Removed references to HANDLE_EXPANDED_MOVE_NAME in docs (#5955)
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@ -28,7 +28,7 @@ Let's look at an example:
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```c
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[MOVE_THUNDER_SHOCK] =
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{
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.name = HANDLE_EXPANDED_MOVE_NAME("ThunderShock", "Thunder Shock"),
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.name = COMPOUND_STRING("Thunder Shock"),
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.description = COMPOUND_STRING(
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"An electrical attack that\n"
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"may paralyze the foe."),
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@ -51,7 +51,7 @@ Let's look at an example:
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.contestComboMoves = {COMBO_STARTER_CHARGE},
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},
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```
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The `HANDLE_EXPANDED_MOVE_NAME` allows the usage of a name of extended character length, so long as the `B_EXPANDED_MOVE_NAMES` is set to `TRUE`, whereas by default it's limited in Gen 3 to 12 characters. Most of the fields here are obvious, but the two important ones for determining what a move actually *does* are `effect` and `additionalEffects`.
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Most of the fields here are obvious, but the two important ones for determining what a move actually *does* are `effect` and `additionalEffects`.
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The `effect` represents how the move actually works when called in battle - it can be a two turn move, or a move that only works if the target is holding an item, for example. How each effect works is pretty much unique, but the way a move of a particular effect is executed is defined by a script [`data/battle_scripts_1.s`](#databattle_scripts_1s), and any *variable* characteristics such as typing or power are defined in either [`src/battle_script_commands.c`](#srcbattle_script_commandsc) or [`src/battle_util.c`](#srcbattle_utilc), depending on the effect. The vast majority of non-status moves are simply `EFFECT_HIT`, in that they deal damage and apply `additionalEffects` (if defined).
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