diff --git a/docs/tutorials/how_to_new_move.md b/docs/tutorials/how_to_new_move.md index 9ddc09b904..e3a2eb0a12 100644 --- a/docs/tutorials/how_to_new_move.md +++ b/docs/tutorials/how_to_new_move.md @@ -28,7 +28,7 @@ Let's look at an example: ```c [MOVE_THUNDER_SHOCK] = { - .name = HANDLE_EXPANDED_MOVE_NAME("ThunderShock", "Thunder Shock"), + .name = COMPOUND_STRING("Thunder Shock"), .description = COMPOUND_STRING( "An electrical attack that\n" "may paralyze the foe."), @@ -51,7 +51,7 @@ Let's look at an example: .contestComboMoves = {COMBO_STARTER_CHARGE}, }, ``` -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`. +Most of the fields here are obvious, but the two important ones for determining what a move actually *does* are `effect` and `additionalEffects`. 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).