mirror of
https://gitlab.com/xCrystal/pokecrystal-board.git
synced 2024-09-09 09:51:34 -07:00
commit
056c240366
@ -326,7 +326,7 @@ AIScoring_Smart: ; 386be
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dbw EFFECT_BIND, AIScoring_Bind
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dbw EFFECT_BIND, AIScoring_Bind
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dbw EFFECT_UNUSED_2B, AIScoring_Unused2B
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dbw EFFECT_UNUSED_2B, AIScoring_Unused2B
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dbw EFFECT_CONFUSE, AIScoring_Confuse
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dbw EFFECT_CONFUSE, AIScoring_Confuse
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dbw EFFECT_SP_DEFENSE_UP_2, AIScoring_SpDefenseUp2
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dbw EFFECT_SP_DEF_UP_2, AIScoring_SpDefenseUp2
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dbw EFFECT_REFLECT, AIScoring_Reflect
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dbw EFFECT_REFLECT, AIScoring_Reflect
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dbw EFFECT_PARALYZE, AIScoring_Paralyze
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dbw EFFECT_PARALYZE, AIScoring_Paralyze
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dbw EFFECT_SPEED_DOWN_HIT, AIScoring_SpeedDownHit
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dbw EFFECT_SPEED_DOWN_HIT, AIScoring_SpeedDownHit
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@ -475,7 +475,7 @@ Function3c314: ; 3c314
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ld a, [$d0ec]
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ld a, [$d0ec]
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and a
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and a
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jp nz, .asm_3c3f1
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jp nz, .asm_3c3f1
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call Function3c5b4
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call CompareMovePriority
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jr z, .asm_3c36d
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jr z, .asm_3c36d
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jp c, .asm_3c3f1
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jp c, .asm_3c3f1
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jp Function3c3f3
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jp Function3c3f3
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@ -848,7 +848,10 @@ AlwaysFleeMons: ; 3c5b1
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; 3c5b4
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; 3c5b4
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Function3c5b4: ; 3c5b4
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CompareMovePriority: ; 3c5b4
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; Compare the priority of the player and enemy's moves.
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; Return carry if the player goes first, or z if they match.
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ld a, [CurPlayerMove]
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ld a, [CurPlayerMove]
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call GetMovePriority
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call GetMovePriority
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ld b, a
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ld b, a
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@ -861,50 +864,57 @@ Function3c5b4: ; 3c5b4
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; 3c5c5
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; 3c5c5
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GetMovePriority: ; 3c5c5
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GetMovePriority: ; 3c5c5
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; Return the priority (0-3) of move a.
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ld b, a
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ld b, a
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; Vital throw goes last.
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cp VITAL_THROW
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cp VITAL_THROW
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ld a, 0
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ld a, 0
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ret z
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ret z
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call Function3c5ec
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ld hl, .data_3c5df
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call GetMoveEffect
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ld hl, MoveEffectPriorities
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.loop
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.loop
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ld a, [hli]
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ld a, [hli]
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cp b
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cp b
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jr z, .asm_3c5dd
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jr z, .done
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inc hl
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inc hl
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cp $ff
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cp -1
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jr nz, .loop
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jr nz, .loop
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ld a, 1
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ld a, 1
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ret
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ret
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.asm_3c5dd
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.done
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ld a, [hl]
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ld a, [hl]
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ret
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ret
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; 3c5df
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; 3c5df
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.data_3c5df
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MoveEffectPriorities: ; 3c5df
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db EFFECT_PROTECT, 3
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db EFFECT_PROTECT, 3
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db EFFECT_ENDURE, 3
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db EFFECT_ENDURE, 3
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db EFFECT_PRIORITY_HIT, 2
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db EFFECT_PRIORITY_HIT, 2
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db EFFECT_WHIRLWIND, 0
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db EFFECT_WHIRLWIND, 0
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db EFFECT_COUNTER, 0
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db EFFECT_COUNTER, 0
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db EFFECT_MIRROR_COAT, 0
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db EFFECT_MIRROR_COAT, 0
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db $ff
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db -1
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; 3c5ec
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; 3c5ec
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Function3c5ec: ; 3c5ec
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GetMoveEffect: ; 3c5ec
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ld a, b
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ld a, b
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dec a
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dec a
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ld hl, $5afc
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ld hl, Moves + MOVE_EFFECT
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ld bc, $0007
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ld bc, Move2 - Move1
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call AddNTimes
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call AddNTimes
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ld a, $10
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ld a, BANK(Moves)
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call GetFarByte
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call GetFarByte
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ld b, a
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ld b, a
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ret
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ret
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; 3c5fe
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; 3c5fe
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Function3c5fe: ; 3c5fe
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Function3c5fe: ; 3c5fe
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call Function309d
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call Function309d
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call Function3c543
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call Function3c543
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@ -3399,11 +3409,11 @@ Function3d5d7: ; 3d5d7
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push de
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push de
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push bc
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push bc
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dec a
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dec a
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ld hl, $5afb
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ld hl, Moves + MOVE_ANIM
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ld bc, $0007
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ld bc, Move2 - Move1
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call AddNTimes
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call AddNTimes
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ld de, EnemyMoveAnimation
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ld de, EnemyMoveAnimation
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ld a, $10
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ld a, BANK(Moves)
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call FarCopyBytes
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call FarCopyBytes
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call SetEnemyTurn
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call SetEnemyTurn
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callab Function0x347c8
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callab Function0x347c8
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@ -4282,7 +4292,7 @@ Function3dc5b: ; 3dc5b
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ld a, $10
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ld a, $10
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call GetBattleVar
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call GetBattleVar
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ld b, a
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ld b, a
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call Function3c5ec
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call GetMoveEffect
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ld a, b
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ld a, b
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cp $80
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cp $80
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jr nz, .asm_3dce4
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jr nz, .asm_3dce4
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@ -4469,7 +4469,7 @@ BattleCommand40: ; 35813
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ret z
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ret z
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ld b, a
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ld b, a
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callab Function3c5ec
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callab GetMoveEffect
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ld a, b
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ld a, b
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cp $59
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cp $59
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@ -5095,7 +5095,7 @@ BattleCommand48: ; 35b33
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push bc
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push bc
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ld b, a
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ld b, a
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callab Function3c5ec
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callab GetMoveEffect
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ld a, b
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ld a, b
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pop bc
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pop bc
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@ -10181,7 +10181,7 @@ BattleCommand9a: ; 37c95
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and a
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and a
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ret z
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ret z
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ld b, a
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ld b, a
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callab Function3c5ec
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callab GetMoveEffect
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ld a, b
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ld a, b
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cp $90
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cp $90
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ret z
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ret z
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@ -1,258 +1,270 @@
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Moves: ; 41afb
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; Characteristics of each move
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; Characteristics of each move
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; animation, effect, power, type, accuracy, PP, effect chance
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; animation, effect, power, type, accuracy, PP, effect chance
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Move1:
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move: MACRO
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db POUND, EFFECT_NORMAL_HIT, 40, NORMAL, $ff, 35, $00
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db \1 ; animation
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Move2:
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db \2 ; effect
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db KARATE_CHOP, EFFECT_NORMAL_HIT, 50, FIGHTING, $ff, 25, $00
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db \3 ; power
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db DOUBLESLAP, EFFECT_MULTI_HIT, 15, NORMAL, $d8, 10, $00
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db \4 ; type
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db COMET_PUNCH, EFFECT_MULTI_HIT, 18, NORMAL, $d8, 15, $00
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db \5 * $ff / 100 ; accuracy (percent)
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db MEGA_PUNCH, EFFECT_NORMAL_HIT, 80, NORMAL, $d8, 20, $00
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db \6 ; pp
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db PAY_DAY, EFFECT_PAY_DAY, 40, NORMAL, $ff, 20, $00
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db \7 * $ff / 100 ; effect chance (percent)
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db FIRE_PUNCH, EFFECT_BURN_HIT, 75, FIRE, $ff, 15, $19
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ENDM
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db ICE_PUNCH, EFFECT_FREEZE_HIT, 75, ICE, $ff, 15, $19
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db THUNDERPUNCH, EFFECT_PARALYZE_HIT, 75, ELECTRIC, $ff, 15, $19
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Move1:
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db SCRATCH, EFFECT_NORMAL_HIT, 40, NORMAL, $ff, 35, $00
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move POUND, EFFECT_NORMAL_HIT, 40, NORMAL, 100, 35, 0
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db VICEGRIP, EFFECT_NORMAL_HIT, 55, NORMAL, $ff, 30, $00
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Move2:
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db GUILLOTINE, EFFECT_OHKO, 0, NORMAL, $4c, 5, $00
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move KARATE_CHOP, EFFECT_NORMAL_HIT, 50, FIGHTING, 100, 25, 0
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db RAZOR_WIND, EFFECT_RAZOR_WIND, 80, NORMAL, $bf, 10, $00
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move DOUBLESLAP, EFFECT_MULTI_HIT, 15, NORMAL, 85, 10, 0
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db SWORDS_DANCE, EFFECT_ATTACK_UP_2, 0, NORMAL, $ff, 30, $00
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move COMET_PUNCH, EFFECT_MULTI_HIT, 18, NORMAL, 85, 15, 0
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db CUT, EFFECT_NORMAL_HIT, 50, NORMAL, $f2, 30, $00
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move MEGA_PUNCH, EFFECT_NORMAL_HIT, 80, NORMAL, 85, 20, 0
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db GUST, EFFECT_GUST, 40, FLYING, $ff, 35, $00
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move PAY_DAY, EFFECT_PAY_DAY, 40, NORMAL, 100, 20, 0
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db WING_ATTACK, EFFECT_NORMAL_HIT, 60, FLYING, $ff, 35, $00
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move FIRE_PUNCH, EFFECT_BURN_HIT, 75, FIRE, 100, 15, 10
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db WHIRLWIND, EFFECT_WHIRLWIND, 0, NORMAL, $ff, 20, $00
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move ICE_PUNCH, EFFECT_FREEZE_HIT, 75, ICE, 100, 15, 10
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db FLY, EFFECT_FLY, 70, FLYING, $f2, 15, $00
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move THUNDERPUNCH, EFFECT_PARALYZE_HIT, 75, ELECTRIC, 100, 15, 10
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db BIND, EFFECT_BIND, 15, NORMAL, $bf, 20, $00
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move SCRATCH, EFFECT_NORMAL_HIT, 40, NORMAL, 100, 35, 0
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db SLAM, EFFECT_NORMAL_HIT, 80, NORMAL, $bf, 20, $00
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move VICEGRIP, EFFECT_NORMAL_HIT, 55, NORMAL, 100, 30, 0
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db VINE_WHIP, EFFECT_NORMAL_HIT, 35, GRASS, $ff, 10, $00
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move GUILLOTINE, EFFECT_OHKO, 0, NORMAL, 30, 5, 0
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db STOMP, EFFECT_STOMP, 65, NORMAL, $ff, 20, $4c
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move RAZOR_WIND, EFFECT_RAZOR_WIND, 80, NORMAL, 75, 10, 0
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db DOUBLE_KICK, EFFECT_DOUBLE_HIT, 30, FIGHTING, $ff, 30, $00
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move SWORDS_DANCE, EFFECT_ATTACK_UP_2, 0, NORMAL, 100, 30, 0
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db MEGA_KICK, EFFECT_NORMAL_HIT, 120, NORMAL, $bf, 5, $00
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move CUT, EFFECT_NORMAL_HIT, 50, NORMAL, 95, 30, 0
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db JUMP_KICK, EFFECT_JUMP_KICK, 70, FIGHTING, $f2, 25, $00
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move GUST, EFFECT_GUST, 40, FLYING, 100, 35, 0
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db ROLLING_KICK, EFFECT_FLINCH_HIT, 60, FIGHTING, $d8, 15, $4c
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move WING_ATTACK, EFFECT_NORMAL_HIT, 60, FLYING, 100, 35, 0
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db SAND_ATTACK, EFFECT_ACCURACY_DOWN, 0, GROUND, $ff, 15, $00
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move WHIRLWIND, EFFECT_WHIRLWIND, 0, NORMAL, 100, 20, 0
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db HEADBUTT, EFFECT_FLINCH_HIT, 70, NORMAL, $ff, 15, $4c
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move FLY, EFFECT_FLY, 70, FLYING, 95, 15, 0
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db HORN_ATTACK, EFFECT_NORMAL_HIT, 65, NORMAL, $ff, 25, $00
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move BIND, EFFECT_BIND, 15, NORMAL, 75, 20, 0
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db FURY_ATTACK, EFFECT_MULTI_HIT, 15, NORMAL, $d8, 20, $00
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move SLAM, EFFECT_NORMAL_HIT, 80, NORMAL, 75, 20, 0
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db HORN_DRILL, EFFECT_OHKO, 1, NORMAL, $4c, 5, $00
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move VINE_WHIP, EFFECT_NORMAL_HIT, 35, GRASS, 100, 10, 0
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db TACKLE, EFFECT_NORMAL_HIT, 35, NORMAL, $f2, 35, $00
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move STOMP, EFFECT_STOMP, 65, NORMAL, 100, 20, 30
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db BODY_SLAM, EFFECT_PARALYZE_HIT, 85, NORMAL, $ff, 15, $4c
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move DOUBLE_KICK, EFFECT_DOUBLE_HIT, 30, FIGHTING, 100, 30, 0
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db WRAP, EFFECT_BIND, 15, NORMAL, $d8, 20, $00
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move MEGA_KICK, EFFECT_NORMAL_HIT, 120, NORMAL, 75, 5, 0
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db TAKE_DOWN, EFFECT_RECOIL_HIT, 90, NORMAL, $d8, 20, $00
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move JUMP_KICK, EFFECT_JUMP_KICK, 70, FIGHTING, 95, 25, 0
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db THRASH, EFFECT_RAMPAGE, 90, NORMAL, $ff, 20, $00
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move ROLLING_KICK, EFFECT_FLINCH_HIT, 60, FIGHTING, 85, 15, 30
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db DOUBLE_EDGE, EFFECT_RECOIL_HIT, 120, NORMAL, $ff, 15, $00
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move SAND_ATTACK, EFFECT_ACCURACY_DOWN, 0, GROUND, 100, 15, 0
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db TAIL_WHIP, EFFECT_DEFENSE_DOWN, 0, NORMAL, $ff, 30, $00
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move HEADBUTT, EFFECT_FLINCH_HIT, 70, NORMAL, 100, 15, 30
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db POISON_STING, EFFECT_POISON_HIT, 15, POISON, $ff, 35, $4c
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move HORN_ATTACK, EFFECT_NORMAL_HIT, 65, NORMAL, 100, 25, 0
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db TWINEEDLE, EFFECT_TWINEEDLE, 25, BUG, $ff, 20, $33
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move FURY_ATTACK, EFFECT_MULTI_HIT, 15, NORMAL, 85, 20, 0
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db PIN_MISSILE, EFFECT_MULTI_HIT, 14, BUG, $d8, 20, $00
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move HORN_DRILL, EFFECT_OHKO, 1, NORMAL, 30, 5, 0
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db LEER, EFFECT_DEFENSE_DOWN, 0, NORMAL, $ff, 30, $00
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move TACKLE, EFFECT_NORMAL_HIT, 35, NORMAL, 95, 35, 0
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db BITE, EFFECT_FLINCH_HIT, 60, DARK, $ff, 25, $4c
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move BODY_SLAM, EFFECT_PARALYZE_HIT, 85, NORMAL, 100, 15, 30
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db GROWL, EFFECT_ATTACK_DOWN, 0, NORMAL, $ff, 40, $00
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move WRAP, EFFECT_BIND, 15, NORMAL, 85, 20, 0
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db ROAR, EFFECT_WHIRLWIND, 0, NORMAL, $ff, 20, $00
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move TAKE_DOWN, EFFECT_RECOIL_HIT, 90, NORMAL, 85, 20, 0
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db SING, EFFECT_SLEEP, 0, NORMAL, $8c, 15, $00
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move THRASH, EFFECT_RAMPAGE, 90, NORMAL, 100, 20, 0
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db SUPERSONIC, EFFECT_CONFUSE, 0, NORMAL, $8c, 20, $00
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move DOUBLE_EDGE, EFFECT_RECOIL_HIT, 120, NORMAL, 100, 15, 0
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db SONICBOOM, EFFECT_STATIC_DAMAGE, 20, NORMAL, $e5, 20, $00
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move TAIL_WHIP, EFFECT_DEFENSE_DOWN, 0, NORMAL, 100, 30, 0
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db DISABLE, EFFECT_DISABLE, 0, NORMAL, $8c, 20, $00
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move POISON_STING, EFFECT_POISON_HIT, 15, POISON, 100, 35, 30
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db ACID, EFFECT_DEFENSE_DOWN_HIT, 40, POISON, $ff, 30, $19
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move TWINEEDLE, EFFECT_TWINEEDLE, 25, BUG, 100, 20, 20
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db EMBER, EFFECT_BURN_HIT, 40, FIRE, $ff, 25, $19
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move PIN_MISSILE, EFFECT_MULTI_HIT, 14, BUG, 85, 20, 0
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db FLAMETHROWER, EFFECT_BURN_HIT, 95, FIRE, $ff, 15, $19
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move LEER, EFFECT_DEFENSE_DOWN, 0, NORMAL, 100, 30, 0
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db MIST, EFFECT_MIST, 0, ICE, $ff, 30, $00
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move BITE, EFFECT_FLINCH_HIT, 60, DARK, 100, 25, 30
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db WATER_GUN, EFFECT_NORMAL_HIT, 40, WATER, $ff, 25, $00
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move GROWL, EFFECT_ATTACK_DOWN, 0, NORMAL, 100, 40, 0
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db HYDRO_PUMP, EFFECT_NORMAL_HIT, 120, WATER, $cc, 5, $00
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move ROAR, EFFECT_WHIRLWIND, 0, NORMAL, 100, 20, 0
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db SURF, EFFECT_NORMAL_HIT, 95, WATER, $ff, 15, $00
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move SING, EFFECT_SLEEP, 0, NORMAL, 55, 15, 0
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db ICE_BEAM, EFFECT_FREEZE_HIT, 95, ICE, $ff, 10, $19
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move SUPERSONIC, EFFECT_CONFUSE, 0, NORMAL, 55, 20, 0
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db BLIZZARD, EFFECT_FREEZE_HIT, 120, ICE, $b2, 5, $19
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move SONICBOOM, EFFECT_STATIC_DAMAGE, 20, NORMAL, 90, 20, 0
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db PSYBEAM, EFFECT_CONFUSE_HIT, 65, PSYCHIC, $ff, 20, $19
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move DISABLE, EFFECT_DISABLE, 0, NORMAL, 55, 20, 0
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db BUBBLEBEAM, EFFECT_SPEED_DOWN_HIT, 65, WATER, $ff, 20, $19
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move ACID, EFFECT_DEFENSE_DOWN_HIT, 40, POISON, 100, 30, 10
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db AURORA_BEAM, EFFECT_ATTACK_DOWN_HIT, 65, ICE, $ff, 20, $19
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move EMBER, EFFECT_BURN_HIT, 40, FIRE, 100, 25, 10
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db HYPER_BEAM, EFFECT_HYPER_BEAM, 150, NORMAL, $e5, 5, $00
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move FLAMETHROWER, EFFECT_BURN_HIT, 95, FIRE, 100, 15, 10
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db PECK, EFFECT_NORMAL_HIT, 35, FLYING, $ff, 35, $00
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move MIST, EFFECT_MIST, 0, ICE, 100, 30, 0
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db DRILL_PECK, EFFECT_NORMAL_HIT, 80, FLYING, $ff, 20, $00
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move WATER_GUN, EFFECT_NORMAL_HIT, 40, WATER, 100, 25, 0
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db SUBMISSION, EFFECT_RECOIL_HIT, 80, FIGHTING, $cc, 25, $00
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move HYDRO_PUMP, EFFECT_NORMAL_HIT, 120, WATER, 80, 5, 0
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db LOW_KICK, EFFECT_FLINCH_HIT, 50, FIGHTING, $e5, 20, $4c
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move SURF, EFFECT_NORMAL_HIT, 95, WATER, 100, 15, 0
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db COUNTER, EFFECT_COUNTER, 1, FIGHTING, $ff, 20, $00
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move ICE_BEAM, EFFECT_FREEZE_HIT, 95, ICE, 100, 10, 10
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db SEISMIC_TOSS, EFFECT_LEVEL_DAMAGE, 1, FIGHTING, $ff, 20, $00
|
move BLIZZARD, EFFECT_FREEZE_HIT, 120, ICE, 70, 5, 10
|
||||||
db STRENGTH, EFFECT_NORMAL_HIT, 80, NORMAL, $ff, 15, $00
|
move PSYBEAM, EFFECT_CONFUSE_HIT, 65, PSYCHIC, 100, 20, 10
|
||||||
db ABSORB, EFFECT_LEECH_HIT, 20, GRASS, $ff, 20, $00
|
move BUBBLEBEAM, EFFECT_SPEED_DOWN_HIT, 65, WATER, 100, 20, 10
|
||||||
db MEGA_DRAIN, EFFECT_LEECH_HIT, 40, GRASS, $ff, 10, $00
|
move AURORA_BEAM, EFFECT_ATTACK_DOWN_HIT, 65, ICE, 100, 20, 10
|
||||||
db LEECH_SEED, EFFECT_LEECH_SEED, 0, GRASS, $e5, 10, $00
|
move HYPER_BEAM, EFFECT_HYPER_BEAM, 150, NORMAL, 90, 5, 0
|
||||||
db GROWTH, EFFECT_SP_ATTACK_UP, 0, NORMAL, $ff, 40, $00
|
move PECK, EFFECT_NORMAL_HIT, 35, FLYING, 100, 35, 0
|
||||||
db RAZOR_LEAF, EFFECT_NORMAL_HIT, 55, GRASS, $f2, 25, $00
|
move DRILL_PECK, EFFECT_NORMAL_HIT, 80, FLYING, 100, 20, 0
|
||||||
db SOLARBEAM, EFFECT_SOLARBEAM, 120, GRASS, $ff, 10, $00
|
move SUBMISSION, EFFECT_RECOIL_HIT, 80, FIGHTING, 80, 25, 0
|
||||||
db POISONPOWDER, EFFECT_POISON, 0, POISON, $bf, 35, $00
|
move LOW_KICK, EFFECT_FLINCH_HIT, 50, FIGHTING, 90, 20, 30
|
||||||
db STUN_SPORE, EFFECT_PARALYZE, 0, GRASS, $bf, 30, $00
|
move COUNTER, EFFECT_COUNTER, 1, FIGHTING, 100, 20, 0
|
||||||
db SLEEP_POWDER, EFFECT_SLEEP, 0, GRASS, $bf, 15, $00
|
move SEISMIC_TOSS, EFFECT_LEVEL_DAMAGE, 1, FIGHTING, 100, 20, 0
|
||||||
db PETAL_DANCE, EFFECT_RAMPAGE, 70, GRASS, $ff, 20, $00
|
move STRENGTH, EFFECT_NORMAL_HIT, 80, NORMAL, 100, 15, 0
|
||||||
db STRING_SHOT, EFFECT_SPEED_DOWN, 0, BUG, $f2, 40, $00
|
move ABSORB, EFFECT_LEECH_HIT, 20, GRASS, 100, 20, 0
|
||||||
db DRAGON_RAGE, EFFECT_STATIC_DAMAGE, 40, DRAGON, $ff, 10, $00
|
move MEGA_DRAIN, EFFECT_LEECH_HIT, 40, GRASS, 100, 10, 0
|
||||||
db FIRE_SPIN, EFFECT_BIND, 15, FIRE, $b2, 15, $00
|
move LEECH_SEED, EFFECT_LEECH_SEED, 0, GRASS, 90, 10, 0
|
||||||
db THUNDERSHOCK, EFFECT_PARALYZE_HIT, 40, ELECTRIC, $ff, 30, $19
|
move GROWTH, EFFECT_SP_ATK_UP, 0, NORMAL, 100, 40, 0
|
||||||
db THUNDERBOLT, EFFECT_PARALYZE_HIT, 95, ELECTRIC, $ff, 15, $19
|
move RAZOR_LEAF, EFFECT_NORMAL_HIT, 55, GRASS, 95, 25, 0
|
||||||
db THUNDER_WAVE, EFFECT_PARALYZE, 0, ELECTRIC, $ff, 20, $00
|
move SOLARBEAM, EFFECT_SOLARBEAM, 120, GRASS, 100, 10, 0
|
||||||
db THUNDER, EFFECT_THUNDER, 120, ELECTRIC, $b2, 10, $4c
|
move POISONPOWDER, EFFECT_POISON, 0, POISON, 75, 35, 0
|
||||||
db ROCK_THROW, EFFECT_NORMAL_HIT, 50, ROCK, $e5, 15, $00
|
move STUN_SPORE, EFFECT_PARALYZE, 0, GRASS, 75, 30, 0
|
||||||
db EARTHQUAKE, EFFECT_EARTHQUAKE, 100, GROUND, $ff, 10, $00
|
move SLEEP_POWDER, EFFECT_SLEEP, 0, GRASS, 75, 15, 0
|
||||||
db FISSURE, EFFECT_OHKO, 1, GROUND, $4c, 5, $00
|
move PETAL_DANCE, EFFECT_RAMPAGE, 70, GRASS, 100, 20, 0
|
||||||
db DIG, EFFECT_FLY, 60, GROUND, $ff, 10, $00
|
move STRING_SHOT, EFFECT_SPEED_DOWN, 0, BUG, 95, 40, 0
|
||||||
db TOXIC, EFFECT_TOXIC, 0, POISON, $d8, 10, $00
|
move DRAGON_RAGE, EFFECT_STATIC_DAMAGE, 40, DRAGON, 100, 10, 0
|
||||||
db CONFUSION, EFFECT_CONFUSE_HIT, 50, PSYCHIC, $ff, 25, $19
|
move FIRE_SPIN, EFFECT_BIND, 15, FIRE, 70, 15, 0
|
||||||
db PSYCHIC_M, EFFECT_SP_DEFENSE_DOWN_HIT, 90, PSYCHIC, $ff, 10, $19
|
move THUNDERSHOCK, EFFECT_PARALYZE_HIT, 40, ELECTRIC, 100, 30, 10
|
||||||
db HYPNOSIS, EFFECT_SLEEP, 0, PSYCHIC, $99, 20, $00
|
move THUNDERBOLT, EFFECT_PARALYZE_HIT, 95, ELECTRIC, 100, 15, 10
|
||||||
db MEDITATE, EFFECT_ATTACK_UP, 0, PSYCHIC, $ff, 40, $00
|
move THUNDER_WAVE, EFFECT_PARALYZE, 0, ELECTRIC, 100, 20, 0
|
||||||
db AGILITY, EFFECT_SPEED_UP_2, 0, PSYCHIC, $ff, 30, $00
|
move THUNDER, EFFECT_THUNDER, 120, ELECTRIC, 70, 10, 30
|
||||||
db QUICK_ATTACK, EFFECT_PRIORITY_HIT, 40, NORMAL, $ff, 30, $00
|
move ROCK_THROW, EFFECT_NORMAL_HIT, 50, ROCK, 90, 15, 0
|
||||||
db RAGE, EFFECT_RAGE, 20, NORMAL, $ff, 20, $00
|
move EARTHQUAKE, EFFECT_EARTHQUAKE, 100, GROUND, 100, 10, 0
|
||||||
db TELEPORT, EFFECT_TELEPORT, 0, PSYCHIC, $ff, 20, $00
|
move FISSURE, EFFECT_OHKO, 1, GROUND, 30, 5, 0
|
||||||
db NIGHT_SHADE, EFFECT_LEVEL_DAMAGE, 1, GHOST, $ff, 15, $00
|
move DIG, EFFECT_FLY, 60, GROUND, 100, 10, 0
|
||||||
db MIMIC, EFFECT_MIMIC, 0, NORMAL, $ff, 10, $00
|
move TOXIC, EFFECT_TOXIC, 0, POISON, 85, 10, 0
|
||||||
db SCREECH, EFFECT_DEFENSE_DOWN_2, 0, NORMAL, $d8, 40, $00
|
move CONFUSION, EFFECT_CONFUSE_HIT, 50, PSYCHIC, 100, 25, 10
|
||||||
db DOUBLE_TEAM, EFFECT_EVASION_UP, 0, NORMAL, $ff, 15, $00
|
move PSYCHIC_M, EFFECT_SP_DEF_DOWN_HIT, 90, PSYCHIC, 100, 10, 10
|
||||||
db RECOVER, EFFECT_HEAL, 0, NORMAL, $ff, 20, $00
|
move HYPNOSIS, EFFECT_SLEEP, 0, PSYCHIC, 60, 20, 0
|
||||||
db HARDEN, EFFECT_DEFENSE_UP, 0, NORMAL, $ff, 30, $00
|
move MEDITATE, EFFECT_ATTACK_UP, 0, PSYCHIC, 100, 40, 0
|
||||||
db MINIMIZE, EFFECT_EVASION_UP, 0, NORMAL, $ff, 20, $00
|
move AGILITY, EFFECT_SPEED_UP_2, 0, PSYCHIC, 100, 30, 0
|
||||||
db SMOKESCREEN, EFFECT_ACCURACY_DOWN, 0, NORMAL, $ff, 20, $00
|
move QUICK_ATTACK, EFFECT_PRIORITY_HIT, 40, NORMAL, 100, 30, 0
|
||||||
db CONFUSE_RAY, EFFECT_CONFUSE, 0, GHOST, $ff, 10, $00
|
move RAGE, EFFECT_RAGE, 20, NORMAL, 100, 20, 0
|
||||||
db WITHDRAW, EFFECT_DEFENSE_UP, 0, WATER, $ff, 40, $00
|
move TELEPORT, EFFECT_TELEPORT, 0, PSYCHIC, 100, 20, 0
|
||||||
db DEFENSE_CURL, EFFECT_DEFENSE_CURL, 0, NORMAL, $ff, 40, $00
|
move NIGHT_SHADE, EFFECT_LEVEL_DAMAGE, 1, GHOST, 100, 15, 0
|
||||||
db BARRIER, EFFECT_DEFENSE_UP_2, 0, PSYCHIC, $ff, 30, $00
|
move MIMIC, EFFECT_MIMIC, 0, NORMAL, 100, 10, 0
|
||||||
db LIGHT_SCREEN, EFFECT_LIGHT_SCREEN, 0, PSYCHIC, $ff, 30, $00
|
move SCREECH, EFFECT_DEFENSE_DOWN_2, 0, NORMAL, 85, 40, 0
|
||||||
db HAZE, EFFECT_HAZE, 0, ICE, $ff, 30, $00
|
move DOUBLE_TEAM, EFFECT_EVASION_UP, 0, NORMAL, 100, 15, 0
|
||||||
db REFLECT, EFFECT_REFLECT, 0, PSYCHIC, $ff, 20, $00
|
move RECOVER, EFFECT_HEAL, 0, NORMAL, 100, 20, 0
|
||||||
db FOCUS_ENERGY, EFFECT_FOCUS_ENERGY, 0, NORMAL, $ff, 30, $00
|
move HARDEN, EFFECT_DEFENSE_UP, 0, NORMAL, 100, 30, 0
|
||||||
db BIDE, EFFECT_BIDE, 0, NORMAL, $ff, 10, $00
|
move MINIMIZE, EFFECT_EVASION_UP, 0, NORMAL, 100, 20, 0
|
||||||
db METRONOME, EFFECT_METRONOME, 0, NORMAL, $ff, 10, $00
|
move SMOKESCREEN, EFFECT_ACCURACY_DOWN, 0, NORMAL, 100, 20, 0
|
||||||
db MIRROR_MOVE, EFFECT_MIRROR_MOVE, 0, FLYING, $ff, 20, $00
|
move CONFUSE_RAY, EFFECT_CONFUSE, 0, GHOST, 100, 10, 0
|
||||||
db SELFDESTRUCT, EFFECT_EXPLOSION, 200, NORMAL, $ff, 5, $00
|
move WITHDRAW, EFFECT_DEFENSE_UP, 0, WATER, 100, 40, 0
|
||||||
db EGG_BOMB, EFFECT_NORMAL_HIT, 100, NORMAL, $bf, 10, $00
|
move DEFENSE_CURL, EFFECT_DEFENSE_CURL, 0, NORMAL, 100, 40, 0
|
||||||
db LICK, EFFECT_PARALYZE_HIT, 20, GHOST, $ff, 30, $4c
|
move BARRIER, EFFECT_DEFENSE_UP_2, 0, PSYCHIC, 100, 30, 0
|
||||||
db SMOG, EFFECT_POISON_HIT, 20, POISON, $b2, 20, $66
|
move LIGHT_SCREEN, EFFECT_LIGHT_SCREEN, 0, PSYCHIC, 100, 30, 0
|
||||||
db SLUDGE, EFFECT_POISON_HIT, 65, POISON, $ff, 20, $4c
|
move HAZE, EFFECT_HAZE, 0, ICE, 100, 30, 0
|
||||||
db BONE_CLUB, EFFECT_FLINCH_HIT, 65, GROUND, $d8, 20, $19
|
move REFLECT, EFFECT_REFLECT, 0, PSYCHIC, 100, 20, 0
|
||||||
db FIRE_BLAST, EFFECT_BURN_HIT, 120, FIRE, $d8, 5, $19
|
move FOCUS_ENERGY, EFFECT_FOCUS_ENERGY, 0, NORMAL, 100, 30, 0
|
||||||
db WATERFALL, EFFECT_NORMAL_HIT, 80, WATER, $ff, 15, $00
|
move BIDE, EFFECT_BIDE, 0, NORMAL, 100, 10, 0
|
||||||
db CLAMP, EFFECT_BIND, 35, WATER, $bf, 10, $00
|
move METRONOME, EFFECT_METRONOME, 0, NORMAL, 100, 10, 0
|
||||||
db SWIFT, EFFECT_ALWAYS_HIT, 60, NORMAL, $ff, 20, $00
|
move MIRROR_MOVE, EFFECT_MIRROR_MOVE, 0, FLYING, 100, 20, 0
|
||||||
db SKULL_BASH, EFFECT_SKULL_BASH, 100, NORMAL, $ff, 15, $00
|
move SELFDESTRUCT, EFFECT_EXPLOSION, 200, NORMAL, 100, 5, 0
|
||||||
db SPIKE_CANNON, EFFECT_MULTI_HIT, 20, NORMAL, $ff, 15, $00
|
move EGG_BOMB, EFFECT_NORMAL_HIT, 100, NORMAL, 75, 10, 0
|
||||||
db CONSTRICT, EFFECT_SPEED_DOWN_HIT, 10, NORMAL, $ff, 35, $19
|
move LICK, EFFECT_PARALYZE_HIT, 20, GHOST, 100, 30, 30
|
||||||
db AMNESIA, EFFECT_SP_DEFENSE_UP_2, 0, PSYCHIC, $ff, 20, $00
|
move SMOG, EFFECT_POISON_HIT, 20, POISON, 70, 20, 40
|
||||||
db KINESIS, EFFECT_ACCURACY_DOWN, 0, PSYCHIC, $cc, 15, $00
|
move SLUDGE, EFFECT_POISON_HIT, 65, POISON, 100, 20, 30
|
||||||
db SOFTBOILED, EFFECT_HEAL, 0, NORMAL, $ff, 10, $00
|
move BONE_CLUB, EFFECT_FLINCH_HIT, 65, GROUND, 85, 20, 10
|
||||||
db HI_JUMP_KICK, EFFECT_JUMP_KICK, 85, FIGHTING, $e5, 20, $00
|
move FIRE_BLAST, EFFECT_BURN_HIT, 120, FIRE, 85, 5, 10
|
||||||
db GLARE, EFFECT_PARALYZE, 0, NORMAL, $bf, 30, $00
|
move WATERFALL, EFFECT_NORMAL_HIT, 80, WATER, 100, 15, 0
|
||||||
db DREAM_EATER, EFFECT_DREAM_EATER, 100, PSYCHIC, $ff, 15, $00
|
move CLAMP, EFFECT_BIND, 35, WATER, 75, 10, 0
|
||||||
db POISON_GAS, EFFECT_POISON, 0, POISON, $8c, 40, $00
|
move SWIFT, EFFECT_ALWAYS_HIT, 60, NORMAL, 100, 20, 0
|
||||||
db BARRAGE, EFFECT_MULTI_HIT, 15, NORMAL, $d8, 20, $00
|
move SKULL_BASH, EFFECT_SKULL_BASH, 100, NORMAL, 100, 15, 0
|
||||||
db LEECH_LIFE, EFFECT_LEECH_HIT, 20, BUG, $ff, 15, $00
|
move SPIKE_CANNON, EFFECT_MULTI_HIT, 20, NORMAL, 100, 15, 0
|
||||||
db LOVELY_KISS, EFFECT_SLEEP, 0, NORMAL, $bf, 10, $00
|
move CONSTRICT, EFFECT_SPEED_DOWN_HIT, 10, NORMAL, 100, 35, 10
|
||||||
db SKY_ATTACK, EFFECT_SKY_ATTACK, 140, FLYING, $e5, 5, $00
|
move AMNESIA, EFFECT_SP_DEF_UP_2, 0, PSYCHIC, 100, 20, 0
|
||||||
db TRANSFORM, EFFECT_TRANSFORM, 0, NORMAL, $ff, 10, $00
|
move KINESIS, EFFECT_ACCURACY_DOWN, 0, PSYCHIC, 80, 15, 0
|
||||||
db BUBBLE, EFFECT_SPEED_DOWN_HIT, 20, WATER, $ff, 30, $19
|
move SOFTBOILED, EFFECT_HEAL, 0, NORMAL, 100, 10, 0
|
||||||
db DIZZY_PUNCH, EFFECT_CONFUSE_HIT, 70, NORMAL, $ff, 10, $33
|
move HI_JUMP_KICK, EFFECT_JUMP_KICK, 85, FIGHTING, 90, 20, 0
|
||||||
db SPORE, EFFECT_SLEEP, 0, GRASS, $ff, 15, $00
|
move GLARE, EFFECT_PARALYZE, 0, NORMAL, 75, 30, 0
|
||||||
db FLASH, EFFECT_ACCURACY_DOWN, 0, NORMAL, $b2, 20, $00
|
move DREAM_EATER, EFFECT_DREAM_EATER, 100, PSYCHIC, 100, 15, 0
|
||||||
db PSYWAVE, EFFECT_PSYWAVE, 1, PSYCHIC, $cc, 15, $00
|
move POISON_GAS, EFFECT_POISON, 0, POISON, 55, 40, 0
|
||||||
db SPLASH, EFFECT_SPLASH, 0, NORMAL, $ff, 40, $00
|
move BARRAGE, EFFECT_MULTI_HIT, 15, NORMAL, 85, 20, 0
|
||||||
db ACID_ARMOR, EFFECT_DEFENSE_UP_2, 0, POISON, $ff, 40, $00
|
move LEECH_LIFE, EFFECT_LEECH_HIT, 20, BUG, 100, 15, 0
|
||||||
db CRABHAMMER, EFFECT_NORMAL_HIT, 90, WATER, $d8, 10, $00
|
move LOVELY_KISS, EFFECT_SLEEP, 0, NORMAL, 75, 10, 0
|
||||||
db EXPLOSION, EFFECT_EXPLOSION, 250, NORMAL, $ff, 5, $00
|
move SKY_ATTACK, EFFECT_SKY_ATTACK, 140, FLYING, 90, 5, 0
|
||||||
db FURY_SWIPES, EFFECT_MULTI_HIT, 18, NORMAL, $cc, 15, $00
|
move TRANSFORM, EFFECT_TRANSFORM, 0, NORMAL, 100, 10, 0
|
||||||
db BONEMERANG, EFFECT_DOUBLE_HIT, 50, GROUND, $e5, 10, $00
|
move BUBBLE, EFFECT_SPEED_DOWN_HIT, 20, WATER, 100, 30, 10
|
||||||
db REST, EFFECT_HEAL, 0, PSYCHIC, $ff, 10, $00
|
move DIZZY_PUNCH, EFFECT_CONFUSE_HIT, 70, NORMAL, 100, 10, 20
|
||||||
db ROCK_SLIDE, EFFECT_FLINCH_HIT, 75, ROCK, $e5, 10, $4c
|
move SPORE, EFFECT_SLEEP, 0, GRASS, 100, 15, 0
|
||||||
db HYPER_FANG, EFFECT_FLINCH_HIT, 80, NORMAL, $e5, 15, $19
|
move FLASH, EFFECT_ACCURACY_DOWN, 0, NORMAL, 70, 20, 0
|
||||||
db SHARPEN, EFFECT_ATTACK_UP, 0, NORMAL, $ff, 30, $00
|
move PSYWAVE, EFFECT_PSYWAVE, 1, PSYCHIC, 80, 15, 0
|
||||||
db CONVERSION, EFFECT_CONVERSION, 0, NORMAL, $ff, 30, $00
|
move SPLASH, EFFECT_SPLASH, 0, NORMAL, 100, 40, 0
|
||||||
db TRI_ATTACK, EFFECT_TRI_ATTACK, 80, NORMAL, $ff, 10, $33
|
move ACID_ARMOR, EFFECT_DEFENSE_UP_2, 0, POISON, 100, 40, 0
|
||||||
db SUPER_FANG, EFFECT_SUPER_FANG, 1, NORMAL, $e5, 10, $00
|
move CRABHAMMER, EFFECT_NORMAL_HIT, 90, WATER, 85, 10, 0
|
||||||
db SLASH, EFFECT_NORMAL_HIT, 70, NORMAL, $ff, 20, $00
|
move EXPLOSION, EFFECT_EXPLOSION, 250, NORMAL, 100, 5, 0
|
||||||
db SUBSTITUTE, EFFECT_SUBSTITUTE, 0, NORMAL, $ff, 10, $00
|
move FURY_SWIPES, EFFECT_MULTI_HIT, 18, NORMAL, 80, 15, 0
|
||||||
db STRUGGLE, EFFECT_RECOIL_HIT, 50, NORMAL, $ff, 1, $00
|
move BONEMERANG, EFFECT_DOUBLE_HIT, 50, GROUND, 90, 10, 0
|
||||||
db SKETCH, EFFECT_SKETCH, 0, NORMAL, $ff, 1, $00
|
move REST, EFFECT_HEAL, 0, PSYCHIC, 100, 10, 0
|
||||||
db TRIPLE_KICK, EFFECT_TRIPLE_KICK, 10, FIGHTING, $e5, 10, $00
|
move ROCK_SLIDE, EFFECT_FLINCH_HIT, 75, ROCK, 90, 10, 30
|
||||||
db THIEF, EFFECT_THIEF, 40, DARK, $ff, 10, $ff
|
move HYPER_FANG, EFFECT_FLINCH_HIT, 80, NORMAL, 90, 15, 10
|
||||||
db SPIDER_WEB, EFFECT_MEAN_LOOK, 0, BUG, $ff, 10, $00
|
move SHARPEN, EFFECT_ATTACK_UP, 0, NORMAL, 100, 30, 0
|
||||||
db MIND_READER, EFFECT_LOCK_ON, 0, NORMAL, $ff, 5, $00
|
move CONVERSION, EFFECT_CONVERSION, 0, NORMAL, 100, 30, 0
|
||||||
db NIGHTMARE, EFFECT_NIGHTMARE, 0, GHOST, $ff, 15, $00
|
move TRI_ATTACK, EFFECT_TRI_ATTACK, 80, NORMAL, 100, 10, 20
|
||||||
db FLAME_WHEEL, EFFECT_FLAME_WHEEL, 60, FIRE, $ff, 25, $19
|
move SUPER_FANG, EFFECT_SUPER_FANG, 1, NORMAL, 90, 10, 0
|
||||||
db SNORE, EFFECT_SNORE, 40, NORMAL, $ff, 15, $4c
|
move SLASH, EFFECT_NORMAL_HIT, 70, NORMAL, 100, 20, 0
|
||||||
db CURSE, EFFECT_CURSE, 0, CURSE_T, $ff, 10, $00
|
move SUBSTITUTE, EFFECT_SUBSTITUTE, 0, NORMAL, 100, 10, 0
|
||||||
db FLAIL, EFFECT_REVERSAL, 1, NORMAL, $ff, 15, $00
|
move STRUGGLE, EFFECT_RECOIL_HIT, 50, NORMAL, 100, 1, 0
|
||||||
db CONVERSION2, EFFECT_CONVERSION2, 0, NORMAL, $ff, 30, $00
|
move SKETCH, EFFECT_SKETCH, 0, NORMAL, 100, 1, 0
|
||||||
db AEROBLAST, EFFECT_NORMAL_HIT, 100, FLYING, $f2, 5, $00
|
move TRIPLE_KICK, EFFECT_TRIPLE_KICK, 10, FIGHTING, 90, 10, 0
|
||||||
db COTTON_SPORE, EFFECT_SPEED_DOWN_2, 0, GRASS, $d8, 40, $00
|
move THIEF, EFFECT_THIEF, 40, DARK, 100, 10, 100
|
||||||
db REVERSAL, EFFECT_REVERSAL, 1, FIGHTING, $ff, 15, $00
|
move SPIDER_WEB, EFFECT_MEAN_LOOK, 0, BUG, 100, 10, 0
|
||||||
db SPITE, EFFECT_SPITE, 0, GHOST, $ff, 10, $00
|
move MIND_READER, EFFECT_LOCK_ON, 0, NORMAL, 100, 5, 0
|
||||||
db POWDER_SNOW, EFFECT_FREEZE_HIT, 40, ICE, $ff, 25, $19
|
move NIGHTMARE, EFFECT_NIGHTMARE, 0, GHOST, 100, 15, 0
|
||||||
db PROTECT, EFFECT_PROTECT, 0, NORMAL, $ff, 10, $00
|
move FLAME_WHEEL, EFFECT_FLAME_WHEEL, 60, FIRE, 100, 25, 10
|
||||||
db MACH_PUNCH, EFFECT_PRIORITY_HIT, 40, FIGHTING, $ff, 30, $00
|
move SNORE, EFFECT_SNORE, 40, NORMAL, 100, 15, 30
|
||||||
db SCARY_FACE, EFFECT_SPEED_DOWN_2, 0, NORMAL, $e5, 10, $00
|
move CURSE, EFFECT_CURSE, 0, CURSE_T, 100, 10, 0
|
||||||
db FAINT_ATTACK, EFFECT_ALWAYS_HIT, 60, DARK, $ff, 20, $00
|
move FLAIL, EFFECT_REVERSAL, 1, NORMAL, 100, 15, 0
|
||||||
db SWEET_KISS, EFFECT_CONFUSE, 0, NORMAL, $bf, 10, $00
|
move CONVERSION2, EFFECT_CONVERSION2, 0, NORMAL, 100, 30, 0
|
||||||
db BELLY_DRUM, EFFECT_BELLY_DRUM, 0, NORMAL, $ff, 10, $00
|
move AEROBLAST, EFFECT_NORMAL_HIT, 100, FLYING, 95, 5, 0
|
||||||
db SLUDGE_BOMB, EFFECT_POISON_HIT, 90, POISON, $ff, 10, $4c
|
move COTTON_SPORE, EFFECT_SPEED_DOWN_2, 0, GRASS, 85, 40, 0
|
||||||
db MUD_SLAP, EFFECT_ACCURACY_DOWN_HIT, 20, GROUND, $ff, 10, $ff
|
move REVERSAL, EFFECT_REVERSAL, 1, FIGHTING, 100, 15, 0
|
||||||
db OCTAZOOKA, EFFECT_ACCURACY_DOWN_HIT, 65, WATER, $d8, 10, $7f
|
move SPITE, EFFECT_SPITE, 0, GHOST, 100, 10, 0
|
||||||
db SPIKES, EFFECT_SPIKES, 0, GROUND, $ff, 20, $00
|
move POWDER_SNOW, EFFECT_FREEZE_HIT, 40, ICE, 100, 25, 10
|
||||||
db ZAP_CANNON, EFFECT_PARALYZE_HIT, 100, ELECTRIC, $7f, 5, $ff
|
move PROTECT, EFFECT_PROTECT, 0, NORMAL, 100, 10, 0
|
||||||
db FORESIGHT, EFFECT_FORESIGHT, 0, NORMAL, $ff, 40, $00
|
move MACH_PUNCH, EFFECT_PRIORITY_HIT, 40, FIGHTING, 100, 30, 0
|
||||||
db DESTINY_BOND, EFFECT_DESTINY_BOND, 0, GHOST, $ff, 5, $00
|
move SCARY_FACE, EFFECT_SPEED_DOWN_2, 0, NORMAL, 90, 10, 0
|
||||||
db PERISH_SONG, EFFECT_PERISH_SONG, 0, NORMAL, $ff, 5, $00
|
move FAINT_ATTACK, EFFECT_ALWAYS_HIT, 60, DARK, 100, 20, 0
|
||||||
db ICY_WIND, EFFECT_SPEED_DOWN_HIT, 55, ICE, $f2, 15, $ff
|
move SWEET_KISS, EFFECT_CONFUSE, 0, NORMAL, 75, 10, 0
|
||||||
db DETECT, EFFECT_PROTECT, 0, FIGHTING, $ff, 5, $00
|
move BELLY_DRUM, EFFECT_BELLY_DRUM, 0, NORMAL, 100, 10, 0
|
||||||
db BONE_RUSH, EFFECT_MULTI_HIT, 25, GROUND, $cc, 10, $00
|
move SLUDGE_BOMB, EFFECT_POISON_HIT, 90, POISON, 100, 10, 30
|
||||||
db LOCK_ON, EFFECT_LOCK_ON, 0, NORMAL, $ff, 5, $00
|
move MUD_SLAP, EFFECT_ACCURACY_DOWN_HIT, 20, GROUND, 100, 10, 100
|
||||||
db OUTRAGE, EFFECT_RAMPAGE, 90, DRAGON, $ff, 15, $00
|
move OCTAZOOKA, EFFECT_ACCURACY_DOWN_HIT, 65, WATER, 85, 10, 50
|
||||||
db SANDSTORM, EFFECT_SANDSTORM, 0, ROCK, $ff, 10, $00
|
move SPIKES, EFFECT_SPIKES, 0, GROUND, 100, 20, 0
|
||||||
db GIGA_DRAIN, EFFECT_LEECH_HIT, 60, GRASS, $ff, 5, $00
|
move ZAP_CANNON, EFFECT_PARALYZE_HIT, 100, ELECTRIC, 50, 5, 100
|
||||||
db ENDURE, EFFECT_ENDURE, 0, NORMAL, $ff, 10, $00
|
move FORESIGHT, EFFECT_FORESIGHT, 0, NORMAL, 100, 40, 0
|
||||||
db CHARM, EFFECT_ATTACK_DOWN_2, 0, NORMAL, $ff, 20, $00
|
move DESTINY_BOND, EFFECT_DESTINY_BOND, 0, GHOST, 100, 5, 0
|
||||||
db ROLLOUT, EFFECT_ROLLOUT, 30, ROCK, $e5, 20, $00
|
move PERISH_SONG, EFFECT_PERISH_SONG, 0, NORMAL, 100, 5, 0
|
||||||
db FALSE_SWIPE, EFFECT_FALSE_SWIPE, 40, NORMAL, $ff, 40, $00
|
move ICY_WIND, EFFECT_SPEED_DOWN_HIT, 55, ICE, 95, 15, 100
|
||||||
db SWAGGER, EFFECT_SWAGGER, 0, NORMAL, $e5, 15, $ff
|
move DETECT, EFFECT_PROTECT, 0, FIGHTING, 100, 5, 0
|
||||||
db MILK_DRINK, EFFECT_HEAL, 0, NORMAL, $ff, 10, $00
|
move BONE_RUSH, EFFECT_MULTI_HIT, 25, GROUND, 80, 10, 0
|
||||||
db SPARK, EFFECT_PARALYZE_HIT, 65, ELECTRIC, $ff, 20, $4c
|
move LOCK_ON, EFFECT_LOCK_ON, 0, NORMAL, 100, 5, 0
|
||||||
db FURY_CUTTER, EFFECT_FURY_CUTTER, 10, BUG, $f2, 20, $00
|
move OUTRAGE, EFFECT_RAMPAGE, 90, DRAGON, 100, 15, 0
|
||||||
db STEEL_WING, EFFECT_STEEL_WING, 70, STEEL, $e5, 25, $19
|
move SANDSTORM, EFFECT_SANDSTORM, 0, ROCK, 100, 10, 0
|
||||||
db MEAN_LOOK, EFFECT_MEAN_LOOK, 0, NORMAL, $ff, 5, $00
|
move GIGA_DRAIN, EFFECT_LEECH_HIT, 60, GRASS, 100, 5, 0
|
||||||
db ATTRACT, EFFECT_ATTRACT, 0, NORMAL, $ff, 15, $00
|
move ENDURE, EFFECT_ENDURE, 0, NORMAL, 100, 10, 0
|
||||||
db SLEEP_TALK, EFFECT_SLEEP_TALK, 0, NORMAL, $ff, 10, $00
|
move CHARM, EFFECT_ATTACK_DOWN_2, 0, NORMAL, 100, 20, 0
|
||||||
db HEAL_BELL, EFFECT_HEAL_BELL, 0, NORMAL, $ff, 5, $00
|
move ROLLOUT, EFFECT_ROLLOUT, 30, ROCK, 90, 20, 0
|
||||||
db RETURN, EFFECT_RETURN, 1, NORMAL, $ff, 20, $00
|
move FALSE_SWIPE, EFFECT_FALSE_SWIPE, 40, NORMAL, 100, 40, 0
|
||||||
db PRESENT, EFFECT_PRESENT, 1, NORMAL, $e5, 15, $00
|
move SWAGGER, EFFECT_SWAGGER, 0, NORMAL, 90, 15, 100
|
||||||
db FRUSTRATION, EFFECT_FRUSTRATION, 1, NORMAL, $ff, 20, $00
|
move MILK_DRINK, EFFECT_HEAL, 0, NORMAL, 100, 10, 0
|
||||||
db SAFEGUARD, EFFECT_SAFEGUARD, 0, NORMAL, $ff, 25, $00
|
move SPARK, EFFECT_PARALYZE_HIT, 65, ELECTRIC, 100, 20, 30
|
||||||
db PAIN_SPLIT, EFFECT_PAIN_SPLIT, 0, NORMAL, $ff, 20, $00
|
move FURY_CUTTER, EFFECT_FURY_CUTTER, 10, BUG, 95, 20, 0
|
||||||
db SACRED_FIRE, EFFECT_SACRED_FIRE, 100, FIRE, $f2, 5, $7f
|
move STEEL_WING, EFFECT_STEEL_WING, 70, STEEL, 90, 25, 10
|
||||||
db MAGNITUDE, EFFECT_MAGNITUDE, 1, GROUND, $ff, 30, $00
|
move MEAN_LOOK, EFFECT_MEAN_LOOK, 0, NORMAL, 100, 5, 0
|
||||||
db DYNAMICPUNCH, EFFECT_CONFUSE_HIT, 100, FIGHTING, $7f, 5, $ff
|
move ATTRACT, EFFECT_ATTRACT, 0, NORMAL, 100, 15, 0
|
||||||
db MEGAHORN, EFFECT_NORMAL_HIT, 120, BUG, $d8, 10, $00
|
move SLEEP_TALK, EFFECT_SLEEP_TALK, 0, NORMAL, 100, 10, 0
|
||||||
db DRAGONBREATH, EFFECT_PARALYZE_HIT, 60, DRAGON, $ff, 20, $4c
|
move HEAL_BELL, EFFECT_HEAL_BELL, 0, NORMAL, 100, 5, 0
|
||||||
db BATON_PASS, EFFECT_BATON_PASS, 0, NORMAL, $ff, 40, $00
|
move RETURN, EFFECT_RETURN, 1, NORMAL, 100, 20, 0
|
||||||
db ENCORE, EFFECT_ENCORE, 0, NORMAL, $ff, 5, $00
|
move PRESENT, EFFECT_PRESENT, 1, NORMAL, 90, 15, 0
|
||||||
db PURSUIT, EFFECT_PURSUIT, 40, DARK, $ff, 20, $00
|
move FRUSTRATION, EFFECT_FRUSTRATION, 1, NORMAL, 100, 20, 0
|
||||||
db RAPID_SPIN, EFFECT_RAPID_SPIN, 20, NORMAL, $ff, 40, $00
|
move SAFEGUARD, EFFECT_SAFEGUARD, 0, NORMAL, 100, 25, 0
|
||||||
db SWEET_SCENT, EFFECT_EVASION_DOWN, 0, NORMAL, $ff, 20, $00
|
move PAIN_SPLIT, EFFECT_PAIN_SPLIT, 0, NORMAL, 100, 20, 0
|
||||||
db IRON_TAIL, EFFECT_DEFENSE_DOWN_HIT, 100, STEEL, $bf, 15, $4c
|
move SACRED_FIRE, EFFECT_SACRED_FIRE, 100, FIRE, 95, 5, 50
|
||||||
db METAL_CLAW, EFFECT_METAL_CLAW, 50, STEEL, $f2, 35, $19
|
move MAGNITUDE, EFFECT_MAGNITUDE, 1, GROUND, 100, 30, 0
|
||||||
db VITAL_THROW, EFFECT_ALWAYS_HIT, 70, FIGHTING, $ff, 10, $00
|
move DYNAMICPUNCH, EFFECT_CONFUSE_HIT, 100, FIGHTING, 50, 5, 100
|
||||||
db MORNING_SUN, EFFECT_MORNING_SUN, 0, NORMAL, $ff, 5, $00
|
move MEGAHORN, EFFECT_NORMAL_HIT, 120, BUG, 85, 10, 0
|
||||||
db SYNTHESIS, EFFECT_SYNTHESIS, 0, GRASS, $ff, 5, $00
|
move DRAGONBREATH, EFFECT_PARALYZE_HIT, 60, DRAGON, 100, 20, 30
|
||||||
db MOONLIGHT, EFFECT_MOONLIGHT, 0, NORMAL, $ff, 5, $00
|
move BATON_PASS, EFFECT_BATON_PASS, 0, NORMAL, 100, 40, 0
|
||||||
db HIDDEN_POWER, EFFECT_HIDDEN_POWER, 1, NORMAL, $ff, 15, $00
|
move ENCORE, EFFECT_ENCORE, 0, NORMAL, 100, 5, 0
|
||||||
db CROSS_CHOP, EFFECT_NORMAL_HIT, 100, FIGHTING, $cc, 5, $00
|
move PURSUIT, EFFECT_PURSUIT, 40, DARK, 100, 20, 0
|
||||||
db TWISTER, EFFECT_TWISTER, 40, DRAGON, $ff, 20, $33
|
move RAPID_SPIN, EFFECT_RAPID_SPIN, 20, NORMAL, 100, 40, 0
|
||||||
db RAIN_DANCE, EFFECT_RAIN_DANCE, 0, WATER, $e5, 5, $00
|
move SWEET_SCENT, EFFECT_EVASION_DOWN, 0, NORMAL, 100, 20, 0
|
||||||
db SUNNY_DAY, EFFECT_SUNNY_DAY, 0, FIRE, $e5, 5, $00
|
move IRON_TAIL, EFFECT_DEFENSE_DOWN_HIT, 100, STEEL, 75, 15, 30
|
||||||
db CRUNCH, EFFECT_SP_DEFENSE_DOWN_HIT, 80, DARK, $ff, 15, $33
|
move METAL_CLAW, EFFECT_METAL_CLAW, 50, STEEL, 95, 35, 10
|
||||||
db MIRROR_COAT, EFFECT_MIRROR_COAT, 1, PSYCHIC, $ff, 20, $00
|
move VITAL_THROW, EFFECT_ALWAYS_HIT, 70, FIGHTING, 100, 10, 0
|
||||||
db PSYCH_UP, EFFECT_PSYCH_UP, 0, NORMAL, $ff, 10, $00
|
move MORNING_SUN, EFFECT_MORNING_SUN, 0, NORMAL, 100, 5, 0
|
||||||
db EXTREMESPEED, EFFECT_PRIORITY_HIT, 80, NORMAL, $ff, 5, $00
|
move SYNTHESIS, EFFECT_SYNTHESIS, 0, GRASS, 100, 5, 0
|
||||||
db ANCIENTPOWER, EFFECT_ANCIENTPOWER, 60, ROCK, $ff, 5, $19
|
move MOONLIGHT, EFFECT_MOONLIGHT, 0, NORMAL, 100, 5, 0
|
||||||
db SHADOW_BALL, EFFECT_SP_DEFENSE_DOWN_HIT, 80, GHOST, $ff, 15, $33
|
move HIDDEN_POWER, EFFECT_HIDDEN_POWER, 1, NORMAL, 100, 15, 0
|
||||||
db FUTURE_SIGHT, EFFECT_FUTURE_SIGHT, 80, PSYCHIC, $e5, 15, $00
|
move CROSS_CHOP, EFFECT_NORMAL_HIT, 100, FIGHTING, 80, 5, 0
|
||||||
db ROCK_SMASH, EFFECT_DEFENSE_DOWN_HIT, 20, FIGHTING, $ff, 15, $7f
|
move TWISTER, EFFECT_TWISTER, 40, DRAGON, 100, 20, 20
|
||||||
db WHIRLPOOL, EFFECT_BIND, 15, WATER, $b2, 15, $00
|
move RAIN_DANCE, EFFECT_RAIN_DANCE, 0, WATER, 90, 5, 0
|
||||||
db BEAT_UP, EFFECT_BEAT_UP, 10, DARK, $ff, 10, $00
|
move SUNNY_DAY, EFFECT_SUNNY_DAY, 0, FIRE, 90, 5, 0
|
||||||
|
move CRUNCH, EFFECT_SP_DEF_DOWN_HIT, 80, DARK, 100, 15, 20
|
||||||
|
move MIRROR_COAT, EFFECT_MIRROR_COAT, 1, PSYCHIC, 100, 20, 0
|
||||||
|
move PSYCH_UP, EFFECT_PSYCH_UP, 0, NORMAL, 100, 10, 0
|
||||||
|
move EXTREMESPEED, EFFECT_PRIORITY_HIT, 80, NORMAL, 100, 5, 0
|
||||||
|
move ANCIENTPOWER, EFFECT_ANCIENTPOWER, 60, ROCK, 100, 5, 10
|
||||||
|
move SHADOW_BALL, EFFECT_SP_DEF_DOWN_HIT, 80, GHOST, 100, 15, 20
|
||||||
|
move FUTURE_SIGHT, EFFECT_FUTURE_SIGHT, 80, PSYCHIC, 90, 15, 0
|
||||||
|
move ROCK_SMASH, EFFECT_DEFENSE_DOWN_HIT, 20, FIGHTING, 100, 15, 50
|
||||||
|
move WHIRLPOOL, EFFECT_BIND, 15, WATER, 70, 15, 0
|
||||||
|
move BEAT_UP, EFFECT_BEAT_UP, 10, DARK, 100, 10, 0
|
||||||
|
|
||||||
|
@ -141,16 +141,16 @@ EFFECT_MIRROR_MOVE EQU $09
|
|||||||
EFFECT_ATTACK_UP EQU $0a
|
EFFECT_ATTACK_UP EQU $0a
|
||||||
EFFECT_DEFENSE_UP EQU $0b
|
EFFECT_DEFENSE_UP EQU $0b
|
||||||
EFFECT_SPEED_UP EQU $0c
|
EFFECT_SPEED_UP EQU $0c
|
||||||
EFFECT_SP_ATTACK_UP EQU $0d
|
EFFECT_SP_ATK_UP EQU $0d
|
||||||
EFFECT_SP_DEFENSE_UP EQU $0e
|
EFFECT_SP_DEF_UP EQU $0e
|
||||||
EFFECT_ACCURACY_UP EQU $0f
|
EFFECT_ACCURACY_UP EQU $0f
|
||||||
EFFECT_EVASION_UP EQU $10
|
EFFECT_EVASION_UP EQU $10
|
||||||
EFFECT_ALWAYS_HIT EQU $11
|
EFFECT_ALWAYS_HIT EQU $11
|
||||||
EFFECT_ATTACK_DOWN EQU $12
|
EFFECT_ATTACK_DOWN EQU $12
|
||||||
EFFECT_DEFENSE_DOWN EQU $13
|
EFFECT_DEFENSE_DOWN EQU $13
|
||||||
EFFECT_SPEED_DOWN EQU $14
|
EFFECT_SPEED_DOWN EQU $14
|
||||||
EFFECT_SP_ATTACK_DOWN EQU $15
|
EFFECT_SP_ATK_DOWN EQU $15
|
||||||
EFFECT_SP_DEFENSE_DOWN EQU $16
|
EFFECT_SP_DEF_DOWN EQU $16
|
||||||
EFFECT_ACCURACY_DOWN EQU $17
|
EFFECT_ACCURACY_DOWN EQU $17
|
||||||
EFFECT_EVASION_DOWN EQU $18
|
EFFECT_EVASION_DOWN EQU $18
|
||||||
EFFECT_HAZE EQU $19
|
EFFECT_HAZE EQU $19
|
||||||
@ -181,16 +181,16 @@ EFFECT_CONFUSE EQU $31
|
|||||||
EFFECT_ATTACK_UP_2 EQU $32
|
EFFECT_ATTACK_UP_2 EQU $32
|
||||||
EFFECT_DEFENSE_UP_2 EQU $33
|
EFFECT_DEFENSE_UP_2 EQU $33
|
||||||
EFFECT_SPEED_UP_2 EQU $34
|
EFFECT_SPEED_UP_2 EQU $34
|
||||||
EFFECT_SP_ATTACK_UP_2 EQU $35
|
EFFECT_SP_ATK_UP_2 EQU $35
|
||||||
EFFECT_SP_DEFENSE_UP_2 EQU $36
|
EFFECT_SP_DEF_UP_2 EQU $36
|
||||||
EFFECT_ACCURACY_UP_2 EQU $37
|
EFFECT_ACCURACY_UP_2 EQU $37
|
||||||
EFFECT_EVASION_UP_2 EQU $38
|
EFFECT_EVASION_UP_2 EQU $38
|
||||||
EFFECT_TRANSFORM EQU $39
|
EFFECT_TRANSFORM EQU $39
|
||||||
EFFECT_ATTACK_DOWN_2 EQU $3a
|
EFFECT_ATTACK_DOWN_2 EQU $3a
|
||||||
EFFECT_DEFENSE_DOWN_2 EQU $3b
|
EFFECT_DEFENSE_DOWN_2 EQU $3b
|
||||||
EFFECT_SPEED_DOWN_2 EQU $3c
|
EFFECT_SPEED_DOWN_2 EQU $3c
|
||||||
EFFECT_SP_ATTACK_DOWN_2 EQU $3d
|
EFFECT_SP_ATK_DOWN_2 EQU $3d
|
||||||
EFFECT_SP_DEFENSE_DOWN_2 EQU $3e
|
EFFECT_SP_DEF_DOWN_2 EQU $3e
|
||||||
EFFECT_ACCURACY_DOWN_2 EQU $3f
|
EFFECT_ACCURACY_DOWN_2 EQU $3f
|
||||||
EFFECT_EVASION_DOWN_2 EQU $40
|
EFFECT_EVASION_DOWN_2 EQU $40
|
||||||
EFFECT_REFLECT EQU $41
|
EFFECT_REFLECT EQU $41
|
||||||
@ -199,8 +199,8 @@ EFFECT_PARALYZE EQU $43
|
|||||||
EFFECT_ATTACK_DOWN_HIT EQU $44
|
EFFECT_ATTACK_DOWN_HIT EQU $44
|
||||||
EFFECT_DEFENSE_DOWN_HIT EQU $45
|
EFFECT_DEFENSE_DOWN_HIT EQU $45
|
||||||
EFFECT_SPEED_DOWN_HIT EQU $46
|
EFFECT_SPEED_DOWN_HIT EQU $46
|
||||||
EFFECT_SP_ATTACK_DOWN_HIT EQU $47
|
EFFECT_SP_ATK_DOWN_HIT EQU $47
|
||||||
EFFECT_SP_DEFENSE_DOWN_HIT EQU $48
|
EFFECT_SP_DEF_DOWN_HIT EQU $48
|
||||||
EFFECT_ACCURACY_DOWN_HIT EQU $49
|
EFFECT_ACCURACY_DOWN_HIT EQU $49
|
||||||
EFFECT_EVASION_DOWN_HIT EQU $4a
|
EFFECT_EVASION_DOWN_HIT EQU $4a
|
||||||
EFFECT_SKY_ATTACK EQU $4b
|
EFFECT_SKY_ATTACK EQU $4b
|
||||||
|
13
main.asm
13
main.asm
@ -12183,11 +12183,11 @@ FillPP: ; da6d
|
|||||||
push hl
|
push hl
|
||||||
push de
|
push de
|
||||||
push bc
|
push bc
|
||||||
ld hl, $5afb
|
ld hl, Moves
|
||||||
ld bc, $0007
|
ld bc, Move2 - Move1
|
||||||
call AddNTimes
|
call AddNTimes
|
||||||
ld de, StringBuffer1
|
ld de, StringBuffer1
|
||||||
ld a, $10
|
ld a, BANK(Moves)
|
||||||
call FarCopyBytes
|
call FarCopyBytes
|
||||||
pop bc
|
pop bc
|
||||||
pop de
|
pop de
|
||||||
@ -19254,10 +19254,10 @@ Function13256: ; 13256
|
|||||||
call Predef
|
call Predef
|
||||||
ld a, [CurSpecies]
|
ld a, [CurSpecies]
|
||||||
dec a
|
dec a
|
||||||
ld hl, $5afd
|
ld hl, Moves + MOVE_POWER
|
||||||
ld bc, $0007
|
ld bc, Move2 - Move1
|
||||||
call AddNTimes
|
call AddNTimes
|
||||||
ld a, $10
|
ld a, BANK(Moves)
|
||||||
call GetFarByte
|
call GetFarByte
|
||||||
ld hl, $c5a0
|
ld hl, $c5a0
|
||||||
cp $2
|
cp $2
|
||||||
@ -40129,7 +40129,6 @@ Function41af7: ; 41af7
|
|||||||
; 41afb
|
; 41afb
|
||||||
|
|
||||||
|
|
||||||
Moves: ; 0x41afb
|
|
||||||
INCLUDE "battle/moves/moves.asm"
|
INCLUDE "battle/moves/moves.asm"
|
||||||
|
|
||||||
|
|
||||||
|
Loading…
Reference in New Issue
Block a user