Adding the last of the used moves

Dark Void and friends aren't in and probably won't be, I dunno yet.

I think Kowtow Cleave is really badass so I gave it to Night Slash too.

Scream Tail and Barunda now have Disarming Voice, which also has its own sound, which is basically Sing but a bit different.

Fake Tears was given its own subanimation to account for the fact it's basically a Water Gun used on yourself.

The FIGHT debug function helps a lot with this whole thing, so test with that.
This commit is contained in:
Llinos Evans 2023-04-29 21:00:17 +01:00
parent 7931dad49d
commit 760121d8fd
16 changed files with 140 additions and 25 deletions

View file

@ -177,6 +177,13 @@ AttackAnimationPointers:
dw CharmAnim
dw SweetKissAnim
dw BulletPunchAnim
dw MirrorShotAnim
dw SmartStrikeAnim
dw FakeTearsAnim
dw FalseSurrenderAnim
dw KowtowCleaveAnim
dw DisarmingVoiceAnim
dw NastyPlotAnim
dw StruggleAnim
assert_table_length NUM_ATTACKS
dw ShowPicAnim
@ -299,7 +306,6 @@ VicegripAnim:
battle_anim VICEGRIP, SUBANIM_0_SLICE_BOTH_SIDES, 0, 8
db -1 ; end
NightSlashAnim:
GuillotineAnim:
battle_anim GUILLOTINE, SUBANIM_0_SLICE_BOTH_SIDES, 0, 6
db -1 ; end
@ -862,6 +868,7 @@ ConfuseRayAnim:
battle_anim NO_MOVE, SE_RESET_SCREEN_PALETTE
db -1 ; end
;ShelterAnim:
WithdrawAnim:
battle_anim DEFENSE_CURL, SE_LIGHT_SCREEN_PALETTE
battle_anim NO_MOVE, SE_SLIDE_MON_DOWN
@ -1147,6 +1154,7 @@ ConversionAnim:
battle_anim NO_MOVE, SE_DARK_SCREEN_FLASH
db -1 ; end
MirrorShotAnim:
TriAttackAnim:
battle_anim TRI_ATTACK, SE_DARK_SCREEN_FLASH
battle_anim NO_MOVE, SUBANIM_1_TRIANGLE_TOSS, 1, 6
@ -1169,6 +1177,42 @@ SubstituteAnim:
battle_anim NO_MOVE, SE_SUBSTITUTE_MON
db -1 ; end
SmartStrikeAnim:
battle_anim GLARE, SE_DARK_SCREEN_FLASH
battle_anim NO_MOVE, SE_RESET_SCREEN_PALETTE
battle_anim SLASH, SUBANIM_0_HORN_JAB_TWICE, 0, 6
battle_anim NO_MOVE, SUBANIM_1_STAR_BIG, 1, 6
;battle_anim SCRATCH, SUBANIM_0_SCRATCHES, 0, 6
db -1 ; end
FakeTearsAnim:
battle_anim WATER_GUN, SUBANIM_0_FAKE_TEARS, 0, 6
db -1 ; end
FalseSurrenderAnim:
battle_anim SUBSTITUTE, SE_SLIDE_MON_OFF
battle_anim NO_MOVE, SUBANIM_0_BALL_POOF, 0, 8
battle_anim AMNESIA, SE_RESET_MON_POSITION
battle_anim TAKE_DOWN, SE_DARK_SCREEN_FLASH
db -1 ; end
NightSlashAnim:
KowtowCleaveAnim:
battle_anim NO_MOVE, SE_DARK_SCREEN_PALETTE
battle_anim SLASH, SUBANIM_0_SCRATCHES, 0, 6
battle_anim NO_MOVE, SE_DARK_SCREEN_FLASH
battle_anim NO_MOVE, SE_RESET_SCREEN_PALETTE
db -1 ; end
DisarmingVoiceAnim:
battle_anim DISARMING_VOICE, SUBANIM_0_HEART_1_MUSIC, 1, 6
db -1 ; end
NastyPlotAnim:
battle_anim AMNESIA, SUBANIM_0_STATUS_CONFUSED, 0, 8
battle_anim AMNESIA, SUBANIM_0_STATUS_CONFUSED, 0, 8
db -1 ; end
BallTossAnim:
battle_anim NO_MOVE, SUBANIM_0_BALL_TOSS_HIGH, 0, 3
db -1 ; end

View file

@ -188,5 +188,12 @@ Moves:
move CHARM, ATTACK_DOWN2_EFFECT, 0, FAIRY, 100, 20
move SWEET_KISS, CONFUSION_EFFECT, 0, FAIRY, 75, 10
move BULLET_PUNCH, NO_ADDITIONAL_EFFECT, 40, STEEL, 100, 30
move STRUGGLE, RECOIL_EFFECT, 50, NORMAL, 100, 10
move MIRROR_SHOT, ACCURACY_DOWN1_EFFECT, 65, STEEL, 85, 10
move SMART_STRIKE, SWIFT_EFFECT, 70, STEEL, 100, 10
move FAKE_TEARS, SPECIAL_DOWN2_EFFECT, 0, DARK, 100, 20
move FALSE_SURRENDER, SWIFT_EFFECT, 80, DARK, 100, 10 ; figure out the actual name another time
move KOWTOW_CLEAVE, SWIFT_EFFECT, 85, DARK, 100, 10
move DISARMING_VOICE, SWIFT_EFFECT, 40, FAIRY, 100, 10
move NASTY_PLOT, SPECIAL_UP2_EFFECT, 0, DARK, 100, 10
move STRUGGLE, RECOIL_EFFECT, 50, NORMAL, 100, 10
assert_table_length NUM_ATTACKS

View file

@ -1,4 +1,4 @@
MoveNames::
MoveNames:: ; 12chr limit
list_start MoveNames
li "POUND"
li "KARATE CHOP"
@ -177,5 +177,12 @@ MoveNames::
li "CHARM"
li "SWEET KISS"
li "BULLET PUNCH"
li "MIRROR SHOT"
li "SMART STRIKE"
li "FAKE TEARS"
li "FALSURRENDER" ; maybe we leave this out. maybe.
li "KOWTOWCLEAVE"
li "DISARMVOICE"
li "NASTY PLOT"
li "STRUGGLE"
assert_list_length NUM_ATTACKS

View file

@ -178,6 +178,13 @@ MoveSoundTable:
db SFX_BATTLE_09, $88, $10 ; CHARM
db SFX_BATTLE_09, $88, $10 ; SWEET_KISS
db SFX_BATTLE_0B, $01, $80 ; BULLET_PUNCH
db SFX_BATTLE_29, $e8, $ff ; MIRROR_SHOT
db SFX_NOT_VERY_EFFECTIVE, $09, $ff ; SMART_STRIKE
db SFX_BATTLE_24, $30, $60 ; FAKE_TEARS
db SFX_BATTLE_20, $00, $60 ; FALSE_SURRENDER
db SFX_NOT_VERY_EFFECTIVE, $11, $ff ; KOWTOW_CLEAVE
db SFX_BATTLE_37, $10, $60 ; DISARMING_VOICE
db SFX_BATTLE_09, $e8, $10 ; NASTY_PLOT
db SFX_BATTLE_0B, $00, $80 ; STRUGGLE
assert_table_length NUM_ATTACKS
db SFX_BATTLE_0B, $00, $80