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Oct 20th, 2018
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  1. case HOLD_EFFECT_LIFE_ORB:
  2. {
  3. switch (gCurrentMove) {
  4. case MOVE_ACID_ARMOR: case MOVE_AGILITY: case MOVE_AMNESIA: case MOVE_BARRIER: case MOVE_CONFUSE_RAY: case MOVE_CONVERSION: case MOVE_DEFENSE_CURL: case MOVE_DISABLE: case MOVE_DOUBLE_TEAM: case MOVE_FLASH: case MOVE_FOCUS_ENERGY: case MOVE_GLARE: case MOVE_GROWL: case MOVE_GROWTH: case MOVE_HARDEN: case MOVE_HAZE: case MOVE_HYPNOSIS: case MOVE_KINESIS: case MOVE_LEECH_SEED: case MOVE_LEER: case MOVE_LIGHT_SCREEN: case MOVE_LOVELY_KISS: case MOVE_MEDITATE: case MOVE_METRONOME: case MOVE_MIMIC: case MOVE_MINIMIZE: case MOVE_MIRROR_MOVE: case MOVE_MIST: case MOVE_POISON_GAS: case MOVE_POISON_POWDER: case MOVE_RECOVER: case MOVE_REST: case MOVE_ROAR: case MOVE_SAND_ATTACK: case MOVE_SCREECH: case MOVE_SHARPEN: case MOVE_SING: case MOVE_SLEEP_POWDER: case MOVE_SMOOKSCREEN: case MOVE_SOFT_BOILED: case MOVE_SPLASH: case MOVE_SPORE: case MOVE_STRING_SHOT: case MOVE_STUN_SPORE: case MOVE_SUBSTITUTE: case MOVE_SUPERSONIC: case MOVE_SWORDS_DANCE: case MOVE_TAIL_WHIP: case MOVE_TELEPORT: case MOVE_THUDER_WAVE: case MOVE_TOXIC: case MOVE_TRANSFORM: case MOVE_WHIRLWIND: case MOVE_WITHDRAW: case MOVE_ATTRACT: case MOVE_BATON_PASS: case MOVE_BELLY_DRUM: case MOVE_CHARM: case MOVE_CONVERSION_2: case MOVE_COTTON_SPORE: case MOVE_CURSE: case MOVE_DESTINY_BOND: case MOVE_DETECT: case MOVE_ENCORE: case MOVE_ENDURE: case MOVE_FORESIGHT: case MOVE_HEAL_BELL: case MOVE_LOCK_ON: case MOVE_MEAN_LOOK: case MOVE_MILK_DRINK: case MOVE_MIND_READER: case MOVE_MOONLIGHT: case MOVE_MORNING_SUN: case MOVE_NIGHTMARE: case MOVE_PAIN_SPLIT: case MOVE_PERISH_SONG: case MOVE_PROTECT: case MOVE_PSYCH_UP: case MOVE_RAIN_DANCE: case MOVE_SAFEGUARD: case MOVE_SANDSTORM: case MOVE_SCARY_FACE: case MOVE_SKETCH: case MOVE_SLEEP_TALK: case MOVE_SPIDER_WEB: case MOVE_SPIKES: case MOVE_SPITE: case MOVE_SUNNY_DAY: case MOVE_SWAGGER: case MOVE_SWEET_KISS: case MOVE_SWEET_SCENT: case MOVE_SYNTHESIS: case MOVE_AROMATHERAPY: case MOVE_ASSIST: case MOVE_BLOCK: case MOVE_BULK_UP: case MOVE_CALM_MIND: case MOVE_CAMOUFLAGE: case MOVE_CHARGE: case MOVE_COSMIC_POWER: case MOVE_DRAGON_DANCE: case MOVE_FAKE_TEARS: case MOVE_FEATHER_DANCE: case MOVE_FLATTER: case MOVE_FOLLOW_ME: case MOVE_GRASS_WHISTLE: case MOVE_GRUDGE: case MOVE_HAIL: case MOVE_HELPING_HAND: case MOVE_HOWL: case MOVE_IMPRISON: case MOVE_INGRAIN: case MOVE_IRON_DEFENSE: case MOVE_MAGIC_COAT: case MOVE_MOMENTO: case MOVE_METAL_SOUND: case MOVE_MUD_SPORT: case MOVE_NATURE_POWER: case MOVE_ODOR_SLEUTH: case MOVE_RECYCLE: case MOVE_REFRESH: case MOVE_ROLE_PLAY: case MOVE_SKILL_SWAP: case MOVE_SLACK_OFF: case MOVE_SNATCH: case MOVE_STOCKPILE: case MOVE_SWALLOW: case MOVE_TAIL_GLOW: case MOVE_TAUNT: case MOVE_TEETER_DANCE: case MOVE_TICKLE: case MOVE_TORMENT: case MOVE_TRICK: case MOVE_WATER_SPORT: case MOVE_WILL_O_WISP: case MOVE_WISH: case MOVE_YAWN:
  5. gBattleMoveDamage = gBattleMons[gActiveBattler].maxHP / 10;
  6. }
  7. }
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