Jaw Lock, Axe Kick, Spin Out

Jaw Lock needs a test but I'm too lazy to write it
This commit is contained in:
Nephrite 2023-11-23 23:43:11 +09:00
parent b7d77ad59e
commit 5eae07e4b9
6 changed files with 22 additions and 25 deletions

View file

@ -393,7 +393,7 @@ gBattleScriptsForMoveEffects::
.4byte BattleScript_EffectPhotonGeyser @ EFFECT_PHOTON_GEYSER
.4byte BattleScript_EffectShellSideArm @ EFFECT_SHELL_SIDE_ARM
.4byte BattleScript_EffectHit @ EFFECT_TERRAIN_PULSE
.4byte BattleScript_EffectJawLock @ EFFECT_JAW_LOCK
.4byte BattleScript_EffectHit @ EFFECT_UNUSED_367
.4byte BattleScript_EffectNoRetreat @ EFFECT_NO_RETREAT
.4byte BattleScript_EffectTarShot @ EFFECT_TAR_SHOT
.4byte BattleScript_EffectPoltergeist @ EFFECT_POLTERGEIST
@ -428,9 +428,9 @@ gBattleScriptsForMoveEffects::
.4byte BattleScript_EffectHit @ EFFECT_UNUSED_399
.4byte BattleScript_EffectHit @ EFFECT_INFERNAL_PARADE
.4byte BattleScript_EffectTakeHeart @ EFFECT_TAKE_HEART
.4byte BattleScript_EffectAxeKick @ EFFECT_AXE_KICK
.4byte BattleScript_EffectHit @ EFFECT_UNUSED_402
.4byte BattleScript_EffectHit @ EFFECT_COLLISION_COURSE
.4byte BattleScript_EffectSpinOut @ EFFECT_SPIN_OUT
.4byte BattleScript_EffectHit @ EFFECT_HIT_404
.4byte BattleScript_EffectMakeItRain @ EFFECT_MAKE_IT_RAIN
.4byte BattleScript_EffectCorrosiveGas @ EFFECT_CORROSIVE_GAS
.4byte BattleScript_EffectHit @ EFFECT_POPULATION_BOMB
@ -529,14 +529,6 @@ BattleScript_MakeItRainDoubles:
jumpifword CMP_NO_COMMON_BITS, gHitMarker, HITMARKER_NO_ATTACKSTRING | HITMARKER_NO_PPDEDUCT, BattleScript_NoMoveEffect
goto BattleScript_MakeItRainContinuous
BattleScript_EffectSpinOut::
setmoveeffect MOVE_EFFECT_SPD_MINUS_2 | MOVE_EFFECT_AFFECTS_USER | MOVE_EFFECT_CERTAIN
goto BattleScript_EffectHit
BattleScript_EffectAxeKick::
setmoveeffect MOVE_EFFECT_CONFUSION
goto BattleScript_EffectRecoilIfMiss
BattleScript_EffectTakeHeart::
attackcanceler
attackstring
@ -1117,10 +1109,6 @@ BattleScript_EffectNoRetreat:
waitmessage B_WAIT_TIME_LONG
goto BattleScript_MoveEnd
BattleScript_EffectJawLock:
setmoveeffect MOVE_EFFECT_TRAP_BOTH | MOVE_EFFECT_CERTAIN
goto BattleScript_EffectHit
BattleScript_BothCanNoLongerEscape::
printstring STRINGID_BOTHCANNOLONGERESCAPE
waitmessage B_WAIT_TIME_LONG

View file

@ -370,7 +370,7 @@
#define EFFECT_PHOTON_GEYSER 364
#define EFFECT_SHELL_SIDE_ARM 365
#define EFFECT_TERRAIN_PULSE 366
#define EFFECT_JAW_LOCK 367
#define EFFECT_UNUSED_367 367
#define EFFECT_NO_RETREAT 368
#define EFFECT_TAR_SHOT 369
#define EFFECT_POLTERGEIST 370
@ -405,9 +405,9 @@
#define EFFECT_UNUSED_399 399
#define EFFECT_INFERNAL_PARADE 400
#define EFFECT_TAKE_HEART 401
#define EFFECT_AXE_KICK 402
#define EFFECT_UNUSED_402 402
#define EFFECT_COLLISION_COURSE 403
#define EFFECT_SPIN_OUT 404
#define EFFECT_HIT_404 404
#define EFFECT_MAKE_IT_RAIN 405
#define EFFECT_CORROSIVE_GAS 406
#define EFFECT_POPULATION_BOMB 407

View file

@ -448,7 +448,6 @@ static const u16 sPoints_MoveEffect[NUM_BATTLE_MOVE_EFFECTS] =
[EFFECT_PHOTON_GEYSER] = 0, // TODO: Assign points
[EFFECT_SHELL_SIDE_ARM] = 0, // TODO: Assign points
[EFFECT_TERRAIN_PULSE] = 0, // TODO: Assign points
[EFFECT_JAW_LOCK] = 0, // TODO: Assign points
[EFFECT_NO_RETREAT] = 0, // TODO: Assign points
[EFFECT_TAR_SHOT] = 0, // TODO: Assign points
[EFFECT_POLTERGEIST] = 0, // TODO: Assign points

View file

@ -12172,7 +12172,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_DYNAMAX] =
[MOVE_JAW_LOCK] =
{
.effect = EFFECT_JAW_LOCK,
.effect = EFFECT_HIT,
.power = 80,
.type = TYPE_DARK,
.accuracy = 100,
@ -12184,6 +12184,9 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_DYNAMAX] =
.zMoveEffect = Z_EFFECT_NONE,
.makesContact = TRUE,
.bitingMove = TRUE,
ADDITIONAL_EFFECTS(
PRIMARY_EFFECT(MOVE_EFFECT_TRAP_BOTH)
)
},
[MOVE_STUFF_CHEEKS] =
@ -13705,18 +13708,20 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_DYNAMAX] =
[MOVE_AXE_KICK] =
{
.effect = EFFECT_AXE_KICK,
.effect = EFFECT_RECOIL_IF_MISS,
.power = 120,
.type = TYPE_FIGHTING,
.accuracy = 90,
.pp = 10,
.secondaryEffectChance = 30,
.target = MOVE_TARGET_SELECTED,
.priority = 0,
.split = SPLIT_PHYSICAL,
.zMoveEffect = Z_EFFECT_NONE,
.makesContact = TRUE,
.sheerForceBoost = TRUE,
ADDITIONAL_EFFECTS(
SECONDARY_EFFECT(MOVE_EFFECT_CONFUSION, 30)
)
},
[MOVE_LAST_RESPECTS] =
@ -13802,7 +13807,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_DYNAMAX] =
[MOVE_SPIN_OUT] =
{
.effect = EFFECT_SPIN_OUT,
.effect = EFFECT_HIT,
.power = 100,
.type = TYPE_STEEL,
.accuracy = 100,
@ -13813,6 +13818,9 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_DYNAMAX] =
.split = SPLIT_PHYSICAL,
.zMoveEffect = Z_EFFECT_NONE,
.makesContact = TRUE,
ADDITIONAL_EFFECTS(
PRIMARY_EFFECT_SELF(MOVE_EFFECT_SPD_MINUS_2)
)
},
[MOVE_POPULATION_BOMB] =

View file

@ -3,7 +3,8 @@
ASSUMPTIONS
{
ASSUME(gBattleMoves[MOVE_AXE_KICK].effect == EFFECT_AXE_KICK);
ASSUME(gBattleMoves[MOVE_AXE_KICK].effect == EFFECT_RECOIL_IF_MISS);
ASSUME(gBattleMoves[MOVE_AXE_KICK].additionalEffects[0].moveEffect == MOVE_EFFECT_CONFUSION);
}
SINGLE_BATTLE_TEST("Axe Kick confuses the target")

View file

@ -3,7 +3,8 @@
ASSUMPTIONS
{
ASSUME(gBattleMoves[MOVE_SPIN_OUT].effect == EFFECT_SPIN_OUT);
ASSUME(gBattleMoves[MOVE_SPIN_OUT].additionalEffects[0].moveEffect == MOVE_EFFECT_SPD_MINUS_2);
ASSUME(gBattleMoves[MOVE_SPIN_OUT].additionalEffects[0].self == TRUE);
}
SINGLE_BATTLE_TEST("Spin Out lowers speed by 2 stages")