Move_LAST_RESPECTS::
Move_LUMINA_CRASH::
Move_ORDER_UP::
Move_JET_PUNCH::
Move_SPICY_EXTRACT::
Move_SPIN_OUT::
Move_POPULATION_BOMB::
Move_ICE_SPINNER::
Move_GLAIVE_RUSH::
Move_REVIVAL_BLESSING::
Move_SALT_CURE::
Move_TRIPLE_DIVE::
Move_MORTAL_SPIN::
Move_DOODLE::
Move_FILLET_AWAY::
Move_KOWTOW_CLEAVE::
Move_FLOWER_TRICK::
Move_TORCH_SONG::
Move_AQUA_STEP::
Move_RAGING_BULL::
Move_MAKE_IT_RAIN::
Move_RUINATION::
Move_COLLISION_COURSE::
Move_ELECTRO_DRIFT::
Move_SHED_TAIL::
Move_CHILLY_RECEPTION::
Move_TIDY_UP::
Move_SNOWSCAPE::
Move_POUNCE::
Move_TRAILBLAZE::
Move_CHILLING_WATER::
Move_HYPER_DRILL::
Move_TWIN_BEAM::
Move_RAGE_FIST::
Move_ARMOR_CANNON::
Move_BITTER_BLADE::
Move_DOUBLE_SHOCK::
Move_GIGATON_HAMMER::
Move_COMEUPPANCE::
Move_AQUA_CUTTER::
Move_BLAZING_TORQUE::
Move_WICKED_TORQUE::
Move_NOXIOUS_TORQUE::
Move_COMBAT_TORQUE::
Move_MAGICAL_TORQUE::
end @to do end @to do
@@@@@@@@@@@@@@@@@@@@@@@ GEN 1-3 @@@@@@@@@@@@@@@@@@@@@@@ @@@@@@@@@@@@@@@@@@@@@@@ GEN 1-3 @@@@@@@@@@@@@@@@@@@@@@@

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@ -70,6 +70,7 @@
#define GEN_6 3 #define GEN_6 3
#define GEN_7 4 #define GEN_7 4
#define GEN_8 5 #define GEN_8 5
#define GEN_LATEST GEN_8 #define GEN_9 6
#define GEN_LATEST GEN_9
#endif // GUARD_CONFIG_H #endif // GUARD_CONFIG_H

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@ -809,7 +809,59 @@
#define MOVES_COUNT_GEN8 779 #define MOVES_COUNT_GEN8 779
#define MOVES_COUNT MOVES_COUNT_GEN8 // Gen 9 moves.
#define MOVE_TERA_BLAST 779
#define MOVE_SILK_TRAP 780
#define MOVE_AXE_KICK 781
#define MOVE_LAST_RESPECTS 782
#define MOVE_LUMINA_CRASH 783
#define MOVE_ORDER_UP 784
#define MOVE_JET_PUNCH 785
#define MOVE_SPICY_EXTRACT 786
#define MOVE_SPIN_OUT 787
#define MOVE_POPULATION_BOMB 788
#define MOVE_ICE_SPINNER 789
#define MOVE_GLAIVE_RUSH 790
#define MOVE_REVIVAL_BLESSING 791
#define MOVE_SALT_CURE 792
#define MOVE_TRIPLE_DIVE 793
#define MOVE_MORTAL_SPIN 794
#define MOVE_DOODLE 795
#define MOVE_FILLET_AWAY 796
#define MOVE_KOWTOW_CLEAVE 797
#define MOVE_FLOWER_TRICK 798
#define MOVE_TORCH_SONG 799
#define MOVE_AQUA_STEP 800
#define MOVE_RAGING_BULL 801
#define MOVE_MAKE_IT_RAIN 802
#define MOVE_RUINATION 803
#define MOVE_COLLISION_COURSE 804
#define MOVE_ELECTRO_DRIFT 805
#define MOVE_SHED_TAIL 806
#define MOVE_CHILLY_RECEPTION 807
#define MOVE_TIDY_UP 808
#define MOVE_SNOWSCAPE 809
#define MOVE_POUNCE 810
#define MOVE_TRAILBLAZE 811
#define MOVE_CHILLING_WATER 812
#define MOVE_HYPER_DRILL 813
#define MOVE_TWIN_BEAM 814
#define MOVE_RAGE_FIST 815
#define MOVE_ARMOR_CANNON 816
#define MOVE_BITTER_BLADE 817
#define MOVE_DOUBLE_SHOCK 818
#define MOVE_GIGATON_HAMMER 819
#define MOVE_COMEUPPANCE 820
#define MOVE_AQUA_CUTTER 821
#define MOVE_BLAZING_TORQUE 822
#define MOVE_WICKED_TORQUE 823
#define MOVE_NOXIOUS_TORQUE 824
#define MOVE_COMBAT_TORQUE 825
#define MOVE_MAGICAL_TORQUE 826
#define MOVES_COUNT_GEN9 827
#define MOVES_COUNT MOVES_COUNT_GEN9
// Z Moves // Z Moves
#define MOVE_BREAKNECK_BLITZ (MOVES_COUNT + 0) #define MOVE_BREAKNECK_BLITZ (MOVES_COUNT + 0)

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@ -1767,7 +1767,7 @@ static void SetUpModifyArrows(struct BattleDebugMenu *data)
break; break;
case LIST_ITEM_MOVES: case LIST_ITEM_MOVES:
data->modifyArrows.minValue = 0; data->modifyArrows.minValue = 0;
data->modifyArrows.maxValue = MOVES_COUNT_GEN8 - 1; data->modifyArrows.maxValue = MOVES_COUNT_GEN9 - 1;
data->modifyArrows.maxDigits = 3; data->modifyArrows.maxDigits = 3;
if (data->currentSecondaryListItemId == 4) if (data->currentSecondaryListItemId == 4)
{ {

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@ -13618,6 +13618,796 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_Z] =
.zMoveEffect = Z_EFFECT_NONE, .zMoveEffect = Z_EFFECT_NONE,
}, },
[MOVE_TERA_BLAST] =
{
.effect = EFFECT_PLACEHOLDER, // EFFECT_TERA_BLAST,
.power = 80,
.type = TYPE_NORMAL,
.accuracy = 100,
.pp = 10,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_SELECTED,
.priority = 0,
.flags = FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGS_ROCK_AFFECTED,
.split = SPLIT_SPECIAL,
.zMovePower = 160,
.zMoveEffect = Z_EFFECT_NONE,
},
[MOVE_SILK_TRAP] =
{
.effect = EFFECT_PLACEHOLDER, // EFFECT_PROTECT with extra checks
.power = 0,
.type = TYPE_BUG,
.accuracy = 0,
.pp = 10,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_USER,
.priority = 4,
.flags = FLAG_PROTECTION_MOVE,
.split = SPLIT_STATUS,
.zMovePower = 0,
.zMoveEffect = Z_EFFECT_NONE
},
[MOVE_AXE_KICK] =
{
.effect = EFFECT_PLACEHOLDER, // EFFECT_RECOIL_IF_MISS + 30% chance to confuse
.power = 120,
.type = TYPE_FIGHTING,
.accuracy = 90,
.pp = 10,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_SELECTED,
.priority = 0,
.flags = FLAG_MAKES_CONTACT | FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGS_ROCK_AFFECTED,
.split = SPLIT_PHYSICAL,
.zMovePower = 190,
.zMoveEffect = Z_EFFECT_NONE
},
[MOVE_LAST_RESPECTS] =
{
.effect = EFFECT_PLACEHOLDER, // EFFECT_LAST_RESPECTS
.power = 50,
.type = TYPE_GHOST,
.accuracy = 100,
.pp = 10,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_SELECTED,
.priority = 0,
.flags = FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGS_ROCK_AFFECTED,
.split = SPLIT_PHYSICAL,
.zMovePower = 100,
.zMoveEffect = Z_EFFECT_NONE
},
[MOVE_LUMINA_CRASH] =
{
.effect = EFFECT_SPECIAL_DEFENSE_DOWN_HIT_2,
.power = 80,
.type = TYPE_PSYCHIC,
.accuracy = 100,
.pp = 10,
.secondaryEffectChance = 100,
.target = MOVE_TARGET_SELECTED,
.priority = 0,
.flags = FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGS_ROCK_AFFECTED,
.split = SPLIT_SPECIAL,
.zMovePower = 160,
.zMoveEffect = Z_EFFECT_NONE
},
[MOVE_ORDER_UP] =
{
.effect = EFFECT_PLACEHOLDER, // EFFECT_ORDER_UP
.power = 80,
.type = TYPE_DRAGON,
.accuracy = 100,
.pp = 10,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_SELECTED,
.priority = 0,
.flags = FLAG_PROTECT_AFFECTED, // No King's Rock I believe? I may be mistaken
.split = SPLIT_PHYSICAL,
.zMovePower = 160,
.zMoveEffect = Z_EFFECT_NONE
},
[MOVE_JET_PUNCH] =
{
.effect = EFFECT_HIT,
.power = 60,
.type = TYPE_WATER,
.accuracy = 100,
.pp = 15,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_SELECTED,
.priority = 1,
.flags = FLAG_MAKES_CONTACT | FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGS_ROCK_AFFECTED | FLAG_IRON_FIST_BOOST, // I assume Iron Fist is relevant here, but untested
.split = SPLIT_PHYSICAL,
.zMovePower = 120,
.zMoveEffect = Z_EFFECT_NONE,
// The datamine master sheet mentions uncopiable by Metronome but that sounds odd? not yet implemented
},
[MOVE_SPICY_EXTRACT] =
{
.effect = EFFECT_PLACEHOLDER, // EFFECT_SPICY_EXTRACT
.power = 0,
.type = TYPE_GRASS,
.accuracy = 0, // Supposedly never misses? needs a double check?
.pp = 15,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_SELECTED,
.priority = 0,
.flags = FLAG_PROTECT_AFFECTED | FLAG_MAGIC_COAT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED,
.split = SPLIT_STATUS,
.zMovePower = 0,
.zMoveEffect = Z_EFFECT_NONE,
// The datamine master sheet mentions uncopiable by Metronome but that sounds odd? not yet implemented
},
[MOVE_SPIN_OUT] =
{
.effect = EFFECT_PLACEHOLDER, // EFFECT_SPIN_OUT
.power = 100,
.type = TYPE_STEEL,
.accuracy = 100,
.pp = 5,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_SELECTED,
.priority = 0,
.flags = FLAG_MAKES_CONTACT | FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED,
.split = SPLIT_PHYSICAL,
.zMovePower = 180,
.zMoveEffect = Z_EFFECT_NONE
},
[MOVE_POPULATION_BOMB] =
{
.effect = EFFECT_PLACEHOLDER, // EFFECT_MULTI_HIT maybe?
.power = 20,
.type = TYPE_NORMAL,
.accuracy = 90,
.pp = 10,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_SELECTED,
.priority = 0,
.flags = FLAG_MAKES_CONTACT | FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED,
.split = SPLIT_PHYSICAL,
.zMovePower = 40,
.zMoveEffect = Z_EFFECT_NONE,
//Supposedly uncallable by Metronome? (if so, needs implementation)
//The master sheet mentions a "slicing" flag but I'm not sure what it refers to
},
[MOVE_ICE_SPINNER] =
{
.effect = EFFECT_DAMAGE_SET_TERRAIN,
.power = 80,
.type = TYPE_ICE,
.accuracy = 100,
.pp = 15,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_SELECTED,
.priority = 0,
.flags = FLAG_MAKES_CONTACT | FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED,
.split = SPLIT_PHYSICAL,
.zMovePower = 160,
.zMoveEffect = Z_EFFECT_NONE,
.argument = 1, //remove terrain
},
[MOVE_GLAIVE_RUSH] =
{
.effect = EFFECT_PLACEHOLDER, // EFFECT_GLAIVE_RUSH
.power = 120,
.type = TYPE_DRAGON,
.accuracy = 100,
.pp = 5,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_SELECTED,
.priority = 0,
.flags = FLAG_MAKES_CONTACT | FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED,
.split = SPLIT_PHYSICAL,
.zMovePower = 190,
.zMoveEffect = Z_EFFECT_NONE
},
[MOVE_REVIVAL_BLESSING] =
{
.effect = EFFECT_PLACEHOLDER, // EFFECT_REVIVAL_BLESSING
.power = 0,
.type = TYPE_NORMAL,
.accuracy = 0,
.pp = 1,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_USER,
.priority = 0,
.flags = 0,
.split = SPLIT_STATUS,
.zMovePower = 0,
.zMoveEffect = Z_EFFECT_NONE,
// Uncallable by Metronome (to be implemented)
},
[MOVE_SALT_CURE] =
{
.effect = EFFECT_PLACEHOLDER, // EFFECT_SALT_CURE
.power = 40,
.type = TYPE_ROCK,
.accuracy = 100,
.pp = 15,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_SELECTED,
.priority = 0,
.flags = FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED,
.split = SPLIT_PHYSICAL,
.zMovePower = 80,
.zMoveEffect = Z_EFFECT_NONE,
// Supposedly uncallable by Metronome, but dubious
},
[MOVE_TRIPLE_DIVE] =
{
.effect = EFFECT_TRIPLE_KICK,
.power = 30,
.type = TYPE_WATER,
.accuracy = 95,
.pp = 10,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_SELECTED,
.priority = 0,
.flags = FLAG_MAKES_CONTACT | FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGS_ROCK_AFFECTED,
.split = SPLIT_PHYSICAL,
.zMovePower = 100,
.zMoveEffect = Z_EFFECT_NONE,
},
[MOVE_MORTAL_SPIN] =
{
.effect = EFFECT_PLACEHOLDER, // EFFECT_MORTAL_SPIN
.power = 30,
.type = TYPE_POISON,
.accuracy = 100,
.pp = 15,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_BOTH,
.priority = 0,
.flags = FLAG_MAKES_CONTACT | FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGS_ROCK_AFFECTED,
.split = SPLIT_PHYSICAL,
.zMovePower = 60,
.zMoveEffect = Z_EFFECT_NONE
},
[MOVE_DOODLE] =
{
.effect = EFFECT_PLACEHOLDER, // EFFECT_DOODLE
.power = 0,
.type = TYPE_NORMAL,
.accuracy = 100,
.pp = 10,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_SELECTED, // Supposedly unconfirmed?
.priority = 0,
.flags = 0,
.split = SPLIT_STATUS,
.zMovePower = 0,
.zMoveEffect = Z_EFFECT_NONE,
// Supposedly uncallable by Metronome (unimplemented)
},
[MOVE_FILLET_AWAY] =
{
.effect = EFFECT_PLACEHOLDER, // EFFECT_FILLET_AWAY
.power = 0,
.type = TYPE_NORMAL,
.accuracy = 0,
.pp = 10,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_USER,
.priority = 0,
.flags = FLAG_SNATCH_AFFECTED,
.split = SPLIT_STATUS,
.zMovePower = 0,
.zMoveEffect = Z_EFFECT_RECOVER_HP,
// Supposedly uncallable by Metronome (unimplemented)
},
[MOVE_KOWTOW_CLEAVE] =
{
.effect = EFFECT_HIT,
.power = 85,
.type = TYPE_DARK,
.accuracy = 0,
.pp = 10,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_SELECTED,
.priority = 0,
.flags = FLAG_MAKES_CONTACT | FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGS_ROCK_AFFECTED,
.split = SPLIT_PHYSICAL,
.zMovePower = 160,
.zMoveEffect = Z_EFFECT_NONE,
// Needs a "slicing" flag (not sure what it refers to)
},
[MOVE_FLOWER_TRICK] =
{
.effect = EFFECT_ALWAYS_CRIT,
.power = 70,
.type = TYPE_GRASS,
.accuracy = 0,
.pp = 10,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_SELECTED,
.priority = 0,
.flags = FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGS_ROCK_AFFECTED,
.split = SPLIT_PHYSICAL,
.zMovePower = 140,
.zMoveEffect = Z_EFFECT_NONE,
},
[MOVE_TORCH_SONG] =
{
.effect = EFFECT_SP_ATTACK_UP_HIT,
.power = 80,
.type = TYPE_FIRE,
.accuracy = 100,
.pp = 10,
.secondaryEffectChance = 100,
.target = MOVE_TARGET_SELECTED,
.priority = 0,
.flags = FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGS_ROCK_AFFECTED | FLAG_SHEER_FORCE_BOOST | FLAG_SOUND,
.split = SPLIT_SPECIAL,
.zMovePower = 160,
.zMoveEffect = Z_EFFECT_NONE,
},
[MOVE_AQUA_STEP] =
{
.effect = EFFECT_SPEED_UP_HIT,
.power = 80,
.type = TYPE_WATER,
.accuracy = 100,
.pp = 10,
.secondaryEffectChance = 100,
.target = MOVE_TARGET_SELECTED,
.priority = 0,
.flags = FLAG_MAKES_CONTACT | FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGS_ROCK_AFFECTED | FLAG_SHEER_FORCE_BOOST | FLAG_DANCE,
.split = SPLIT_PHYSICAL,
.zMovePower = 160,
.zMoveEffect = Z_EFFECT_NONE,
},
[MOVE_RAGING_BULL] =
{
.effect = EFFECT_PLACEHOLDER, // EFFECT_RAGING_BULL
.power = 90,
.type = TYPE_NORMAL,
.accuracy = 100,
.pp = 10,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_SELECTED,
.priority = 0,
.flags = FLAG_MAKES_CONTACT | FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGS_ROCK_AFFECTED,
.split = SPLIT_PHYSICAL,
.zMovePower = 175,
.zMoveEffect = Z_EFFECT_NONE,
// Uncallable by Metronome (to be implemented)
},
[MOVE_MAKE_IT_RAIN] =
{
.effect = EFFECT_PLACEHOLDER, // EFFECT_MAKE_IT_RAIN
.power = 120,
.type = TYPE_STEEL,
.accuracy = 100,
.pp = 5,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_BOTH,
.priority = 0,
.flags = FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED,
.split = SPLIT_SPECIAL,
.zMovePower = 190,
.zMoveEffect = Z_EFFECT_NONE,
// Uncallable by Metronome (to be implemented)
},
[MOVE_RUINATION] =
{
.effect = EFFECT_SUPER_FANG,
.power = 1,
.type = TYPE_DARK,
.accuracy = 90,
.pp = 10,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_SELECTED,
.priority = 0,
.flags = FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED,
.split = SPLIT_SPECIAL,
.zMovePower = 100,
.zMoveEffect = Z_EFFECT_NONE,
// Uncallable by Metronome (to be implemented)
},
[MOVE_COLLISION_COURSE] =
{
.effect = EFFECT_PLACEHOLDER, // EFFECT_COLLISION_COURSE
.power = 100,
.type = TYPE_FIGHTING,
.accuracy = 100,
.pp = 10,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_SELECTED,
.priority = 0,
.flags = FLAG_MAKES_CONTACT | FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED,
.split = SPLIT_PHYSICAL,
.zMovePower = 180,
.zMoveEffect = Z_EFFECT_NONE,
// Uncallable by Metronome (to be implemented)
},
[MOVE_ELECTRO_DRIFT] =
{
.effect = EFFECT_PLACEHOLDER, // EFFECT_COLLISION_COURSE
.power = 100,
.type = TYPE_ELECTRIC,
.accuracy = 100,
.pp = 10,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_SELECTED,
.priority = 0,
.flags = FLAG_MAKES_CONTACT | FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED,
.split = SPLIT_SPECIAL,
.zMovePower = 180,
.zMoveEffect = Z_EFFECT_NONE,
// Uncallable by Metronome (to be implemented)
},
[MOVE_SHED_TAIL] =
{
.effect = EFFECT_PLACEHOLDER, // EFFECT_SHED_TAIL
.power = 0,
.type = TYPE_NORMAL,
.accuracy = 0,
.pp = 10,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_USER,
.priority = 0,
.flags = 0,
.split = SPLIT_STATUS,
.zMovePower = 0,
.zMoveEffect = Z_EFFECT_RESET_STATS,
// Uncallable by Metronome (to be implemented)
// Supposedly unsnatchable?
},
[MOVE_CHILLY_RECEPTION] =
{
.effect = EFFECT_PLACEHOLDER, // EFFECT_CHILLY_RECEPTION
.power = 0,
.type = TYPE_ICE,
.accuracy = 0,
.pp = 10,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_ALL_BATTLERS,
.priority = 0,
.flags = FLAG_PROTECT_AFFECTED,
.split = SPLIT_STATUS,
.zMovePower = 0,
.zMoveEffect = Z_EFFECT_SPD_UP_1,
// Supposedly uncallable by Metronome? (to be implemented)
},
[MOVE_TIDY_UP] =
{
.effect = EFFECT_PLACEHOLDER, // EFFECT_TIDY_UP
.power = 0,
.type = TYPE_NORMAL,
.accuracy = 0,
.pp = 10,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_USER,
.priority = 0,
.flags = 0,
.split = SPLIT_STATUS,
.zMovePower = 0,
.zMoveEffect = Z_EFFECT_NONE,
// Supposedly uncallable by Metronome? (to be implemented)
// Supposedly unsnatchable?
},
[MOVE_SNOWSCAPE] =
{
.effect = EFFECT_HAIL,
.power = 0,
.type = TYPE_ICE,
.accuracy = 0,
.pp = 10,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_ALL_BATTLERS,
.priority = 0,
.flags = FLAG_PROTECT_AFFECTED,
.split = SPLIT_STATUS,
.zMovePower = 0,
.zMoveEffect = Z_EFFECT_SPD_UP_1,
// Currently an exact copy of Hail until we figure out what to do with it
},
[MOVE_POUNCE] =
{
.effect = EFFECT_SPEED_DOWN_HIT,
.power = 50,
.type = TYPE_BUG,
.accuracy = 100,
.pp = 20,
.secondaryEffectChance = 100,
.target = MOVE_TARGET_SELECTED,
.priority = 0,
.flags = FLAG_MAKES_CONTACT | FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_SHEER_FORCE_BOOST,
.split = SPLIT_PHYSICAL,
.zMovePower = 100,
.zMoveEffect = Z_EFFECT_NONE,
},
[MOVE_TRAILBLAZE] =
{
.effect = EFFECT_SPEED_UP_HIT,
.power = 50,
.type = TYPE_GRASS,
.accuracy = 100,
.pp = 20,
.secondaryEffectChance = 100,
.target = MOVE_TARGET_SELECTED,
.priority = 0,
.flags = FLAG_MAKES_CONTACT | FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGS_ROCK_AFFECTED | FLAG_SHEER_FORCE_BOOST,
.split = SPLIT_PHYSICAL,
.zMovePower = 100,
.zMoveEffect = Z_EFFECT_NONE,
},
[MOVE_CHILLING_WATER] =
{
.effect = EFFECT_ATTACK_DOWN_HIT,
.power = 50,
.type = TYPE_WATER,
.accuracy = 100,
.pp = 20,
.secondaryEffectChance = 100,
.target = MOVE_TARGET_SELECTED,
.priority = 0,
.flags = FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_SHEER_FORCE_BOOST,
.split = SPLIT_SPECIAL,
.zMovePower = 100,
.zMoveEffect = Z_EFFECT_NONE,
},
[MOVE_HYPER_DRILL] =
{
.effect = EFFECT_HIT,
.power = 100,
.type = TYPE_NORMAL,
.accuracy = 100,
.pp = 5,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_SELECTED,
.priority = 0,
.flags = FLAG_MAKES_CONTACT | FLAG_MIRROR_MOVE_AFFECTED,
.split = SPLIT_PHYSICAL,
.zMovePower = 180,
.zMoveEffect = Z_EFFECT_NONE,
},
[MOVE_TWIN_BEAM] =
{
.effect = EFFECT_HIT,
.power = 40,
.type = TYPE_PSYCHIC,
.accuracy = 100,
.pp = 10,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_SELECTED,
.priority = 0,
.flags = FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGS_ROCK_AFFECTED | FLAG_TWO_STRIKES,
.split = SPLIT_SPECIAL,
.zMovePower = 100,
.zMoveEffect = Z_EFFECT_NONE,
},
[MOVE_RAGE_FIST] =
{
.effect = EFFECT_PLACEHOLDER, // EFFECT_RAGE_FIST
.power = 50,
.type = TYPE_GHOST,
.accuracy = 100,
.pp = 10,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_SELECTED,
.priority = 0,
.flags = FLAG_MAKES_CONTACT | FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_IRON_FIST_BOOST | FLAG_SHEER_FORCE_BOOST,
.split = SPLIT_PHYSICAL,
.zMovePower = 100,
.zMoveEffect = Z_EFFECT_NONE,
},
[MOVE_ARMOR_CANNON] =
{
.effect = EFFECT_CLOSE_COMBAT,
.power = 120,
.type = TYPE_FIRE,
.accuracy = 100,
.pp = 5,
.secondaryEffectChance = 100,
.target = MOVE_TARGET_SELECTED,
.priority = 0,
.flags = FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGS_ROCK_AFFECTED,
.split = SPLIT_SPECIAL,
.zMovePower = 190,
.zMoveEffect = Z_EFFECT_NONE,
},
[MOVE_BITTER_BLADE] =
{
.effect = EFFECT_ABSORB,
.power = 90,
.type = TYPE_FIRE,
.accuracy = 100,
.pp = 10,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_SELECTED,
.priority = 0,
.flags = FLAG_MAKES_CONTACT | FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGS_ROCK_AFFECTED,
.split = SPLIT_PHYSICAL,
.zMovePower = 160,
.zMoveEffect = Z_EFFECT_NONE,
// Needs the "slicing" flag
},
[MOVE_DOUBLE_SHOCK] =
{
.effect = EFFECT_PLACEHOLDER, // EFFECT_DOUBLE_SHOCK
.power = 120,
.type = TYPE_ELECTRIC,
.accuracy = 100,
.pp = 5,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_SELECTED,
.priority = 0,
.flags = FLAG_MAKES_CONTACT | FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGS_ROCK_AFFECTED,
.split = SPLIT_PHYSICAL,
.zMovePower = 190,
.zMoveEffect = Z_EFFECT_NONE
},
[MOVE_GIGATON_HAMMER] =
{
.effect = EFFECT_PLACEHOLDER, // EFFECT_GIGATON_HAMMER
.power = 160,
.type = TYPE_STEEL,
.accuracy = 100,
.pp = 5,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_SELECTED,
.priority = 0,
.flags = FLAG_PROTECT_AFFECTED,
.split = SPLIT_PHYSICAL,
.zMovePower = 200,
.zMoveEffect = Z_EFFECT_NONE,
},
[MOVE_COMEUPPANCE] =
{
.effect = EFFECT_METAL_BURST,
.power = 0,
.type = TYPE_DARK,
.accuracy = 100,
.pp = 10,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_DEPENDS,
.priority = 0,
.flags = FLAG_MAKES_CONTACT | FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED,
.split = SPLIT_PHYSICAL,
.zMoveEffect = Z_EFFECT_NONE,
},
[MOVE_AQUA_CUTTER] =
{
.effect = EFFECT_HIT,
.power = 70,
.type = TYPE_WATER,
.accuracy = 100,
.pp = 20,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_SELECTED,
.priority = 0,
.flags = FLAG_MAKES_CONTACT | FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGS_ROCK_AFFECTED | FLAG_HIGH_CRIT,
.split = SPLIT_PHYSICAL,
.zMovePower = 140,
.zMoveEffect = Z_EFFECT_NONE,
// Needs the "slicing" flag
},
[MOVE_BLAZING_TORQUE] =
{
.effect = EFFECT_BURN_HIT,
.power = 80,
.type = TYPE_FIRE,
.accuracy = 100,
.pp = 10,
.secondaryEffectChance = 30,
.target = MOVE_TARGET_SELECTED,
.priority = 0,
.flags = FLAG_PROTECT_AFFECTED,
.split = SPLIT_PHYSICAL,
.zMovePower = 160,
.zMoveEffect = Z_EFFECT_NONE
},
[MOVE_WICKED_TORQUE] =
{
.effect = EFFECT_PLACEHOLDER, // EFFECT_SLEEP_HIT
.power = 80,
.type = TYPE_DARK,
.accuracy = 100,
.pp = 10,
.secondaryEffectChance = 10,
.target = MOVE_TARGET_SELECTED,
.priority = 0,
.flags = FLAG_PROTECT_AFFECTED,
.split = SPLIT_PHYSICAL,
.zMovePower = 160,
.zMoveEffect = Z_EFFECT_NONE
},
[MOVE_NOXIOUS_TORQUE] =
{
.effect = EFFECT_POISON_HIT,
.power = 100,
.type = TYPE_POISON,
.accuracy = 100,
.pp = 10,
.secondaryEffectChance = 30,
.target = MOVE_TARGET_SELECTED,
.priority = 0,
.flags = FLAG_PROTECT_AFFECTED,
.split = SPLIT_PHYSICAL,
.zMovePower = 160,
.zMoveEffect = Z_EFFECT_NONE
},
[MOVE_COMBAT_TORQUE] =
{
.effect = EFFECT_PARALYZE_HIT,
.power = 100,
.type = TYPE_FIGHTING,
.accuracy = 100,
.pp = 10,
.secondaryEffectChance = 30,
.target = MOVE_TARGET_SELECTED,
.priority = 0,
.flags = FLAG_PROTECT_AFFECTED,
.split = SPLIT_PHYSICAL,
.zMovePower = 160,
.zMoveEffect = Z_EFFECT_NONE
},
[MOVE_MAGICAL_TORQUE] =
{
.effect = EFFECT_CONFUSE_HIT,
.power = 100,
.type = TYPE_FAIRY,
.accuracy = 100,
.pp = 10,
.secondaryEffectChance = 30,
.target = MOVE_TARGET_SELECTED,
.priority = 0,
.flags = FLAG_PROTECT_AFFECTED,
.split = SPLIT_PHYSICAL,
.zMovePower = 160,
.zMoveEffect = Z_EFFECT_NONE
},
// Z-Moves // Z-Moves
[MOVE_BREAKNECK_BLITZ] = [MOVE_BREAKNECK_BLITZ] =
{ {

View File

@ -5966,6 +5966,102 @@ const struct ContestMove gContestMoves[MOVES_COUNT] =
[MOVE_LUNAR_BLESSING] = {0}, // TODO [MOVE_LUNAR_BLESSING] = {0}, // TODO
[MOVE_TAKE_HEART] = {0}, // TODO [MOVE_TAKE_HEART] = {0}, // TODO
[MOVE_TERA_BLAST] = {0}, // TODO
[MOVE_SILK_TRAP] = {0}, // TODO
[MOVE_AXE_KICK] = {0}, // TODO
[MOVE_LAST_RESPECTS] = {0}, // TODO
[MOVE_LUMINA_CRASH] = {0}, // TODO
[MOVE_ORDER_UP] = {0}, // TODO
[MOVE_JET_PUNCH] = {0}, // TODO
[MOVE_SPICY_EXTRACT] = {0}, // TODO
[MOVE_SPIN_OUT] = {0}, // TODO
[MOVE_POPULATION_BOMB] = {0}, // TODO
[MOVE_ICE_SPINNER] = {0}, // TODO
[MOVE_GLAIVE_RUSH] = {0}, // TODO
[MOVE_REVIVAL_BLESSING] = {0}, // TODO
[MOVE_SALT_CURE] = {0}, // TODO
[MOVE_TRIPLE_DIVE] = {0}, // TODO
[MOVE_MORTAL_SPIN] = {0}, // TODO
[MOVE_DOODLE] = {0}, // TODO
[MOVE_FILLET_AWAY] = {0}, // TODO
[MOVE_KOWTOW_CLEAVE] = {0}, // TODO
[MOVE_FLOWER_TRICK] = {0}, // TODO
[MOVE_TORCH_SONG] = {0}, // TODO
[MOVE_AQUA_STEP] = {0}, // TODO
[MOVE_RAGING_BULL] = {0}, // TODO
[MOVE_MAKE_IT_RAIN] = {0}, // TODO
[MOVE_RUINATION] = {0}, // TODO
[MOVE_COLLISION_COURSE] = {0}, // TODO
[MOVE_ELECTRO_DRIFT] = {0}, // TODO
[MOVE_SHED_TAIL] = {0}, // TODO
[MOVE_CHILLY_RECEPTION] = {0}, // TODO
[MOVE_TIDY_UP] = {0}, // TODO
[MOVE_SNOWSCAPE] = {0}, // TODO
[MOVE_POUNCE] = {0}, // TODO
[MOVE_TRAILBLAZE] = {0}, // TODO
[MOVE_CHILLING_WATER] = {0}, // TODO
[MOVE_HYPER_DRILL] = {0}, // TODO
[MOVE_TWIN_BEAM] = {0}, // TODO
[MOVE_RAGE_FIST] = {0}, // TODO
[MOVE_ARMOR_CANNON] = {0}, // TODO
[MOVE_BITTER_BLADE] = {0}, // TODO
[MOVE_DOUBLE_SHOCK] = {0}, // TODO
[MOVE_GIGATON_HAMMER] = {0}, // TODO
[MOVE_COMEUPPANCE] = {0}, // TODO
[MOVE_AQUA_CUTTER] = {0}, // TODO
[MOVE_BLAZING_TORQUE] = {0}, // TODO
[MOVE_WICKED_TORQUE] = {0}, // TODO
[MOVE_NOXIOUS_TORQUE] = {0}, // TODO
[MOVE_COMBAT_TORQUE] = {0}, // TODO
[MOVE_MAGICAL_TORQUE] = {0}, // TODO
}; };
const struct ContestEffect gContestEffects[] = const struct ContestEffect gContestEffects[] =

View File

@ -2964,6 +2964,7 @@ static const u8 sPsyshieldBashDescription[] = _(
static const u8 sPowerShiftDescription[] = _( static const u8 sPowerShiftDescription[] = _(
"The user swaps its offensive\n" "The user swaps its offensive\n"
"and defensive stats."); "and defensive stats.");
/* The user swaps its Attack and Defense stats. */
static const u8 sStoneAxeDescription[] = _( static const u8 sStoneAxeDescription[] = _(
"High critical hit ratio. Sets\n" "High critical hit ratio. Sets\n"
@ -2976,50 +2977,81 @@ static const u8 sSpringtideStormDescription[] = _(
static const u8 sMysticalPowerDescription[] = _( static const u8 sMysticalPowerDescription[] = _(
"Increases the user's better\n" "Increases the user's better\n"
"of Atk. and Def. stats."); "of Atk. and Def. stats.");
/* The user attacks by emitting a mysterious power.
This also boosts the users Sp. Atk stat. */
static const u8 sRagingFuryDescription[] = _( static const u8 sRagingFuryDescription[] = _(
"Viciously spews flames at\n" "Viciously spews flames at\n"
"a foe, becoming fixated."); "a foe, becoming fixated.");
// "A rampage of 2 to 3 turns\n"
// "that confuses the user.");
/* The user rampages around spewing flames for two to
three turns. The user then becomes confused. */
static const u8 sWaveCrashDescription[] = _( static const u8 sWaveCrashDescription[] = _(
"A water slam. Hurts the user\n" "A water slam. Hurts the user\n"
"and raises its Action Speed."); "and raises its Action Speed.");
/* The user shrouds itself in water and slams into the target
with its whole body to inflict damage. This also damages
the user quite a lot. */
static const u8 sChloroblastDescription[] = _( static const u8 sChloroblastDescription[] = _(
"An blast that hurts the user\n" "An blast that hurts the user\n"
"and lowers its Action Speed."); "and lowers its Action Speed.");
/* The user launches its amassed chlorophyll to inflict
damage on the target. This also damages the user. */
static const u8 sMountainGaleDescription[] = _( static const u8 sMountainGaleDescription[] = _(
"The user hurls giant chunks\n" "The user hurls giant chunks\n"
"of ice to damage the foe."); "of ice to damage the foe.");
/* The user hurls giant chunks of ice at the target to inflict
damage. This may also make the target flinch. */
static const u8 sVictoryDanceDescription[] = _( static const u8 sVictoryDanceDescription[] = _(
"Dances to raise damage 50%,\n" "Dances to raise damage 50%,\n"
"plus offenses and defenses."); "plus offenses and defenses.");
/* The user performs an intense dance to usher in victory,
boosting its Attack, Defense, and Speed stats. */
static const u8 sHeadlongRushDescription[] = _( static const u8 sHeadlongRushDescription[] = _(
"Hits with a full-body tackle,\n" "Hits with a full-body tackle,\n"
"lowering the foe's Defense."); "lowering the foe's Defense.");
/* The user smashes into the target in a full-body tackle.
This also lowers the users Defense and Sp. Def stats. */
static const u8 sBarbBarrageDescription[] = _( static const u8 sBarbBarrageDescription[] = _(
"Can poison on impact. Powers\n" "Can poison on impact. Powers\n"
"up if the foe has an ailment."); "up if the foe has an ailment.");
/* The user launches countless toxic barbs to inflict
damage. This may also poison the target. This moves
power is doubled if the target is already poisoned. */
static const u8 sEsperWingDescription[] = _( static const u8 sEsperWingDescription[] = _(
"High critical hit ratio.\n" "High critical hit ratio.\n"
"Ups the user's Action Speed."); "Ups the user's Action Speed.");
/* The user slashes the target with aura-enriched wings.
This also boosts the users Speed stat. This move has
a heightened chance of landing a critical hit. */
static const u8 sBitterMaliceDescription[] = _( static const u8 sBitterMaliceDescription[] = _(
"Hurts a foe harder if it has\n" "Hurts a foe harder if it has\n"
"an ailment. Can give FrstBte."); "an ailment. Can give FrstBte.");
/* The user attacks the target with spine-chilling resentment.
This also lowers the targets Attack stat. */
static const u8 sShelterDescription[] = _( static const u8 sShelterDescription[] = _(
"The user hardens their skin\n" "The user hardens their skin\n"
"and obscures itself."); "and obscures itself.");
/* The user makes its skin as hard as an iron shield, sharply
boosting its Defense stat. */
static const u8 sTripleArrowsDescription[] = _( static const u8 sTripleArrowsDescription[] = _(
"Ups critical-hit ratio for 3\n" "Ups critical-hit ratio for 3\n"
"turns. Lowers foe Defenses."); "turns. Lowers foe Defenses.");
/* The user kicks, then fires three arrows. This move has a
heightened chance of landing a critical hit and may also
lower the targets Defense stat or make it flinch. */
static const u8 sInfernalParadeDescription[] = _( static const u8 sInfernalParadeDescription[] = _(
"Hurts a foe harder if it has\n" "Hurts a foe harder if it has\n"
@ -3032,6 +3064,9 @@ static const u8 sCeaselessEdgeDescription[] = _(
static const u8 sBleakwindStormDescription[] = _( static const u8 sBleakwindStormDescription[] = _(
"Hits with brutal, cold winds.\n" "Hits with brutal, cold winds.\n"
"May inflict frostbite."); "May inflict frostbite.");
/* The user attacks with savagely cold winds that cause
both body and spirit to tremble. This may also lower the
Speed stats of opposing Pokémon. */
static const u8 sWildboltStormDescription[] = _( static const u8 sWildboltStormDescription[] = _(
"Hits with a brutal tempest.\n" "Hits with a brutal tempest.\n"
@ -3044,11 +3079,201 @@ static const u8 sSandsearStormDescription[] = _(
static const u8 sLunarBlessingDescription[] = _( static const u8 sLunarBlessingDescription[] = _(
"The user heals themself and\n" "The user heals themself and\n"
"conceals their presence."); "conceals their presence.");
/* The user receives a blessing from the crescent moon,
restoring HP and curing status conditions for itself and
its ally Pokémon currently in the battle. */
static const u8 sTakeHeartDescription[] = _( static const u8 sTakeHeartDescription[] = _(
"The user lifts its spirits to\n" "The user lifts its spirits to\n"
"heal and strengthen itself."); "heal and strengthen itself.");
static const u8 sTeraBlastDescription[] = _(
"Unleashes the user's Tera-type\n"
"energy if Terrastallized.");
static const u8 sSilkTrapDescription[] =_(
"Protects itself, lowering\n"
"Speed on contact.");
static const u8 sAxeKickDescription[] = _(
"May miss and hurt the kicker.\n"
"May cause confusion.");
static const u8 sLastRespectsDescription[] = _(
"This move deals more damage\n"
"for each defeated ally.");
static const u8 sLuminaCrashDescription[] = _(
"A mind-affecting light\n"
"harshly lowers Sp. Def.");
static const u8 sOrderUpDescription[] = _(
"Boosts a user's stats\n"
"depending on Tatsugiri.");
static const u8 sJetPunchDescription[] = _(
"A punch is thrown at blinding\n"
"speed to strike first.");
static const u8 sSpicyExtractDescription[] = _(
"Sharply boosts target's Attack,\n"
"harshly lowers its Defense.");
static const u8 sSpinOutDescription[] = _(
"Furiously strains its legs.\n"
"Harshly lowers user's Speed.");
static const u8 sPopulationBombDescription[] = _(
"The user's fellows hit one\n"
"to ten times in a row.");
static const u8 sIceSpinnerDescription[] = _(
"Ice-covered feet hit a foe\n"
"and destroy the terrain.");
static const u8 sGlaiveRushDescription[] = _(
"Enemy attacks next turn always\n"
"hit with double damage.");
static const u8 sRevivalBlessingDescription[] = _(
"Revives a fainted party {PKMN}\n"
"and restores half of its HP.");
static const u8 sSaltCureDescription[] = _(
"Perpetually damages foe. Super-\n"
"effective against Steel and Water.");
static const u8 sTripleDiveDescription[] = _(
"Hits the target with splashes\n"
"of water three times in a row.");
static const u8 sMortalSpinDescription[] = _(
"Poisons all foes and eliminates\n"
"trapping moves and Leech Seed.");
static const u8 sDoodleDescription[] = _(
"Changes user's and ally's\n"
"Ability into the target's.");
static const u8 sFilletAwayDescription[] = _(
"Sharply boosts offenses and\n"
"Speed by using its own HP.");
static const u8 sKowtowCleaveDescription[] = _(
"Slashes the foe after kowtowing.\n"
"This attack never misses.");
static const u8 sFlowerTrickDescription[] = _(
"A bouquet of flowers never misses\n"
"and always lands a critical hit.");
static const u8 sTorchSongDescription[] = _(
"Scorches the target. Boosts the\n"
"user's Sp. Atk.");
static const u8 sAquaStepDescription[] = _(
"Light and fluid dance steps hit.\n"
"Boosts the user's Speed.");
static const u8 sRagingBullDescription[] = _(
"A bull-like tackle breaks barriers.\n"
"The type depends on the user's form.");
static const u8 sMakeItRainDescription[] = _(
"The user's Sp. Atk stat is lowered.\n"
"Money is earned after battle.");
static const u8 sRuinationDescription[] = _(
"A summoned ruinous disaster cuts\n"
"the target's HP in half.");
static const u8 sCollisionCourseDescription[] = _(
"A massive prehistoric explosion\n"
"that is stronger when supereffective.");
static const u8 sElectroDriftDescription[] = _(
"Futuristic electricity piercing\n"
"that is stronger when supereffective.");
static const u8 sShedTailDescription[] = _(
"Creates a Substitute for itself\n"
"before switching out.");
static const u8 sChillyReceptionDescription[] =_(
"A bad joke summons a snowstorm.\n"
"The user also switches out.");
static const u8 sTidyUpDescription[] = _(
"The user tidies up hazards.\n"
"Its Attack and Speed are raised.");
static const u8 sSnowscapeDescription[] = _(
"Summons a snowstorm that\n"
"strikes every turn.");
static const u8 sPounceDescription[] = _(
"The user pounces on the foe,\n"
"lowering its Speed.");
static const u8 sTrailblazeDescription[] = _(
"The user attacks suddenly,\n"
"raising its Speed.");
static const u8 sChillingWaterDescription[] = _(
"A shower with ice-cold water\n"
"lowers the target's Attack.");
static const u8 sHyperDrillDescription[] = _(
"A spinning pointed part pierces\n"
"through a foe's Protect.");
static const u8 sTwinBeamDescription[] = _(
"Mystical beams from the user's\n"
"eyes hit twice in a row.");
static const u8 sRageFistDescription[] = _(
"The more the user has been hit,\n"
"the stronger the move.");
static const u8 sArmorCannonDescription[] = _(
"A strong attack but lowers\n"
"the defensive stats.");
static const u8 sBitterBladeDescription[] = _(
"An attack that absorbs\n"
"half the damage inflicted.");
static const u8 sDoubleShockDescription[] = _(
"Discharges all electricity,\n"
"losing the Electric type.");
static const u8 sGigatonHammerDescription[] = _(
"Swings a huge hammer. Can't\n"
"be used twice in a row.");
static const u8 sComeuppanceDescription[] = _(
"Retaliates strongly against\n"
"who last hurt the user.");
static const u8 sAquaCutterDescription[] = _(
"Pressurized water cut with a\n"
"high critical-hit ratio.");
static const u8 sBlazingTorqueDescription[] = _(
"---");
static const u8 sWickedTorqueDescription[] = _(
"---");
static const u8 sNoxiousTorqueDescription[] = _(
"---");
static const u8 sCombatTorqueDescription[] = _(
"---");
static const u8 sMagicalTorqueDescription[] = _(
"---");
const u8 gNotDoneYetDescription[] = _( const u8 gNotDoneYetDescription[] = _(
"This move can't be used. Its\n" "This move can't be used. Its\n"
"effect is in development."); "effect is in development.");
@ -3838,4 +4063,52 @@ const u8 *const gMoveDescriptionPointers[MOVES_COUNT - 1] =
[MOVE_SANDSEAR_STORM - 1] = sSandsearStormDescription, [MOVE_SANDSEAR_STORM - 1] = sSandsearStormDescription,
[MOVE_LUNAR_BLESSING - 1] = sLunarBlessingDescription, [MOVE_LUNAR_BLESSING - 1] = sLunarBlessingDescription,
[MOVE_TAKE_HEART - 1] = sTakeHeartDescription, [MOVE_TAKE_HEART - 1] = sTakeHeartDescription,
[MOVE_TERA_BLAST - 1] = sTeraBlastDescription,
[MOVE_SILK_TRAP - 1] = sSilkTrapDescription,
[MOVE_AXE_KICK - 1] = sAxeKickDescription,
[MOVE_LAST_RESPECTS - 1] = sLastRespectsDescription,
[MOVE_LUMINA_CRASH - 1] = sLuminaCrashDescription,
[MOVE_ORDER_UP - 1] = sOrderUpDescription,
[MOVE_JET_PUNCH - 1] = sJetPunchDescription,
[MOVE_SPICY_EXTRACT - 1] = sSpicyExtractDescription,
[MOVE_SPIN_OUT - 1] = sSpinOutDescription,
[MOVE_POPULATION_BOMB - 1] = sPopulationBombDescription,
[MOVE_ICE_SPINNER - 1] = sIceSpinnerDescription,
[MOVE_GLAIVE_RUSH - 1] = sGlaiveRushDescription,
[MOVE_REVIVAL_BLESSING - 1] = sRevivalBlessingDescription,
[MOVE_SALT_CURE - 1] = sSaltCureDescription,
[MOVE_TRIPLE_DIVE - 1] = sTripleDiveDescription,
[MOVE_MORTAL_SPIN - 1] = sMortalSpinDescription,
[MOVE_DOODLE - 1] = sDoodleDescription,
[MOVE_FILLET_AWAY - 1] = sFilletAwayDescription,
[MOVE_KOWTOW_CLEAVE - 1] = sKowtowCleaveDescription,
[MOVE_FLOWER_TRICK - 1] = sFlowerTrickDescription,
[MOVE_TORCH_SONG - 1] = sTorchSongDescription,
[MOVE_AQUA_STEP - 1] = sAquaStepDescription,
[MOVE_RAGING_BULL - 1] = sRagingBullDescription,
[MOVE_MAKE_IT_RAIN - 1] = sMakeItRainDescription,
[MOVE_RUINATION - 1] = sRuinationDescription,
[MOVE_COLLISION_COURSE - 1] = sCollisionCourseDescription,
[MOVE_ELECTRO_DRIFT - 1] = sElectroDriftDescription,
[MOVE_SHED_TAIL - 1] = sShedTailDescription,
[MOVE_CHILLY_RECEPTION - 1] = sChillyReceptionDescription,
[MOVE_TIDY_UP - 1] = sTidyUpDescription,
[MOVE_SNOWSCAPE - 1] = sSnowscapeDescription,
[MOVE_POUNCE - 1] = sPounceDescription,
[MOVE_TRAILBLAZE - 1] = sTrailblazeDescription,
[MOVE_CHILLING_WATER - 1] = sChillingWaterDescription,
[MOVE_HYPER_DRILL - 1] = sHyperDrillDescription,
[MOVE_TWIN_BEAM - 1] = sTwinBeamDescription,
[MOVE_RAGE_FIST - 1] = sRageFistDescription,
[MOVE_ARMOR_CANNON - 1] = sArmorCannonDescription,
[MOVE_BITTER_BLADE - 1] = sBitterBladeDescription,
[MOVE_DOUBLE_SHOCK - 1] = sDoubleShockDescription,
[MOVE_GIGATON_HAMMER - 1] = sGigatonHammerDescription,
[MOVE_COMEUPPANCE - 1] = sComeuppanceDescription,
[MOVE_AQUA_CUTTER - 1] = sAquaCutterDescription,
[MOVE_BLAZING_TORQUE - 1] = sBlazingTorqueDescription,
[MOVE_WICKED_TORQUE - 1] = sWickedTorqueDescription,
[MOVE_NOXIOUS_TORQUE - 1] = sNoxiousTorqueDescription,
[MOVE_COMBAT_TORQUE - 1] = sCombatTorqueDescription,
[MOVE_MAGICAL_TORQUE - 1] = sMagicalTorqueDescription,
}; };

View File

@ -781,6 +781,54 @@ const u8 gMoveNames[MOVES_COUNT][MOVE_NAME_LENGTH + 1] =
[MOVE_SANDSEAR_STORM] = _("Sandsear Storm"), [MOVE_SANDSEAR_STORM] = _("Sandsear Storm"),
[MOVE_LUNAR_BLESSING] = _("Lunar Blessing"), [MOVE_LUNAR_BLESSING] = _("Lunar Blessing"),
[MOVE_TAKE_HEART] = _("Take Heart"), [MOVE_TAKE_HEART] = _("Take Heart"),
[MOVE_TERA_BLAST] = _("Tera Blast"),
[MOVE_SILK_TRAP] = _("Silk Trap"),
[MOVE_AXE_KICK] = _("Axe Kick"),
[MOVE_LAST_RESPECTS] = _("Last Respects"),
[MOVE_LUMINA_CRASH] = _("Lumina Crash"),
[MOVE_ORDER_UP] = _("Order Up"),
[MOVE_JET_PUNCH] = _("Jet Punch"),
[MOVE_SPICY_EXTRACT] = _("Spicy Extract"),
[MOVE_SPIN_OUT] = _("Spin Out"),
[MOVE_POPULATION_BOMB] = _("Population Bomb"),
[MOVE_ICE_SPINNER] = _("Ice Spinner"),
[MOVE_GLAIVE_RUSH] = _("Glaive Rush"),
[MOVE_REVIVAL_BLESSING] = _("Revival Blessing"),
[MOVE_SALT_CURE] = _("Salt Cure"),
[MOVE_TRIPLE_DIVE] = _("Triple Dive"),
[MOVE_MORTAL_SPIN] = _("Mortal Spin"),
[MOVE_DOODLE] = _("Doodle"),
[MOVE_FILLET_AWAY] = _("Fillet Away"),
[MOVE_KOWTOW_CLEAVE] = _("Kowtow Cleave"),
[MOVE_FLOWER_TRICK] = _("Flower Trick"),
[MOVE_TORCH_SONG] = _("Torch Song"),
[MOVE_AQUA_STEP] = _("Aqua Step"),
[MOVE_RAGING_BULL] = _("Raging Bull"),
[MOVE_MAKE_IT_RAIN] = _("Make It Rain"),
[MOVE_RUINATION] = _("Ruination"),
[MOVE_COLLISION_COURSE] = _("Collision Course"),
[MOVE_ELECTRO_DRIFT] = _("Electro Drift"),
[MOVE_SHED_TAIL] = _("Shed Tail"),
[MOVE_CHILLY_RECEPTION] = _("Chilly Reception"),
[MOVE_TIDY_UP] = _("Tidy Up"),
[MOVE_SNOWSCAPE] = _("Snowscape"),
[MOVE_POUNCE] = _("Pounce"),
[MOVE_TRAILBLAZE] = _("Trailblaze"),
[MOVE_CHILLING_WATER] = _("Chilling Water"),
[MOVE_HYPER_DRILL] = _("Hyper Drill"),
[MOVE_TWIN_BEAM] = _("Twin Beam"),
[MOVE_RAGE_FIST] = _("Rage Fist"),
[MOVE_ARMOR_CANNON] = _("Armor Cannon"),
[MOVE_BITTER_BLADE] = _("Bitter Blade"),
[MOVE_DOUBLE_SHOCK] = _("Double Shock"),
[MOVE_GIGATON_HAMMER] = _("Gigaton Hammer"),
[MOVE_COMEUPPANCE] = _("Comeuppance"),
[MOVE_AQUA_CUTTER] = _("Aqua Cutter"),
[MOVE_BLAZING_TORQUE] = _("Blazing Torque"),
[MOVE_WICKED_TORQUE] = _("Wicked Torque"),
[MOVE_NOXIOUS_TORQUE] = _("Noxious Torque"),
[MOVE_COMBAT_TORQUE] = _("Combat Torque"),
[MOVE_MAGICAL_TORQUE] = _("Magical Torque"),
}; };
#else #else
// 12 letters // 12 letters
@ -1565,6 +1613,54 @@ const u8 gMoveNames[MOVES_COUNT][MOVE_NAME_LENGTH + 1] =
[MOVE_SANDSEAR_STORM] = _("SndsearStorm"), [MOVE_SANDSEAR_STORM] = _("SndsearStorm"),
[MOVE_LUNAR_BLESSING] = _("LunarBlessng"), [MOVE_LUNAR_BLESSING] = _("LunarBlessng"),
[MOVE_TAKE_HEART] = _("Take Heart"), [MOVE_TAKE_HEART] = _("Take Heart"),
[MOVE_TERA_BLAST] = _("Tera Blast"),
[MOVE_SILK_TRAP] = _("Silk Trap"),
[MOVE_AXE_KICK] = _("Axe Kick"),
[MOVE_LAST_RESPECTS] = _("LastRespects"),
[MOVE_LUMINA_CRASH] = _("Lumina Crash"),
[MOVE_ORDER_UP] = _("Order Up"),
[MOVE_JET_PUNCH] = _("Jet Punch"),
[MOVE_SPICY_EXTRACT] = _("SpicyExtract"),
[MOVE_SPIN_OUT] = _("Spin Out"),
[MOVE_POPULATION_BOMB] = _("PoplatinBomb"),
[MOVE_ICE_SPINNER] = _("Ice Spinner"),
[MOVE_GLAIVE_RUSH] = _("Glaive Rush"),
[MOVE_REVIVAL_BLESSING] = _("RevivlBlesng"),
[MOVE_SALT_CURE] = _("Salt Cure"),
[MOVE_TRIPLE_DIVE] = _("Triple Dive"),
[MOVE_MORTAL_SPIN] = _("Mortal Spin"),
[MOVE_DOODLE] = _("Doodle"),
[MOVE_FILLET_AWAY] = _("Fillet Away"),
[MOVE_KOWTOW_CLEAVE] = _("KowtowCleave"),
[MOVE_FLOWER_TRICK] = _("Flower Trick"),
[MOVE_TORCH_SONG] = _("Torch Song"),
[MOVE_AQUA_STEP] = _("Aqua Step"),
[MOVE_RAGING_BULL] = _("Raging Bull"),
[MOVE_MAKE_IT_RAIN] = _("Make It Rain"),
[MOVE_RUINATION] = _("Ruination"),
[MOVE_COLLISION_COURSE] = _("ColisinCours"),
[MOVE_ELECTRO_DRIFT] = _("ElectroDrift"),
[MOVE_SHED_TAIL] = _("Shed Tail"),
[MOVE_CHILLY_RECEPTION] = _("ChilReceptin"),
[MOVE_TIDY_UP] = _("Tidy Up"),
[MOVE_SNOWSCAPE] = _("Snowscape"),
[MOVE_POUNCE] = _("Pounce"),
[MOVE_TRAILBLAZE] = _("Trailblaze"),
[MOVE_CHILLING_WATER] = _("ChillingWatr"),
[MOVE_HYPER_DRILL] = _("Hyper Drill"),
[MOVE_TWIN_BEAM] = _("Twin Beam"),
[MOVE_RAGE_FIST] = _("Rage Fist"),
[MOVE_ARMOR_CANNON] = _("Armor Cannon"),
[MOVE_BITTER_BLADE] = _("Bitter Blade"),
[MOVE_DOUBLE_SHOCK] = _("Double Shock"),
[MOVE_GIGATON_HAMMER] = _("GigatonHammr"),
[MOVE_COMEUPPANCE] = _("Comeuppance"),
[MOVE_AQUA_CUTTER] = _("Aqua Cutter"),
[MOVE_BLAZING_TORQUE] = _("BlazngTorque"),
[MOVE_WICKED_TORQUE] = _("WickedTorque"),
[MOVE_NOXIOUS_TORQUE] = _("NoxiusTorque"),
[MOVE_COMBAT_TORQUE] = _("CombatTorque"),
[MOVE_MAGICAL_TORQUE] = _("MagiclTorque"),
}; };
#endif #endif