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-rw-r--r-- | Add-a-new-move.md | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/Add-a-new-move.md b/Add-a-new-move.md index d504626..e534650 100644 --- a/Add-a-new-move.md +++ b/Add-a-new-move.md @@ -13,7 +13,7 @@ This tutorial is for how to add a new move, allowing up to 255 moves. As an exam 2. [Swap move $FF with Struggle](#62-swap-move-ff-with-struggle) 3. [Remove Struggle from the `MetronomeExcepts` list](#63-remove-struggle-from-the-metronomeexcepts-list) 4. [Get rid of `NUM_ATTACKS + 1` checks](#64-get-rid-of-num_attacks--1-checks) - 5. [Don't make move $FF end the turn early](#65-dont-make-move-ff-end-the-turn-early) + 5. [Use $00 instead of $FF for Pursuit's effect](#65-use-00-instead-of-ff-for-pursuits-effect) ## 1. Define a move constant @@ -363,7 +363,7 @@ And edit [engine/mobile/mobile_5c.asm](../blob/master/engine/mobile/mobile_5c.as ``` -### 6.5. Don't make move $FF end the turn early +### 6.5. Use $00 instead of $FF for Pursuit's effect There's one more way that $FF as a move ID is special. When Pursuit attacks a Pokémon that's switching out, the value $FF is used to end that attack early. Now that $FF is a valid move, we'll need to use a different value; `NO_MOVE` ($00) works. |