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-rw-r--r-- | Add-a-new-move.md | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/Add-a-new-move.md b/Add-a-new-move.md index 60ba60c..757fdc9 100644 --- a/Add-a-new-move.md +++ b/Add-a-new-move.md @@ -110,7 +110,7 @@ The `move` defines these properties: - **animation:** Which animation to play when using the move. Remember, constants like `POUND` correspond to moves but also to battle animations, as we'll see later. - **effect:** What effect the move has. Valid effects are in [constants/move_effect_constants.asm](../blob/master/constants/move_effect_constants.asm). Some exist that aren't used for any moves yet, like `EFFECT_SP_ATK_UP_2`. -- **power:** The base power. 0 for non-damaging moves; 1 for moves that do damage but not with the standard formula, like Seismic Toss, Counter, or Magnitude. +- **power:** The base power. 0 for non-damaging moves; 1 for moves that do damage but not with the standard formula, like Seismic Toss, Counter, or Magnitude. (The AI uses this property to distinguish damaging and non-damaging moves.) - **type:** The type. - **accuracy:** The accuracy, from 1 to 100. - **PP:** The PP, from 5 to 40. Sketch has 1 PP but it requires special-case code in some places; and 40 is the maximum because any more and PP Up could boost it out of bounds. (PP is stored in 6 bits, not a full byte, so cannot exceed 63.) |