This commit is contained in:
Llinos Evans 2025-07-25 17:31:12 +01:00
parent 178cfd2f2d
commit 919250bd73
67 changed files with 94 additions and 1035 deletions

View file

@ -291,7 +291,7 @@ BattleAnimations::
dw BattleAnim_Psybeam ; Synchronize
dw BattleAnim_StrongArm
dw BattleAnim_Uppercut
dw BattleAnim_WaterSport
dw BattleAnim_WaterGun ; uhhh
dw BattleAnim_Wind_Ride ; Wind Ride but real
dw BattleAnim_Flash ; Dazzling Gleam
dw BattleAnim_Sing ; Disarming Voice
@ -5055,40 +5055,4 @@ BattleAnim_ShowMon_1:
anim_incobj 1
anim_wait 1
anim_ret
BattleAnim_WaterSport:
anim_2gfx ANIM_GFX_SAND, ANIM_GFX_WATER
anim_if_param_equal $0, .hit
anim_if_param_equal $2, .fail
anim_call BattleAnim_TargetObj_2Row
anim_bgeffect ANIM_BG_DIG, $0, $1, $1
anim_obj ANIM_OBJ_WATER_SPORT_2, 72, 104, $0
anim_sound 0, 0, SFX_BUBBLEBEAM
.loop
anim_obj ANIM_OBJ_WATER_SPORT_1, 56, 104, $0
anim_wait 16
anim_loop 6, .loop
anim_wait 32
anim_bgeffect ANIM_BG_HIDE_MON, $0, $1, $0
anim_wait 8
anim_incbgeffect ANIM_BG_DIG
anim_call BattleAnim_ShowMon_0
anim_ret
.hit
anim_bgeffect ANIM_BG_SHAKE_SCREEN_X, $0, $0, $0
anim_sound 0, 1, SFX_HYDRO_PUMP
anim_obj ANIM_OBJ_HYDRO_PUMP, 124, 72, $0
anim_obj ANIM_OBJ_HYDRO_PUMP, 140, 72, $0
anim_bgeffect ANIM_BG_SHAKE_SCREEN_X, $30, $0, $0
anim_wait 12
anim_obj ANIM_OBJ_HYDRO_PUMP, 132, 72, $0
anim_bgeffect ANIM_BG_SHAKE_SCREEN_Y, $1c, $0, $0
anim_wait 24
anim_bgeffect ANIM_BG_SHAKE_SCREEN_Y, $8, $0, $0
anim_wait 24
anim_bgeffect ANIM_BG_WITHDRAW, $0, $0, $0
anim_wait 16
.fail
anim_bgeffect ANIM_BG_ENTER_MON, $0, $1, $0
anim_wait 32
anim_ret

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@ -1324,8 +1324,8 @@ UppercutDescription:
next "cause flinching.@"
WaterSportDescription:
db "Lowers FIRE move"
next "power to attack.@"
db "Lowers FIRE move" ; I really want to change this tbh
next "power.@"
DazzlingGleamDescription:
db "Flashes a bright"

View file

@ -2097,68 +2097,3 @@ CoinHurl: ; Identical to Return, except it calculates damage differently, and do
checkfaint
buildopponentrage
endmove
Surf:
checkobedience
usedmovetext
doturn
critical
damagestats
damagecalc
stab
damagevariation
doubleunderwaterdamage
checkhit
moveanim
failuretext
applydamage
criticaltext
supereffectivetext
buildopponentrage
kingsrock
endmove
Whirlpool:
checkobedience
usedmovetext
doturn
checkhit
critical
damagestats
damagecalc
stab
damagevariation
doubleunderwaterdamage
clearmissdamage
moveanim
failuretext
applydamage
criticaltext
supereffectivetext
buildopponentrage
traptarget
endmove
Bounce:
checkcharge
checkobedience
doturn
charge
usedmovetext
critical
damagestats
damagecalc
stab
damagevariation
checkhit
moveanimnosub
raisesub
failuretext
applydamage
criticaltext
supereffectivetext
checkfaint
buildopponentrage
paralyzetarget
kingsrock
endmove

View file

@ -159,7 +159,4 @@ MoveEffectsPointers:
dw Fly
dw DefenseCurl
dw CoinHurl
dw Surf
dw Whirlpool
dw Bounce
assert_table_length NUM_MOVE_EFFECTS

View file

@ -74,7 +74,7 @@ Moves1:
move EFFECT_MIST, 0, ICE, 100, 30, 0 ;MIST
move EFFECT_NORMAL_HIT, 40, WATER, 100, 25, 0 ;WATER_GUN
move EFFECT_NORMAL_HIT, 120, WATER, 80, 5, 0 ;HYDRO_PUMP
move EFFECT_SURF, 95, WATER, 100, 15, 0 ;SURF
move EFFECT_NORMAL_HIT, 95, WATER, 100, 15, 0 ;SURF
move EFFECT_FREEZE_HIT, 95, ICE, 100, 10, 10 ;ICE_BEAM
move EFFECT_FREEZE_HIT, 120, ICE, 70, 5, 10 ;BLIZZARD
move EFFECT_CONFUSE_HIT, 65, PSYCHIC_TYPE, 100, 20, 10 ;PSYBEAM
@ -267,21 +267,21 @@ Moves1:
move EFFECT_SP_DEF_DOWN_HIT, 80, GHOST, 100, 15, 20 ;SHADOW_BALL
move EFFECT_FUTURE_SIGHT, 80, PSYCHIC_TYPE, 90, 15, 0 ;FUTURE_SIGHT
move EFFECT_DEFENSE_DOWN_HIT, 20, FIGHTING, 100, 15, 50 ;ROCK_SMASH
move EFFECT_WHIRLPOOL, 15, WATER, 70, 15, 0 ;WHIRLPOOL
move EFFECT_TRAP_TARGET, 15, WATER, 70, 15, 0 ;WHIRLPOOL
move EFFECT_BEAT_UP, 10, DARK, 100, 10, 0 ;BEAT_UP
move EFFECT_FLINCH_HIT, 80, ROCK, 100, 15, 30 ;ROCK_HEAD
move EFFECT_NORMAL_HIT, 140, ROCK, 70, 5, 0 ;ROCK_SLASH
move EFFECT_NORMAL_HIT, 50, BUG, 100, 15, 0 ;CROSS_CUTTER
move EFFECT_SP_ATK_DOWN, 0, NORMAL, 100, 40, 0 ;MEGAPHONE
move EFFECT_FREEZE_HIT, 100, ICE, 95, 5, 30 ;MYSTIC_ICE
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.
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
move EFFECT_ACCURACY_UP, 85, GRASS, 0, 20, 0 ; BRIGHT_MOSS
move EFFECT_COIN_HURL, 1, NORMAL, 100, 20, 0 ; COIN_HURL
move EFFECT_NORMAL_HIT, 85, GROUND, 100, 10, 0 ; UPROOT
move EFFECT_MIRROR_COAT, 1, PSYCHIC_TYPE, 100, 10, 0 ; SYNCHRONIZE - effect not implemented
move EFFECT_ATTACK_UP_HIT, 70, STEEL, 90, 10, 10 ; STRONG_ARM
move EFFECT_FLINCH_HIT, 55, FIGHTING, 80, 15, 30 ; UPPERCUT
move EFFECT_FLY, 80, WATER, 100, 10, 0 ; WATER_SPORT - Now a Dive clone.
move EFFECT_NORMAL_HIT, 1, WATER, 1, 15, 0 ; WATER_SPORT - effect not implemented
move EFFECT_NORMAL_HIT, 55, FLYING, 95, 10, 0 ; WIND_RIDE
move EFFECT_NORMAL_HIT, 80, FAIRY, 100, 10, 0 ; DAZZLING_GLEAM
move EFFECT_ALWAYS_HIT, 40, FAIRY, 100, 15, 0 ; DISARMING_VOICE