Jaw Lock, Axe Kick, Spin Out
Jaw Lock needs a test but I'm too lazy to write it
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5eae07e4b9
6 changed files with 22 additions and 25 deletions
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@ -393,7 +393,7 @@ gBattleScriptsForMoveEffects::
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.4byte BattleScript_EffectPhotonGeyser @ EFFECT_PHOTON_GEYSER
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.4byte BattleScript_EffectShellSideArm @ EFFECT_SHELL_SIDE_ARM
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.4byte BattleScript_EffectHit @ EFFECT_TERRAIN_PULSE
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.4byte BattleScript_EffectJawLock @ EFFECT_JAW_LOCK
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.4byte BattleScript_EffectHit @ EFFECT_UNUSED_367
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.4byte BattleScript_EffectNoRetreat @ EFFECT_NO_RETREAT
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.4byte BattleScript_EffectTarShot @ EFFECT_TAR_SHOT
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.4byte BattleScript_EffectPoltergeist @ EFFECT_POLTERGEIST
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@ -428,9 +428,9 @@ gBattleScriptsForMoveEffects::
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.4byte BattleScript_EffectHit @ EFFECT_UNUSED_399
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.4byte BattleScript_EffectHit @ EFFECT_INFERNAL_PARADE
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.4byte BattleScript_EffectTakeHeart @ EFFECT_TAKE_HEART
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.4byte BattleScript_EffectAxeKick @ EFFECT_AXE_KICK
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.4byte BattleScript_EffectHit @ EFFECT_UNUSED_402
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.4byte BattleScript_EffectHit @ EFFECT_COLLISION_COURSE
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.4byte BattleScript_EffectSpinOut @ EFFECT_SPIN_OUT
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.4byte BattleScript_EffectHit @ EFFECT_HIT_404
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.4byte BattleScript_EffectMakeItRain @ EFFECT_MAKE_IT_RAIN
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.4byte BattleScript_EffectCorrosiveGas @ EFFECT_CORROSIVE_GAS
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.4byte BattleScript_EffectHit @ EFFECT_POPULATION_BOMB
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@ -529,14 +529,6 @@ BattleScript_MakeItRainDoubles:
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jumpifword CMP_NO_COMMON_BITS, gHitMarker, HITMARKER_NO_ATTACKSTRING | HITMARKER_NO_PPDEDUCT, BattleScript_NoMoveEffect
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goto BattleScript_MakeItRainContinuous
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BattleScript_EffectSpinOut::
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setmoveeffect MOVE_EFFECT_SPD_MINUS_2 | MOVE_EFFECT_AFFECTS_USER | MOVE_EFFECT_CERTAIN
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goto BattleScript_EffectHit
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BattleScript_EffectAxeKick::
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setmoveeffect MOVE_EFFECT_CONFUSION
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goto BattleScript_EffectRecoilIfMiss
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BattleScript_EffectTakeHeart::
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attackcanceler
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attackstring
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@ -1117,10 +1109,6 @@ BattleScript_EffectNoRetreat:
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waitmessage B_WAIT_TIME_LONG
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goto BattleScript_MoveEnd
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BattleScript_EffectJawLock:
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setmoveeffect MOVE_EFFECT_TRAP_BOTH | MOVE_EFFECT_CERTAIN
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goto BattleScript_EffectHit
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BattleScript_BothCanNoLongerEscape::
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printstring STRINGID_BOTHCANNOLONGERESCAPE
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waitmessage B_WAIT_TIME_LONG
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@ -370,7 +370,7 @@
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#define EFFECT_PHOTON_GEYSER 364
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#define EFFECT_SHELL_SIDE_ARM 365
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#define EFFECT_TERRAIN_PULSE 366
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#define EFFECT_JAW_LOCK 367
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#define EFFECT_UNUSED_367 367
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#define EFFECT_NO_RETREAT 368
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#define EFFECT_TAR_SHOT 369
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#define EFFECT_POLTERGEIST 370
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@ -405,9 +405,9 @@
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#define EFFECT_UNUSED_399 399
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#define EFFECT_INFERNAL_PARADE 400
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#define EFFECT_TAKE_HEART 401
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#define EFFECT_AXE_KICK 402
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#define EFFECT_UNUSED_402 402
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#define EFFECT_COLLISION_COURSE 403
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#define EFFECT_SPIN_OUT 404
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#define EFFECT_HIT_404 404
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#define EFFECT_MAKE_IT_RAIN 405
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#define EFFECT_CORROSIVE_GAS 406
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#define EFFECT_POPULATION_BOMB 407
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@ -448,7 +448,6 @@ static const u16 sPoints_MoveEffect[NUM_BATTLE_MOVE_EFFECTS] =
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[EFFECT_PHOTON_GEYSER] = 0, // TODO: Assign points
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[EFFECT_SHELL_SIDE_ARM] = 0, // TODO: Assign points
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[EFFECT_TERRAIN_PULSE] = 0, // TODO: Assign points
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[EFFECT_JAW_LOCK] = 0, // TODO: Assign points
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[EFFECT_NO_RETREAT] = 0, // TODO: Assign points
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[EFFECT_TAR_SHOT] = 0, // TODO: Assign points
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[EFFECT_POLTERGEIST] = 0, // TODO: Assign points
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@ -12172,7 +12172,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_DYNAMAX] =
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[MOVE_JAW_LOCK] =
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{
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.effect = EFFECT_JAW_LOCK,
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.effect = EFFECT_HIT,
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.power = 80,
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.type = TYPE_DARK,
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.accuracy = 100,
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@ -12184,6 +12184,9 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_DYNAMAX] =
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.zMoveEffect = Z_EFFECT_NONE,
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.makesContact = TRUE,
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.bitingMove = TRUE,
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ADDITIONAL_EFFECTS(
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PRIMARY_EFFECT(MOVE_EFFECT_TRAP_BOTH)
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)
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},
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[MOVE_STUFF_CHEEKS] =
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@ -13705,18 +13708,20 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_DYNAMAX] =
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[MOVE_AXE_KICK] =
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{
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.effect = EFFECT_AXE_KICK,
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.effect = EFFECT_RECOIL_IF_MISS,
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.power = 120,
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.type = TYPE_FIGHTING,
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.accuracy = 90,
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.pp = 10,
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.secondaryEffectChance = 30,
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.target = MOVE_TARGET_SELECTED,
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.priority = 0,
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.split = SPLIT_PHYSICAL,
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.zMoveEffect = Z_EFFECT_NONE,
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.makesContact = TRUE,
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.sheerForceBoost = TRUE,
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ADDITIONAL_EFFECTS(
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SECONDARY_EFFECT(MOVE_EFFECT_CONFUSION, 30)
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)
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},
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[MOVE_LAST_RESPECTS] =
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@ -13802,7 +13807,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_DYNAMAX] =
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[MOVE_SPIN_OUT] =
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{
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.effect = EFFECT_SPIN_OUT,
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.effect = EFFECT_HIT,
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.power = 100,
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.type = TYPE_STEEL,
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.accuracy = 100,
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@ -13813,6 +13818,9 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_DYNAMAX] =
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.split = SPLIT_PHYSICAL,
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.zMoveEffect = Z_EFFECT_NONE,
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.makesContact = TRUE,
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ADDITIONAL_EFFECTS(
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PRIMARY_EFFECT_SELF(MOVE_EFFECT_SPD_MINUS_2)
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)
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},
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[MOVE_POPULATION_BOMB] =
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@ -3,7 +3,8 @@
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ASSUMPTIONS
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{
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ASSUME(gBattleMoves[MOVE_AXE_KICK].effect == EFFECT_AXE_KICK);
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ASSUME(gBattleMoves[MOVE_AXE_KICK].effect == EFFECT_RECOIL_IF_MISS);
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ASSUME(gBattleMoves[MOVE_AXE_KICK].additionalEffects[0].moveEffect == MOVE_EFFECT_CONFUSION);
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}
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SINGLE_BATTLE_TEST("Axe Kick confuses the target")
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@ -3,7 +3,8 @@
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ASSUMPTIONS
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{
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ASSUME(gBattleMoves[MOVE_SPIN_OUT].effect == EFFECT_SPIN_OUT);
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ASSUME(gBattleMoves[MOVE_SPIN_OUT].additionalEffects[0].moveEffect == MOVE_EFFECT_SPD_MINUS_2);
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ASSUME(gBattleMoves[MOVE_SPIN_OUT].additionalEffects[0].self == TRUE);
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}
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SINGLE_BATTLE_TEST("Spin Out lowers speed by 2 stages")
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