mirror of https://github.com/pret/pokeemerald.git
Move `!IS_TYPE_PHYSICAL` note closer to where it's relevant in Phys/Spec guide
parent
5590d0d8e9
commit
e3ac8febdc
|
@ -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:
|
||||
|
|
Loading…
Reference in New Issue