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: