MOVELIST[BattleMoveName::BASH_CHANGE]=newBattle::Move(MOVELIST[BattleMoveName::BASH]->name,"Regular attack.",MOVELIST[BattleMoveName::BASH]->baseDmg,MOVELIST[BattleMoveName::BASH]->randomDmg,ㅍMOVELIST[BattleMoveName::BASH]->PPCost,MOVELIST[BattleMoveName::BASH]->range,MOVELIST[BattleMoveName::BASH]->composition,L"$USER equipped the $ITEM instead and attacks.",MOVELIST[BattleMoveName::BASH]->eff,MOVELIST[BattleMoveName::BASH]->pctDamage,MOVELIST[BattleMoveName::BASH]->properties);
MOVELIST[BattleMoveName::BASH_CHANGE]=newBattle::Move(MOVELIST[BattleMoveName::BASH]->name,"Regular attack.",MOVELIST[BattleMoveName::BASH]->baseDmg,MOVELIST[BattleMoveName::BASH]->randomDmg,ㅍMOVELIST[BattleMoveName::BASH]->PPCost,MOVELIST[BattleMoveName::BASH]->range,MOVELIST[BattleMoveName::BASH]->composition,L"$USER equipped the $ITEM instead and attacks.",MOVELIST[BattleMoveName::BASH]->eff,MOVELIST[BattleMoveName::BASH]->pctDamage,MOVELIST[BattleMoveName::BASH]->properties);
MOVELIST[BattleMoveName::EQUIP_ARMOR]=newBattle::Move("Equip Armor","Equip Armor.",0,0,ㅍ0,1,0,true,{0,0,0,0},L"$USER equips the $ITEM");
MOVELIST[BattleMoveName::HAILSTORM_A]=newBattle::Move("Hailstorm","Causes heavy ice rocks to crash",ALPHA,40,20,ㅍ4,4,0,false,{0,0,20,0});
MOVELIST[BattleMoveName::HAILSTORM_A]=newBattle::Move("Hailstorm","Causes heavy ice rocks to crash",ALPHA,40,20,ㅍ4,4,0,false,{0,0,20,0});
MOVELIST[BattleMoveName::HAILSTORM_B]=newBattle::Move("Hailstorm","Causes heavy ice rocks to crash",BETA,80,20,ㅍ12,4,0,false,{0,0,20,0});
MOVELIST[BattleMoveName::HAILSTORM_B]=newBattle::Move("Hailstorm","Causes heavy ice rocks to crash",BETA,80,20,ㅍ12,4,0,false,{0,0,20,0});
MOVELIST[BattleMoveName::HAILSTORM_G]=newBattle::Move("Hailstorm","Causes heavy ice rocks to crash",GAMMA,120,20,ㅍ28,4,0,false,{0,0,20,0});
MOVELIST[BattleMoveName::HAILSTORM_G]=newBattle::Move("Hailstorm","Causes heavy ice rocks to crash",GAMMA,120,20,ㅍ28,4,0,false,{0,0,20,0});
@ -1918,7 +1930,9 @@ This is a test message that lets us trigger straight from a cutscene! Cool!)"),
ITEMLIST[ItemName::PIZZA]=newItem("Pizza","A scrumptious meal filled with lots of cheese. Restores 200 HP.",{hpRecovery:200,consumable:true});
ITEMLIST[ItemName::PIZZA]=newItem("Pizza","A scrumptious meal filled with lots of cheese. Restores 200 HP.",{hpRecovery:200,consumable:true});
ITEMLIST[ItemName::CRACKED_BAT]=newItem("Cracked Bat","Has some dents in it, but you can probably still dent things with it yourself.",{attack:10,equip:EquipSlot::WEAPON});
ITEMLIST[ItemName::CRACKED_BAT]=newItem("Cracked Bat","Has some dents in it, but you can probably still dent things with it yourself.",{attack:10,equip:EquipSlot::WEAPON});
ITEMLIST[ItemName::TEE_BALL_BAT]=newItem("Tee Ball Bat","Great for playing some ball! Also great for beating your foes!",{attack:40,equip:EquipSlot::WEAPON});
ITEMLIST[ItemName::TEE_BALL_BAT]=newItem("Tee Ball Bat","Great for playing some ball! Also great for beating your foes!",{attack:40,equip:EquipSlot::WEAPON});
ITEMLIST[ItemName::LIGHT_JACKET]=newItem("Light Jacket","Fits just fine.",{defense:2,equip:EquipSlot::ARMOR});
ITEMLIST[ItemName::LIGHT_JACKET]=newItem("Light Jacket","Fits just fine.",{defense:10,equip:EquipSlot::ARMOR});
ITEMLIST[ItemName::HEAVY_JACKET]=newItem("Heavy Jacket","Are you sure this is good for your shoulders?",{defense:25,equip:EquipSlot::ARMOR});
ITEMLIST[ItemName::COPPER_BRACELET]=newItem("Copper Bracelet","It's not quite as shiny as a diamond, but it still makes you look good.",{defense:5,equip:EquipSlot::ACCESSORY});
ITEMLIST[ItemName::KEY_TO_THE_PALACE]=newItem("Key to the Palace","Lets you access a Palace.",{important:true});
ITEMLIST[ItemName::KEY_TO_THE_PALACE]=newItem("Key to the Palace","Lets you access a Palace.",{important:true});
}
}
@ -2802,6 +2816,7 @@ This is a test message that lets us trigger straight from a cutscene! Cool!)"),