4a1a6c5625
* Unified EFFECT_RECOIL Combined EFFECT_RECOIL_25/33/50/33_STATUS into a single EFFECT; added an extra field to BattleMove 'secondaryData' that contains the franction of HP recoil; argument still holds status effect for Flare Blitz/Volt Tackle * BattleMove struct change Added critrate, recoil, multihit fields, made zMove into a union of effect/powerOverride for status/non-status moves respectively. Added new recoil field and zMove field to all moves. To-do: crit rate, multihit * Critrate field added Moves use a critRate field instead of a flag - obsoletes EFFECT_ALWAYS_CRIT * Just a little define Makes clear that critBoost = 3 means ALWAYS CRIT * Added a proper recoil field Just to make it unambiguous and flexible - can finally have a move with 69% recoil. * Fixed AI damage calculation for multi-strike moves * Fixes + removed unused effects * Tests fixes Two to fix: pass when run in isolation but not when the whole group is run, which is annoying... * Minor fixes * Minor tweaks * Fixed move effects * recoil tests --------- Co-authored-by: Alex <alexthenotes@gmail.com> |
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air_balloon.c | ||
attack_up.c | ||
berserk_gene.c | ||
clear_amulet.c | ||
critical_hit_up.c | ||
cure_status.c | ||
custap_berry.c | ||
defense_up.c | ||
eject_button.c | ||
enigma_berry.c | ||
gems.c | ||
jaboca_berry.c | ||
kee_berry.c | ||
leftovers.c | ||
maranga_berry.c | ||
metronome.c | ||
micle_berry.c | ||
mirror_herb.c | ||
quick_claw.c | ||
random_stat_up.c | ||
red_card.c | ||
rowap_berry.c | ||
safety_goggles.c | ||
special_attack_up.c | ||
special_defense_up.c | ||
speed_up.c | ||
utility_umbrella.c | ||
white_herb.c |