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authorMatthew Cabral <mr.matthewcabral@gmail.com>2022-01-21 23:45:34 -0500
committerMatthew Cabral <mr.matthewcabral@gmail.com>2022-01-21 23:45:34 -0500
commite3ac8febdcab14add9177afa82d4b21480c44912 (patch)
tree7266f6d752cb931ff2ab0a93335bdb136521c943
parent5590d0d8e904f32e46d11e5837a8eb14d5a0f3e1 (diff)
Move `!IS_TYPE_PHYSICAL` note closer to where it's relevant in Phys/Spec guide
-rw-r--r--Add-Physical-Special-Split.md2
1 files changed, 1 insertions, 1 deletions
diff --git a/Add-Physical-Special-Split.md b/Add-Physical-Special-Split.md
index 489967b..d9001d8 100644
--- a/Add-Physical-Special-Split.md
+++ b/Add-Physical-Special-Split.md
@@ -171,6 +171,7 @@ We will change this to:
```c
IS_TYPE_SPECIAL(gBattleMoves[gCurrentMove])
```
+**Note:** We have changed `!IS_TYPE_PHYSICAL` to `IS_TYPE_SPECIAL` because "not physical" no longer automatically means "special" due to the introduction of the "other/status" option.
And lastly, the two in **battle_tv.c** can be changed to:
```c
@@ -180,7 +181,6 @@ and
```c
IS_TYPE_SPECIAL(move)
```
-**Note:** We have changed `!IS_TYPE_PHYSICAL` to `IS_TYPE_SPECIAL` because "not physical" no longer automatically means "special" due to the introduction of the "other/status" option.
## 4. Adding the physicality byte to moves
The last step is definitely the most tedious, but it is very simple. We need to go through every move and define whether it is physical, special, or other. The file that defines all move effects is located at **src/data/battle_moves.h**. There are plenty of resources to find out which one a move is if you do not already know. After adding these, the split is implemented. For reference, here is one example of each possible value of the physicality byte for my names and values: