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https://github.com/thornAvery/jep-hack.git
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revert 093bda0
093bda0This commit is contained in:
parent
178cfd2f2d
commit
919250bd73
67 changed files with 94 additions and 1035 deletions
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@ -291,7 +291,7 @@ BattleAnimations::
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dw BattleAnim_Psybeam ; Synchronize
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dw BattleAnim_StrongArm
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dw BattleAnim_Uppercut
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dw BattleAnim_WaterSport
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dw BattleAnim_WaterGun ; uhhh
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dw BattleAnim_Wind_Ride ; Wind Ride but real
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dw BattleAnim_Flash ; Dazzling Gleam
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dw BattleAnim_Sing ; Disarming Voice
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@ -5055,40 +5055,4 @@ BattleAnim_ShowMon_1:
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anim_incobj 1
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anim_wait 1
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anim_ret
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BattleAnim_WaterSport:
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anim_2gfx ANIM_GFX_SAND, ANIM_GFX_WATER
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anim_if_param_equal $0, .hit
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anim_if_param_equal $2, .fail
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anim_call BattleAnim_TargetObj_2Row
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anim_bgeffect ANIM_BG_DIG, $0, $1, $1
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anim_obj ANIM_OBJ_WATER_SPORT_2, 72, 104, $0
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anim_sound 0, 0, SFX_BUBBLEBEAM
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.loop
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anim_obj ANIM_OBJ_WATER_SPORT_1, 56, 104, $0
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anim_wait 16
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anim_loop 6, .loop
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anim_wait 32
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anim_bgeffect ANIM_BG_HIDE_MON, $0, $1, $0
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anim_wait 8
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anim_incbgeffect ANIM_BG_DIG
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anim_call BattleAnim_ShowMon_0
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anim_ret
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.hit
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anim_bgeffect ANIM_BG_SHAKE_SCREEN_X, $0, $0, $0
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anim_sound 0, 1, SFX_HYDRO_PUMP
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anim_obj ANIM_OBJ_HYDRO_PUMP, 124, 72, $0
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anim_obj ANIM_OBJ_HYDRO_PUMP, 140, 72, $0
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anim_bgeffect ANIM_BG_SHAKE_SCREEN_X, $30, $0, $0
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anim_wait 12
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anim_obj ANIM_OBJ_HYDRO_PUMP, 132, 72, $0
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anim_bgeffect ANIM_BG_SHAKE_SCREEN_Y, $1c, $0, $0
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anim_wait 24
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anim_bgeffect ANIM_BG_SHAKE_SCREEN_Y, $8, $0, $0
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anim_wait 24
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anim_bgeffect ANIM_BG_WITHDRAW, $0, $0, $0
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anim_wait 16
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.fail
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anim_bgeffect ANIM_BG_ENTER_MON, $0, $1, $0
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anim_wait 32
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anim_ret
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@ -1324,8 +1324,8 @@ UppercutDescription:
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next "cause flinching.@"
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WaterSportDescription:
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db "Lowers FIRE move"
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next "power to attack.@"
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db "Lowers FIRE move" ; I really want to change this tbh
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next "power.@"
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DazzlingGleamDescription:
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db "Flashes a bright"
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@ -2097,68 +2097,3 @@ CoinHurl: ; Identical to Return, except it calculates damage differently, and do
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checkfaint
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buildopponentrage
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endmove
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Surf:
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checkobedience
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usedmovetext
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doturn
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critical
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damagestats
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damagecalc
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stab
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damagevariation
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doubleunderwaterdamage
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checkhit
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moveanim
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failuretext
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applydamage
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criticaltext
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supereffectivetext
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buildopponentrage
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kingsrock
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endmove
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Whirlpool:
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checkobedience
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usedmovetext
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doturn
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checkhit
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critical
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damagestats
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damagecalc
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stab
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damagevariation
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doubleunderwaterdamage
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clearmissdamage
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moveanim
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failuretext
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applydamage
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criticaltext
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supereffectivetext
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buildopponentrage
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traptarget
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endmove
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Bounce:
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checkcharge
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checkobedience
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doturn
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charge
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usedmovetext
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critical
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damagestats
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damagecalc
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stab
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damagevariation
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checkhit
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moveanimnosub
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raisesub
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failuretext
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applydamage
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criticaltext
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supereffectivetext
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checkfaint
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buildopponentrage
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paralyzetarget
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kingsrock
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endmove
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@ -159,7 +159,4 @@ MoveEffectsPointers:
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dw Fly
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dw DefenseCurl
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dw CoinHurl
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dw Surf
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dw Whirlpool
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dw Bounce
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assert_table_length NUM_MOVE_EFFECTS
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@ -74,7 +74,7 @@ Moves1:
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move EFFECT_MIST, 0, ICE, 100, 30, 0 ;MIST
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move EFFECT_NORMAL_HIT, 40, WATER, 100, 25, 0 ;WATER_GUN
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move EFFECT_NORMAL_HIT, 120, WATER, 80, 5, 0 ;HYDRO_PUMP
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move EFFECT_SURF, 95, WATER, 100, 15, 0 ;SURF
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move EFFECT_NORMAL_HIT, 95, WATER, 100, 15, 0 ;SURF
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move EFFECT_FREEZE_HIT, 95, ICE, 100, 10, 10 ;ICE_BEAM
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move EFFECT_FREEZE_HIT, 120, ICE, 70, 5, 10 ;BLIZZARD
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move EFFECT_CONFUSE_HIT, 65, PSYCHIC_TYPE, 100, 20, 10 ;PSYBEAM
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@ -267,21 +267,21 @@ Moves1:
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move EFFECT_SP_DEF_DOWN_HIT, 80, GHOST, 100, 15, 20 ;SHADOW_BALL
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move EFFECT_FUTURE_SIGHT, 80, PSYCHIC_TYPE, 90, 15, 0 ;FUTURE_SIGHT
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move EFFECT_DEFENSE_DOWN_HIT, 20, FIGHTING, 100, 15, 50 ;ROCK_SMASH
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move EFFECT_WHIRLPOOL, 15, WATER, 70, 15, 0 ;WHIRLPOOL
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move EFFECT_TRAP_TARGET, 15, WATER, 70, 15, 0 ;WHIRLPOOL
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move EFFECT_BEAT_UP, 10, DARK, 100, 10, 0 ;BEAT_UP
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move EFFECT_FLINCH_HIT, 80, ROCK, 100, 15, 30 ;ROCK_HEAD
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move EFFECT_NORMAL_HIT, 140, ROCK, 70, 5, 0 ;ROCK_SLASH
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move EFFECT_NORMAL_HIT, 50, BUG, 100, 15, 0 ;CROSS_CUTTER
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move EFFECT_SP_ATK_DOWN, 0, NORMAL, 100, 40, 0 ;MEGAPHONE
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move EFFECT_FREEZE_HIT, 100, ICE, 95, 5, 30 ;MYSTIC_ICE
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move EFFECT_BOUNCE, 85, FLYING, 85, 5, 0 ; BOUNCE - with Water Sport now in the game, Bounce's SW97 Water typing is no longer necessary.
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move EFFECT_FLY, 85, WATER, 85, 5, 0 ; BOUNCE - went back and forth on type (making it modern or keeping it spaceworldy), chose spaceworld to diversify the "fly" move category
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move EFFECT_ACCURACY_UP, 85, GRASS, 0, 20, 0 ; BRIGHT_MOSS
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move EFFECT_COIN_HURL, 1, NORMAL, 100, 20, 0 ; COIN_HURL
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move EFFECT_NORMAL_HIT, 85, GROUND, 100, 10, 0 ; UPROOT
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move EFFECT_MIRROR_COAT, 1, PSYCHIC_TYPE, 100, 10, 0 ; SYNCHRONIZE - effect not implemented
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move EFFECT_ATTACK_UP_HIT, 70, STEEL, 90, 10, 10 ; STRONG_ARM
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move EFFECT_FLINCH_HIT, 55, FIGHTING, 80, 15, 30 ; UPPERCUT
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move EFFECT_FLY, 80, WATER, 100, 10, 0 ; WATER_SPORT - Now a Dive clone.
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move EFFECT_NORMAL_HIT, 1, WATER, 1, 15, 0 ; WATER_SPORT - effect not implemented
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move EFFECT_NORMAL_HIT, 55, FLYING, 95, 10, 0 ; WIND_RIDE
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move EFFECT_NORMAL_HIT, 80, FAIRY, 100, 10, 0 ; DAZZLING_GLEAM
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move EFFECT_ALWAYS_HIT, 40, FAIRY, 100, 15, 0 ; DISARMING_VOICE
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