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authorRangi <remy.oukaour+rangi42@gmail.com>2021-03-26 18:30:35 -0400
committerRangi <remy.oukaour+rangi42@gmail.com>2021-03-26 18:30:35 -0400
commite0b1d9ff3dba986282368438bdd1b71d5bbcd509 (patch)
tree8eda6df8969871c55f8a2af34368929059de0112
parentcb8bac68f201bc16a7ec613fb832dc2de4903e60 (diff)
Fix #817
-rw-r--r--Add-a-new-move.md13
1 files changed, 5 insertions, 8 deletions
diff --git a/Add-a-new-move.md b/Add-a-new-move.md
index 9064298..b31ebff 100644
--- a/Add-a-new-move.md
+++ b/Add-a-new-move.md
@@ -33,18 +33,15 @@ Edit [constants/move_constants.asm](../blob/master/constants/move_constants.asm)
...
const BEAT_UP ; fb
+ const NASTY_PLOT ; fc
- NUM_ATTACKS EQU const_value + -1
-
-- const MOVE_OR_ANIM_FC ; fc
- const MOVE_OR_ANIM_FD ; fd
- const MOVE_OR_ANIM_FE ; fe
+ NUM_ATTACKS EQU const_value - 1
; Battle animations use the same constants as the moves up to this point
+ const_next $ff
const ANIM_SWEET_SCENT_2 ; ff
...
```
-Move constants are actually a subset of battle animation constants. $01 to $FB are the 251 constants from `POUND` to `BEAT_UP`; then `MOVE_OR_ANIM_FC`, `MOVE_OR_ANIM_FD`, and `MOVE_OR_ANIM_FE` are unused; then `ANIM_SWEET_SCENT_2` and above correspond to animations beyond the ones played for moves (throwing Poké Balls, showing confusion, etc). Anyway, those three `MOVE_OR_ANIM_*` constants can all be used for new moves.
+Move constants are actually a subset of battle animation constants. $01 to $FB are the 251 constants from `POUND` to `BEAT_UP`; then $FC, $FD, and $FE are unused; then starting at $FF, `ANIM_SWEET_SCENT_2` and above correspond to animations beyond the ones played for moves (throwing Poké Balls, showing confusion, etc). Anyway, those three unused values can all be used for new moves.
## 2. Give it a name and description
@@ -192,9 +189,9 @@ It's pretty easy to replace the unused moves 252, 253, and 254 ($FC, $FD, and $F
### 6.1. Prepare move $FF
-Let's say the 255th move will be Fake Out. First, follow the steps as usual. Define `FAKE_OUT` after `MOVE_OR_ANIM_FE`; give it a name, description, and battle properties (`FAKE_OUT, EFFECT_FAKE_OUT, 40, NORMAL, 100, 10, 0`); give it an animation (it can share `BattleAnim_Tackle`); and add it to Pokémon learnsets.
+Let's say the 255th move will be Fake Out. First, follow the steps as usual. Define `FAKE_OUT` after your move $FE; give it a name, description, and battle properties (`FAKE_OUT, EFFECT_FAKE_OUT, 40, NORMAL, 100, 10, 0`); give it an animation (it can share `BattleAnim_Tackle`); and add it to Pokémon learnsets.
-Remember, this time we're introducing a new constant, not replacing an old one. So `FAKE_OUT` gets added between `MOVE_OR_ANIM_FE` and `ANIM_SWEET_SCENT_2`; `ANIM_SWEET_SCENT_2` will be shifted from $FF to $100; `ANIM_THROW_POKE_BALL` from $100 to $101; and so on.
+Remember, this time we're introducing a new constant, not replacing an old one. So you also need to change `const_next $ff` to `const_next $100` for the battle animation constants, or just remove the `const_next` since there's no longer a gap between moves and battle animations. This means `ANIM_SWEET_SCENT_2` will be shifted from $FF to $100; `ANIM_THROW_POKE_BALL` from $100 to $101; and so on.
### 6.2. Swap move $FF with Struggle