Separate constants in a consistent way

This commit is contained in:
Remy Oukaour 2017-12-26 22:25:11 -05:00
parent dae16acd6f
commit d15429e3b7
5 changed files with 214 additions and 214 deletions

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@ -7,6 +7,7 @@ INCLUDE "constants/wram_constants.asm"
INCLUDE "constants/pokemon_constants.asm"
INCLUDE "constants/type_constants.asm"
INCLUDE "constants/move_constants.asm"
INCLUDE "constants/move_effect_constants.asm"
INCLUDE "constants/battle_constants.asm"
INCLUDE "constants/battle_anim_constants.asm"
INCLUDE "constants/map_constants.asm"
@ -16,6 +17,7 @@ INCLUDE "constants/landmark_constants.asm"
INCLUDE "constants/item_constants.asm"
INCLUDE "constants/item_data_constants.asm"
INCLUDE "constants/trainer_constants.asm"
INCLUDE "constants/trainer_data_constants.asm"
INCLUDE "constants/script_constants.asm"
INCLUDE "constants/event_flags.asm"
INCLUDE "constants/engine_flags.asm"

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@ -213,166 +213,6 @@ SUBSTATUS_CURLED EQU 0
const WEATHER_SUN_END
const WEATHER_SANDSTORM_END
; MoveEffectsPointers indexes (see data/moves/move_effects_pointers.asm)
const_def
const EFFECT_NORMAL_HIT
const EFFECT_SLEEP
const EFFECT_POISON_HIT
const EFFECT_LEECH_HIT
const EFFECT_BURN_HIT
const EFFECT_FREEZE_HIT
const EFFECT_PARALYZE_HIT
const EFFECT_SELFDESTRUCT
const EFFECT_DREAM_EATER
const EFFECT_MIRROR_MOVE
const EFFECT_ATTACK_UP
const EFFECT_DEFENSE_UP
const EFFECT_SPEED_UP
const EFFECT_SP_ATK_UP
const EFFECT_SP_DEF_UP
const EFFECT_ACCURACY_UP
const EFFECT_EVASION_UP
const EFFECT_ALWAYS_HIT
const EFFECT_ATTACK_DOWN
const EFFECT_DEFENSE_DOWN
const EFFECT_SPEED_DOWN
const EFFECT_SP_ATK_DOWN
const EFFECT_SP_DEF_DOWN
const EFFECT_ACCURACY_DOWN
const EFFECT_EVASION_DOWN
const EFFECT_RESET_STATS
const EFFECT_BIDE
const EFFECT_RAMPAGE
const EFFECT_FORCE_SWITCH
const EFFECT_MULTI_HIT
const EFFECT_CONVERSION
const EFFECT_FLINCH_HIT
const EFFECT_HEAL
const EFFECT_TOXIC
const EFFECT_PAY_DAY
const EFFECT_LIGHT_SCREEN
const EFFECT_TRI_ATTACK
const EFFECT_UNUSED_25
const EFFECT_OHKO
const EFFECT_RAZOR_WIND
const EFFECT_SUPER_FANG
const EFFECT_STATIC_DAMAGE
const EFFECT_TRAP_TARGET
const EFFECT_UNUSED_2B
const EFFECT_DOUBLE_HIT
const EFFECT_JUMP_KICK
const EFFECT_MIST
const EFFECT_FOCUS_ENERGY
const EFFECT_RECOIL_HIT
const EFFECT_CONFUSE
const EFFECT_ATTACK_UP_2
const EFFECT_DEFENSE_UP_2
const EFFECT_SPEED_UP_2
const EFFECT_SP_ATK_UP_2
const EFFECT_SP_DEF_UP_2
const EFFECT_ACCURACY_UP_2
const EFFECT_EVASION_UP_2
const EFFECT_TRANSFORM
const EFFECT_ATTACK_DOWN_2
const EFFECT_DEFENSE_DOWN_2
const EFFECT_SPEED_DOWN_2
const EFFECT_SP_ATK_DOWN_2
const EFFECT_SP_DEF_DOWN_2
const EFFECT_ACCURACY_DOWN_2
const EFFECT_EVASION_DOWN_2
const EFFECT_REFLECT
const EFFECT_POISON
const EFFECT_PARALYZE
const EFFECT_ATTACK_DOWN_HIT
const EFFECT_DEFENSE_DOWN_HIT
const EFFECT_SPEED_DOWN_HIT
const EFFECT_SP_ATK_DOWN_HIT
const EFFECT_SP_DEF_DOWN_HIT
const EFFECT_ACCURACY_DOWN_HIT
const EFFECT_EVASION_DOWN_HIT
const EFFECT_SKY_ATTACK
const EFFECT_CONFUSE_HIT
const EFFECT_POISON_MULTI_HIT
const EFFECT_UNUSED_4E
const EFFECT_SUBSTITUTE
const EFFECT_HYPER_BEAM
const EFFECT_RAGE
const EFFECT_MIMIC
const EFFECT_METRONOME
const EFFECT_LEECH_SEED
const EFFECT_SPLASH
const EFFECT_DISABLE
const EFFECT_LEVEL_DAMAGE
const EFFECT_PSYWAVE
const EFFECT_COUNTER
const EFFECT_ENCORE
const EFFECT_PAIN_SPLIT
const EFFECT_SNORE
const EFFECT_CONVERSION2
const EFFECT_LOCK_ON
const EFFECT_SKETCH
const EFFECT_DEFROST_OPPONENT
const EFFECT_SLEEP_TALK
const EFFECT_DESTINY_BOND
const EFFECT_REVERSAL
const EFFECT_SPITE
const EFFECT_FALSE_SWIPE
const EFFECT_HEAL_BELL
const EFFECT_PRIORITY_HIT
const EFFECT_TRIPLE_KICK
const EFFECT_THIEF
const EFFECT_MEAN_LOOK
const EFFECT_NIGHTMARE
const EFFECT_FLAME_WHEEL
const EFFECT_CURSE
const EFFECT_UNUSED_6E
const EFFECT_PROTECT
const EFFECT_SPIKES
const EFFECT_FORESIGHT
const EFFECT_PERISH_SONG
const EFFECT_SANDSTORM
const EFFECT_ENDURE
const EFFECT_ROLLOUT
const EFFECT_SWAGGER
const EFFECT_FURY_CUTTER
const EFFECT_ATTRACT
const EFFECT_RETURN
const EFFECT_PRESENT
const EFFECT_FRUSTRATION
const EFFECT_SAFEGUARD
const EFFECT_SACRED_FIRE
const EFFECT_MAGNITUDE
const EFFECT_BATON_PASS
const EFFECT_PURSUIT
const EFFECT_RAPID_SPIN
const EFFECT_UNUSED_82
const EFFECT_UNUSED_83
const EFFECT_MORNING_SUN
const EFFECT_SYNTHESIS
const EFFECT_MOONLIGHT
const EFFECT_HIDDEN_POWER
const EFFECT_RAIN_DANCE
const EFFECT_SUNNY_DAY
const EFFECT_DEFENSE_UP_HIT
const EFFECT_ATTACK_UP_HIT
const EFFECT_ALL_UP_HIT
const EFFECT_FAKE_OUT
const EFFECT_BELLY_DRUM
const EFFECT_PSYCH_UP
const EFFECT_MIRROR_COAT
const EFFECT_SKULL_BASH
const EFFECT_TWISTER
const EFFECT_EARTHQUAKE
const EFFECT_FUTURE_SIGHT
const EFFECT_GUST
const EFFECT_STOMP
const EFFECT_SOLARBEAM
const EFFECT_THUNDER
const EFFECT_TELEPORT
const EFFECT_BEAT_UP
const EFFECT_FLY
const EFFECT_DEFENSE_CURL
; wBattleAction
const_def
const BATTLEACTION_MOVE1

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@ -0,0 +1,159 @@
; MoveEffectsPointers indexes (see data/moves/move_effects_pointers.asm)
const_def
const EFFECT_NORMAL_HIT
const EFFECT_SLEEP
const EFFECT_POISON_HIT
const EFFECT_LEECH_HIT
const EFFECT_BURN_HIT
const EFFECT_FREEZE_HIT
const EFFECT_PARALYZE_HIT
const EFFECT_SELFDESTRUCT
const EFFECT_DREAM_EATER
const EFFECT_MIRROR_MOVE
const EFFECT_ATTACK_UP
const EFFECT_DEFENSE_UP
const EFFECT_SPEED_UP
const EFFECT_SP_ATK_UP
const EFFECT_SP_DEF_UP
const EFFECT_ACCURACY_UP
const EFFECT_EVASION_UP
const EFFECT_ALWAYS_HIT
const EFFECT_ATTACK_DOWN
const EFFECT_DEFENSE_DOWN
const EFFECT_SPEED_DOWN
const EFFECT_SP_ATK_DOWN
const EFFECT_SP_DEF_DOWN
const EFFECT_ACCURACY_DOWN
const EFFECT_EVASION_DOWN
const EFFECT_RESET_STATS
const EFFECT_BIDE
const EFFECT_RAMPAGE
const EFFECT_FORCE_SWITCH
const EFFECT_MULTI_HIT
const EFFECT_CONVERSION
const EFFECT_FLINCH_HIT
const EFFECT_HEAL
const EFFECT_TOXIC
const EFFECT_PAY_DAY
const EFFECT_LIGHT_SCREEN
const EFFECT_TRI_ATTACK
const EFFECT_UNUSED_25
const EFFECT_OHKO
const EFFECT_RAZOR_WIND
const EFFECT_SUPER_FANG
const EFFECT_STATIC_DAMAGE
const EFFECT_TRAP_TARGET
const EFFECT_UNUSED_2B
const EFFECT_DOUBLE_HIT
const EFFECT_JUMP_KICK
const EFFECT_MIST
const EFFECT_FOCUS_ENERGY
const EFFECT_RECOIL_HIT
const EFFECT_CONFUSE
const EFFECT_ATTACK_UP_2
const EFFECT_DEFENSE_UP_2
const EFFECT_SPEED_UP_2
const EFFECT_SP_ATK_UP_2
const EFFECT_SP_DEF_UP_2
const EFFECT_ACCURACY_UP_2
const EFFECT_EVASION_UP_2
const EFFECT_TRANSFORM
const EFFECT_ATTACK_DOWN_2
const EFFECT_DEFENSE_DOWN_2
const EFFECT_SPEED_DOWN_2
const EFFECT_SP_ATK_DOWN_2
const EFFECT_SP_DEF_DOWN_2
const EFFECT_ACCURACY_DOWN_2
const EFFECT_EVASION_DOWN_2
const EFFECT_REFLECT
const EFFECT_POISON
const EFFECT_PARALYZE
const EFFECT_ATTACK_DOWN_HIT
const EFFECT_DEFENSE_DOWN_HIT
const EFFECT_SPEED_DOWN_HIT
const EFFECT_SP_ATK_DOWN_HIT
const EFFECT_SP_DEF_DOWN_HIT
const EFFECT_ACCURACY_DOWN_HIT
const EFFECT_EVASION_DOWN_HIT
const EFFECT_SKY_ATTACK
const EFFECT_CONFUSE_HIT
const EFFECT_POISON_MULTI_HIT
const EFFECT_UNUSED_4E
const EFFECT_SUBSTITUTE
const EFFECT_HYPER_BEAM
const EFFECT_RAGE
const EFFECT_MIMIC
const EFFECT_METRONOME
const EFFECT_LEECH_SEED
const EFFECT_SPLASH
const EFFECT_DISABLE
const EFFECT_LEVEL_DAMAGE
const EFFECT_PSYWAVE
const EFFECT_COUNTER
const EFFECT_ENCORE
const EFFECT_PAIN_SPLIT
const EFFECT_SNORE
const EFFECT_CONVERSION2
const EFFECT_LOCK_ON
const EFFECT_SKETCH
const EFFECT_DEFROST_OPPONENT
const EFFECT_SLEEP_TALK
const EFFECT_DESTINY_BOND
const EFFECT_REVERSAL
const EFFECT_SPITE
const EFFECT_FALSE_SWIPE
const EFFECT_HEAL_BELL
const EFFECT_PRIORITY_HIT
const EFFECT_TRIPLE_KICK
const EFFECT_THIEF
const EFFECT_MEAN_LOOK
const EFFECT_NIGHTMARE
const EFFECT_FLAME_WHEEL
const EFFECT_CURSE
const EFFECT_UNUSED_6E
const EFFECT_PROTECT
const EFFECT_SPIKES
const EFFECT_FORESIGHT
const EFFECT_PERISH_SONG
const EFFECT_SANDSTORM
const EFFECT_ENDURE
const EFFECT_ROLLOUT
const EFFECT_SWAGGER
const EFFECT_FURY_CUTTER
const EFFECT_ATTRACT
const EFFECT_RETURN
const EFFECT_PRESENT
const EFFECT_FRUSTRATION
const EFFECT_SAFEGUARD
const EFFECT_SACRED_FIRE
const EFFECT_MAGNITUDE
const EFFECT_BATON_PASS
const EFFECT_PURSUIT
const EFFECT_RAPID_SPIN
const EFFECT_UNUSED_82
const EFFECT_UNUSED_83
const EFFECT_MORNING_SUN
const EFFECT_SYNTHESIS
const EFFECT_MOONLIGHT
const EFFECT_HIDDEN_POWER
const EFFECT_RAIN_DANCE
const EFFECT_SUNNY_DAY
const EFFECT_DEFENSE_UP_HIT
const EFFECT_ATTACK_UP_HIT
const EFFECT_ALL_UP_HIT
const EFFECT_FAKE_OUT
const EFFECT_BELLY_DRUM
const EFFECT_PSYCH_UP
const EFFECT_MIRROR_COAT
const EFFECT_SKULL_BASH
const EFFECT_TWISTER
const EFFECT_EARTHQUAKE
const EFFECT_FUTURE_SIGHT
const EFFECT_GUST
const EFFECT_STOMP
const EFFECT_SOLARBEAM
const EFFECT_THUNDER
const EFFECT_TELEPORT
const EFFECT_BEAT_UP
const EFFECT_FLY
const EFFECT_DEFENSE_CURL

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@ -677,57 +677,3 @@ KRIS EQU __enum__
const EUSINE
NUM_TRAINER_CLASSES EQU __enum__
; TrainerClassAttributes struct members (see data/trainers/trainer_attributes.asm)
const_def
const TRNATTR_ITEM1 ; 0
const TRNATTR_ITEM2 ; 1
const TRNATTR_BASEMONEY ; 2
const TRNATTR_AI_MOVE_WEIGHTS ; 3
const TRNATTR_AI2 ; 4
const TRNATTR_AI_ITEM_SWITCH ; 5
const TRNATTR_AI4 ; 6
NUM_TRAINER_ATTRIBUTES EQU const_value
; TRNATTR_AI_MOVE_WEIGHTS bit flags (wEnemyTrainerAIFlags)
const_def
const NO_AI
const_value = 0
shift_const AI_BASIC
shift_const AI_SETUP
shift_const AI_TYPES
shift_const AI_OFFENSIVE
shift_const AI_SMART
shift_const AI_OPPORTUNIST
shift_const AI_AGGRESSIVE
shift_const AI_CAUTIOUS
shift_const AI_STATUS
shift_const AI_RISKY
shift_const AI_10
shift_const AI_11
shift_const AI_12
shift_const AI_13
shift_const AI_14
shift_const AI_15
; TRNATTR_AI_ITEM_SWITCH bit flags
CONTEXT_USE_F EQU 6
UNKNOWN_USE_F EQU 5
ALWAYS_USE_F EQU 4
SWITCH_SOMETIMES_F EQU 2
SWITCH_RARELY_F EQU 1
SWITCH_OFTEN_F EQU 0
CONTEXT_USE EQU 1 << CONTEXT_USE_F
UNKNOWN_USE EQU 1 << UNKNOWN_USE_F
ALWAYS_USE EQU 1 << ALWAYS_USE_F
SWITCH_SOMETIMES EQU 1 << SWITCH_SOMETIMES_F
SWITCH_RARELY EQU 1 << SWITCH_RARELY_F
SWITCH_OFTEN EQU 1 << SWITCH_OFTEN_F
; TrainerTypes indexes (see trainers/read_party.asm)
const_def
const TRAINERTYPE_NORMAL
const TRAINERTYPE_MOVES
const TRAINERTYPE_ITEM
const TRAINERTYPE_ITEM_MOVES

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@ -0,0 +1,53 @@
; TrainerClassAttributes struct members (see data/trainers/trainer_attributes.asm)
const_def
const TRNATTR_ITEM1 ; 0
const TRNATTR_ITEM2 ; 1
const TRNATTR_BASEMONEY ; 2
const TRNATTR_AI_MOVE_WEIGHTS ; 3
const TRNATTR_AI2 ; 4
const TRNATTR_AI_ITEM_SWITCH ; 5
const TRNATTR_AI4 ; 6
NUM_TRAINER_ATTRIBUTES EQU const_value
; TRNATTR_AI_MOVE_WEIGHTS bit flags (wEnemyTrainerAIFlags)
const_def
const NO_AI
const_value = 0
shift_const AI_BASIC
shift_const AI_SETUP
shift_const AI_TYPES
shift_const AI_OFFENSIVE
shift_const AI_SMART
shift_const AI_OPPORTUNIST
shift_const AI_AGGRESSIVE
shift_const AI_CAUTIOUS
shift_const AI_STATUS
shift_const AI_RISKY
shift_const AI_10
shift_const AI_11
shift_const AI_12
shift_const AI_13
shift_const AI_14
shift_const AI_15
; TRNATTR_AI_ITEM_SWITCH bit flags
CONTEXT_USE_F EQU 6
UNKNOWN_USE_F EQU 5
ALWAYS_USE_F EQU 4
SWITCH_SOMETIMES_F EQU 2
SWITCH_RARELY_F EQU 1
SWITCH_OFTEN_F EQU 0
CONTEXT_USE EQU 1 << CONTEXT_USE_F
UNKNOWN_USE EQU 1 << UNKNOWN_USE_F
ALWAYS_USE EQU 1 << ALWAYS_USE_F
SWITCH_SOMETIMES EQU 1 << SWITCH_SOMETIMES_F
SWITCH_RARELY EQU 1 << SWITCH_RARELY_F
SWITCH_OFTEN EQU 1 << SWITCH_OFTEN_F
; TrainerTypes indexes (see trainers/read_party.asm)
const_def
const TRAINERTYPE_NORMAL
const TRAINERTYPE_MOVES
const TRAINERTYPE_ITEM
const TRAINERTYPE_ITEM_MOVES