Adapting move changes (part 2)

This commit is contained in:
Eduardo Quezada 2020-10-18 11:15:42 -03:00
parent 2ba2751049
commit 30d999bb6f

View file

@ -198,11 +198,15 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
[MOVE_SWORDS_DANCE] =
{
#if B_UPDATED_MOVE_VALUES >= GEN_6
.pp = 20,
#else
.pp = 30,
#endif
.effect = EFFECT_ATTACK_UP_2,
.power = 0,
.type = TYPE_NORMAL,
.accuracy = 0,
.pp = 20,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_USER,
.priority = 0,
@ -254,10 +258,14 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
[MOVE_WHIRLWIND] =
{
#if B_UPDATED_MOVE_VALUES >= GEN_6
.accuracy = 0,
#else
.accuracy = 100,
#endif
.effect = EFFECT_ROAR,
.power = 0,
.type = TYPE_NORMAL,
.accuracy = 0,
.pp = 20,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_SELECTED,
@ -286,10 +294,14 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
[MOVE_BIND] =
{
#if B_UPDATED_MOVE_VALUES >= GEN_5
.accuracy = 85,
#else
.accuracy = 75,
#endif
.effect = EFFECT_TRAP,
.power = 15,
.type = TYPE_NORMAL,
.accuracy = 85,
.pp = 20,
.secondaryEffectChance = 100,
.target = MOVE_TARGET_SELECTED,
@ -520,10 +532,14 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
[MOVE_WRAP] =
{
#if B_UPDATED_MOVE_VALUES >= GEN_5
.accuracy = 90,
#else
.accuracy = 85,
#endif
.effect = EFFECT_TRAP,
.power = 15,
.type = TYPE_NORMAL,
.accuracy = 90,
.pp = 20,
.secondaryEffectChance = 100,
.target = MOVE_TARGET_SELECTED,
@ -684,10 +700,14 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
[MOVE_ROAR] =
{
#if B_UPDATED_MOVE_VALUES >= GEN_6
.accuracy = 0,
#else
.accuracy = 100,
#endif
.effect = EFFECT_ROAR,
.power = 0,
.type = TYPE_NORMAL,
.accuracy = 0,
.pp = 20,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_SELECTED,
@ -740,10 +760,16 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
[MOVE_DISABLE] =
{
#if B_UPDATED_MOVE_VALUES >= GEN_5
.accuracy = 100,
#elif B_UPDATED_MOVE_VALUES == GEN_4
.accuracy = 80,
#else
.accuracy = 55,
#endif
.effect = EFFECT_DISABLE,
.power = 0,
.type = TYPE_NORMAL,
.accuracy = 100,
.pp = 20,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_SELECTED,
@ -984,11 +1010,15 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
[MOVE_SUBMISSION] =
{
#if B_UPDATED_MOVE_VALUES >= GEN_6
.pp = 20,
#else
.pp = 25,
#endif
.effect = EFFECT_RECOIL_25,
.power = 80,
.type = TYPE_FIGHTING,
.accuracy = 80,
.pp = 20,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_SELECTED,
.priority = 0,
@ -1104,11 +1134,15 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
[MOVE_GROWTH] =
{
#if B_UPDATED_MOVE_VALUES >= GEN_6
.pp = 20,
#else
.pp = 40,
#endif
.effect = EFFECT_GROWTH,
.power = 0,
.type = TYPE_NORMAL,
.accuracy = 0,
.pp = 20,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_USER,
.priority = 0,
@ -1289,10 +1323,14 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
[MOVE_THUNDER_WAVE] =
{
#if B_UPDATED_MOVE_VALUES >= GEN_7
.accuracy = 90,
#else
.accuracy = 100,
#endif
.effect = EFFECT_PARALYZE,
.power = 0,
.type = TYPE_ELECTRIC,
.accuracy = 90,
.pp = 20,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_SELECTED,
@ -1381,10 +1419,14 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
[MOVE_TOXIC] =
{
#if B_UPDATED_MOVE_VALUES >= GEN_5
.accuracy = 90,
#else
.accuracy = 85,
#endif
.effect = EFFECT_TOXIC,
.power = 0,
.type = TYPE_POISON,
.accuracy = 90,
.pp = 10,
.secondaryEffectChance = 100,
.target = MOVE_TARGET_SELECTED,
@ -1563,11 +1605,15 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
[MOVE_RECOVER] =
{
#if B_UPDATED_MOVE_VALUES >= GEN_4
.pp = 10,
#else
.pp = 20,
#endif
.effect = EFFECT_RESTORE_HP,
.power = 0,
.type = TYPE_NORMAL,
.accuracy = 0,
.pp = 10,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_USER,
.priority = 0,
@ -1591,11 +1637,15 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
[MOVE_MINIMIZE] =
{
#if B_UPDATED_MOVE_VALUES >= GEN_6
.pp = 10,
#else
.pp = 20,
#endif
.effect = EFFECT_MINIMIZE,
.power = 0,
.type = TYPE_NORMAL,
.accuracy = 0,
.pp = 10,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_USER,
.priority = 0,
@ -1661,11 +1711,15 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
[MOVE_BARRIER] =
{
#if B_UPDATED_MOVE_VALUES >= GEN_6
.pp = 20,
#else
.pp = 30,
#endif
.effect = EFFECT_DEFENSE_UP_2,
.power = 0,
.type = TYPE_PSYCHIC,
.accuracy = 0,
.pp = 20,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_USER,
.priority = 0,
@ -1731,14 +1785,19 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
[MOVE_BIDE] =
{
#if B_UPDATED_MOVE_VALUES >= GEN_4
.accuracy = 0,
.priority = 1,
#else
.accuracy = 100,
.priority = 0,
#endif
.effect = EFFECT_BIDE,
.power = 1,
.type = TYPE_NORMAL,
.accuracy = 0,
.pp = 10,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_USER,
.priority = 1,
.flags = FLAG_MAKES_CONTACT | FLAG_PROTECT_AFFECTED | FLAG_KINGSROCK_AFFECTED,
.split = SPLIT_PHYSICAL,
},
@ -1897,11 +1956,16 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
[MOVE_CLAMP] =
{
#if B_UPDATED_MOVE_VALUES >= GEN_5
.accuracy = 85,
.pp = 15,
#else
.accuracy = 75,
.pp = 10,
#endif
.effect = EFFECT_TRAP,
.power = 35,
.type = TYPE_WATER,
.accuracy = 85,
.pp = 15,
.secondaryEffectChance = 100,
.target = MOVE_TARGET_SELECTED,
.priority = 0,
@ -2036,10 +2100,16 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
[MOVE_GLARE] =
{
#if B_UPDATED_MOVE_VALUES >= GEN_6
.accuracy = 100,
#elif B_UPDATED_MOVE_VALUES == GEN_5
.accuracy = 90,
#else
.accuracy = 75,
#endif
.effect = EFFECT_PARALYZE,
.power = 0,
.type = TYPE_NORMAL,
.accuracy = 100,
.pp = 30,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_SELECTED,
@ -2064,10 +2134,16 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
[MOVE_POISON_GAS] =
{
#if B_UPDATED_MOVE_VALUES >= GEN_6
.accuracy = 90,
#elif B_UPDATED_MOVE_VALUES == GEN_5
.accuracy = 80,
#else
.accuracy = 55,
#endif
.effect = EFFECT_POISON,
.power = 0,
.type = TYPE_POISON,
.accuracy = 90,
.pp = 40,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_BOTH,
@ -2200,10 +2276,14 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
[MOVE_FLASH] =
{
#if B_UPDATED_MOVE_VALUES >= GEN_4
.accuracy = 100,
#else
.accuracy = 70,
#endif
.effect = EFFECT_ACCURACY_DOWN,
.power = 0,
.type = TYPE_NORMAL,
.accuracy = 100,
.pp = 20,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_SELECTED,
@ -2214,10 +2294,14 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
[MOVE_PSYWAVE] =
{
#if B_UPDATED_MOVE_VALUES >= GEN_6
.accuracy = 100,
#else
.accuracy = 80,
#endif
.effect = EFFECT_PSYWAVE,
.power = 1,
.type = TYPE_PSYCHIC,
.accuracy = 100,
.pp = 15,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_SELECTED,
@ -2242,11 +2326,15 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
[MOVE_ACID_ARMOR] =
{
#if B_UPDATED_MOVE_VALUES >= GEN_6
.pp = 20,
#else
.pp = 40,
#endif
.effect = EFFECT_DEFENSE_UP_2,
.power = 0,
.type = TYPE_POISON,
.accuracy = 0,
.pp = 20,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_USER,
.priority = 0,
@ -2446,10 +2534,14 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
[MOVE_STRUGGLE] =
{
#if B_UPDATED_MOVE_VALUES >= GEN_4
.accuracy = 0,
#else
.accuracy = 100,
#endif
.effect = EFFECT_RECOIL_25,
.power = 50,
.type = TYPE_NORMAL,
.accuracy = 0,
.pp = 1,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_SELECTED,
@ -2488,11 +2580,16 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
[MOVE_THIEF] =
{
#if B_UPDATED_MOVE_VALUES >= GEN_6
.power = 60,
.pp = 25,
#else
.power = 40,
.pp = 10,
#endif
.effect = EFFECT_THIEF,
.power = 60,
.type = TYPE_DARK,
.accuracy = 100,
.pp = 25,
.secondaryEffectChance = 100,
.target = MOVE_TARGET_SELECTED,
.priority = 0,
@ -2516,10 +2613,14 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
[MOVE_MIND_READER] =
{
#if B_UPDATED_MOVE_VALUES >= GEN_4
.accuracy = 0,
#else
.accuracy = 100,
#endif
.effect = EFFECT_LOCK_ON,
.power = 0,
.type = TYPE_NORMAL,
.accuracy = 0,
.pp = 5,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_SELECTED,
@ -2530,10 +2631,14 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
[MOVE_NIGHTMARE] =
{
#if B_UPDATED_MOVE_VALUES >= GEN_4
.accuracy = 100,
#else
.accuracy = 0,
#endif
.effect = EFFECT_NIGHTMARE,
.power = 0,
.type = TYPE_GHOST,
.accuracy = 100,
.pp = 15,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_SELECTED,
@ -2632,10 +2737,14 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
[MOVE_COTTON_SPORE] =
{
#if B_UPDATED_MOVE_VALUES >= GEN_5
.accuracy = 100,
#else
.accuracy = 85,
#endif
.effect = EFFECT_SPEED_DOWN_2,
.power = 0,
.type = TYPE_GRASS,
.accuracy = 100,
.pp = 40,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_BOTH,
@ -2716,10 +2825,14 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
[MOVE_SCARY_FACE] =
{
#if B_UPDATED_MOVE_VALUES >= GEN_5
.accuracy = 100,
#else
.accuracy = 90,
#endif
.effect = EFFECT_SPEED_DOWN_2,
.power = 0,
.type = TYPE_NORMAL,
.accuracy = 100,
.pp = 10,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_SELECTED,
@ -2846,10 +2959,14 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
[MOVE_FORESIGHT] =
{
#if B_UPDATED_MOVE_VALUES >= GEN_4
.accuracy = 0,
#else
.accuracy = 100,
#endif
.effect = EFFECT_FORESIGHT,
.power = 0,
.type = TYPE_NORMAL,
.accuracy = 0,
.pp = 40,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_SELECTED,
@ -2916,10 +3033,14 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
[MOVE_BONE_RUSH] =
{
#if B_UPDATED_MOVE_VALUES >= GEN_5
.accuracy = 90,
#else
.accuracy = 80,
#endif
.effect = EFFECT_MULTI_HIT,
.power = 25,
.type = TYPE_GROUND,
.accuracy = 90,
.pp = 10,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_SELECTED,
@ -2930,10 +3051,14 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
[MOVE_LOCK_ON] =
{
#if B_UPDATED_MOVE_VALUES >= GEN_4
.accuracy = 100,
#else
.accuracy = 0,
#endif
.effect = EFFECT_LOCK_ON,
.power = 0,
.type = TYPE_NORMAL,
.accuracy = 0,
.pp = 5,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_SELECTED,
@ -3058,10 +3183,14 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
[MOVE_SWAGGER] =
{
#if B_UPDATED_MOVE_VALUES >= GEN_7
.accuracy = 85,
#else
.accuracy = 90,
#endif
.effect = EFFECT_SWAGGER,
.power = 0,
.type = TYPE_NORMAL,
.accuracy = 85,
.pp = 15,
.secondaryEffectChance = 100,
.target = MOVE_TARGET_SELECTED,
@ -3753,11 +3882,15 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
[MOVE_STOCKPILE] =
{
#if B_UPDATED_MOVE_VALUES >= GEN_4
.pp = 20,
#else
.pp = 10,
#endif
.effect = EFFECT_STOCKPILE,
.power = 0,
.type = TYPE_NORMAL,
.accuracy = 0,
.pp = 20,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_USER,
.priority = 0,
@ -3859,10 +3992,14 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
[MOVE_WILL_O_WISP] =
{
#if B_UPDATED_MOVE_VALUES >= GEN_6
.accuracy = 85,
#else
.accuracy = 75,
#endif
.effect = EFFECT_WILL_O_WISP,
.power = 0,
.type = TYPE_FIRE,
.accuracy = 85,
.pp = 15,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_SELECTED,
@ -4655,10 +4792,14 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
[MOVE_ODOR_SLEUTH] =
{
#if B_UPDATED_MOVE_VALUES >= GEN_4
.accuracy = 0,
#else
.accuracy = 100,
#endif
.effect = EFFECT_FORESIGHT,
.power = 0,
.type = TYPE_NORMAL,
.accuracy = 0,
.pp = 40,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_SELECTED,
@ -4801,11 +4942,15 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
[MOVE_EXTRASENSORY] =
{
#if B_UPDATED_MOVE_VALUES >= GEN_6
.pp = 20,
#else
.pp = 30,
#endif
.effect = EFFECT_FLINCH_MINIMIZE_HIT,
.power = 80,
.type = TYPE_PSYCHIC,
.accuracy = 100,
.pp = 20,
.secondaryEffectChance = 10,
.target = MOVE_TARGET_SELECTED,
.priority = 0,
@ -5168,10 +5313,14 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
[MOVE_ROCK_BLAST] =
{
#if B_UPDATED_MOVE_VALUES >= GEN_5
.accuracy = 90,
#else
.accuracy = 80,
#endif
.effect = EFFECT_MULTI_HIT,
.power = 25,
.type = TYPE_ROCK,
.accuracy = 90,
.pp = 10,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_SELECTED,
@ -5212,14 +5361,14 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
{
#if B_UPDATED_MOVE_VALUES >= GEN_5
.power = 140,
.pp = 100,
.accuracy = 100,
#else
.power = 120,
.pp = 85,
.accuracy = 85,
#endif
.effect = EFFECT_FUTURE_SIGHT,
.type = TYPE_STEEL,
.accuracy = 100,
.pp = 5,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_SELECTED,
.priority = 0,
@ -5406,11 +5555,15 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
[MOVE_TAILWIND] =
{
#if B_UPDATED_MOVE_VALUES >= GEN_6
.pp = 15,
#else
.pp = 30,
#endif
.effect = EFFECT_TAILWIND,
.power = 0,
.type = TYPE_FLYING,
.accuracy = 0,
.pp = 15,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_USER,
.priority = 0,
@ -5536,10 +5689,14 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
[MOVE_PSYCHO_SHIFT] =
{
#if B_UPDATED_MOVE_VALUES >= GEN_6
.accuracy = 100,
#else
.accuracy = 90,
#endif
.effect = EFFECT_PSYCHO_SHIFT,
.power = 0,
.type = TYPE_PSYCHIC,
.accuracy = 100,
.pp = 10,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_SELECTED,
@ -5941,11 +6098,15 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
[MOVE_AIR_SLASH] =
{
#if B_UPDATED_MOVE_VALUES >= GEN_6
.pp = 15,
#else
.pp = 20,
#endif
.effect = EFFECT_FLINCH_HIT,
.power = 75,
.type = TYPE_FLYING,
.accuracy = 95,
.pp = 15,
.secondaryEffectChance = 30,
.target = MOVE_TARGET_SELECTED,
.priority = 0,
@ -6501,10 +6662,14 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
[MOVE_GUNK_SHOT] =
{
#if B_UPDATED_MOVE_VALUES >= GEN_6
.accuracy = 80,
#else
.accuracy = 70,
#endif
.effect = EFFECT_POISON_HIT,
.power = 120,
.type = TYPE_POISON,
.accuracy = 80,
.pp = 5,
.secondaryEffectChance = 30,
.target = MOVE_TARGET_SELECTED,
@ -6835,10 +7000,14 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
[MOVE_DARK_VOID] =
{
#if B_UPDATED_MOVE_VALUES >= GEN_7
.accuracy = 50,
#else
.accuracy = 80,
#endif
.effect = EFFECT_SLEEP,
.power = 0,
.type = TYPE_DARK,
.accuracy = 50,
.pp = 10,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_BOTH,
@ -7844,11 +8013,15 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
[MOVE_SACRED_SWORD] =
{
#if B_UPDATED_MOVE_VALUES >= GEN_6
.pp = 15,
#else
.pp = 20,
#endif
.effect = EFFECT_HIT,
.power = 90,
.type = TYPE_FIGHTING,
.accuracy = 100,
.pp = 15,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_SELECTED,
.priority = 0,
@ -8473,10 +8646,14 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
[MOVE_TOPSY_TURVY] =
{
#if B_UPDATED_MOVE_VALUES >= GEN_7
.accuracy = 0,
#else
.accuracy = 100,
#endif
.effect = EFFECT_TOPSY_TURVY,
.power = 0,
.type = TYPE_DARK,
.accuracy = 0,
.pp = 20,
.secondaryEffectChance = 0,
.target = MOVE_TARGET_SELECTED,