pokecrystal-board/constants/battle_constants.asm

400 lines
9.2 KiB
NASM

; significant level values
MAX_LEVEL EQU 100
MIN_LEVEL EQU 2
EGG_LEVEL EQU 5
; maximum moves known per mon
NUM_MOVES EQU 4
; significant stat values
BASE_STAT_LEVEL EQU 7
MAX_STAT_LEVEL EQU 13
; minimum damage before type effectiveness
MIN_NEUTRAL_DAMAGE EQU 2
; turns that sleep lasts
REST_SLEEP_TURNS EQU 2
TREEMON_SLEEP_TURNS EQU 7
; PlayerStatLevels and EnemyStatLevels indexes
; used for GetStatName
const_def
const ATTACK
const DEFENSE
const SPEED
const SP_ATTACK
const SP_DEFENSE
const ACCURACY
const EVASION
const ABILITY ; used for BattleCommand_Curse
NUM_LEVEL_STATS EQU const_value
; move struct members (see battle/moves/moves.asm)
const_def
const MOVE_ANIM ; 0
const MOVE_EFFECT ; 1
const MOVE_POWER ; 2
const MOVE_TYPE ; 3
const MOVE_ACC ; 4
const MOVE_PP ; 5
const MOVE_CHANCE ; 6
MOVE_LENGTH EQU const_value
; stat constants
; indexes for:
; - PlayerStats and EnemyStats (see wram.asm)
; - party_struct and battle_struct members (see macros/wram.asm)
const_value SET 1
const STAT_HP
const STAT_ATK
const STAT_DEF
const STAT_SPD
const STAT_SATK
const STAT_SDEF
NUM_STATS EQU const_value
; stat formula constants
STAT_MIN_NORMAL EQU 5
STAT_MIN_HP EQU 10
MAX_STAT_VALUE EQU 999
; shiny dvs
ATKDEFDV_SHINY EQU $EA
SPDSPCDV_SHINY EQU $AA
; battle classes (wBattleMode values)
const_value SET 1
const WILD_BATTLE
const TRAINER_BATTLE
; battle types (BattleType values)
const_def
const BATTLETYPE_NORMAL
const BATTLETYPE_CANLOSE
const BATTLETYPE_DEBUG
const BATTLETYPE_TUTORIAL
const BATTLETYPE_FISH
const BATTLETYPE_ROAMING
const BATTLETYPE_CONTEST
const BATTLETYPE_SHINY
const BATTLETYPE_TREE
const BATTLETYPE_TRAP
const BATTLETYPE_FORCEITEM
const BATTLETYPE_CELEBI
const BATTLETYPE_SUICUNE
; GetBattleVar and GetBattleVarAddr arguments (see home/battle.asm)
const_def
const BATTLE_VARS_SUBSTATUS1
const BATTLE_VARS_SUBSTATUS2
const BATTLE_VARS_SUBSTATUS3
const BATTLE_VARS_SUBSTATUS4
const BATTLE_VARS_SUBSTATUS5
const BATTLE_VARS_SUBSTATUS1_OPP
const BATTLE_VARS_SUBSTATUS2_OPP
const BATTLE_VARS_SUBSTATUS3_OPP
const BATTLE_VARS_SUBSTATUS4_OPP
const BATTLE_VARS_SUBSTATUS5_OPP
const BATTLE_VARS_STATUS
const BATTLE_VARS_STATUS_OPP
const BATTLE_VARS_MOVE_ANIM
const BATTLE_VARS_MOVE_EFFECT
const BATTLE_VARS_MOVE_POWER
const BATTLE_VARS_MOVE_TYPE
const BATTLE_VARS_MOVE
const BATTLE_VARS_LAST_COUNTER_MOVE
const BATTLE_VARS_LAST_COUNTER_MOVE_OPP
const BATTLE_VARS_LAST_MOVE
const BATTLE_VARS_LAST_MOVE_OPP
; GetBattleVar and GetBattleVarAddr internal indexes (see home/battle.asm)
const_def
const PLAYER_SUBSTATUS_1
const ENEMY_SUBSTATUS_1
const PLAYER_SUBSTATUS_2
const ENEMY_SUBSTATUS_2
const PLAYER_SUBSTATUS_3
const ENEMY_SUBSTATUS_3
const PLAYER_SUBSTATUS_4
const ENEMY_SUBSTATUS_4
const PLAYER_SUBSTATUS_5
const ENEMY_SUBSTATUS_5
const PLAYER_STATUS
const ENEMY_STATUS
const PLAYER_MOVE_ANIMATION
const ENEMY_MOVE_ANIMATION
const PLAYER_MOVE_EFFECT
const ENEMY_MOVE_EFFECT
const PLAYER_MOVE_POWER
const ENEMY_MOVE_POWER
const PLAYER_MOVE_TYPE
const ENEMY_MOVE_TYPE
const PLAYER_CUR_MOVE
const ENEMY_CUR_MOVE
const PLAYER_COUNTER_MOVE
const ENEMY_COUNTER_MOVE
const PLAYER_LAST_MOVE
const ENEMY_LAST_MOVE
; status condition bit flags
SLP EQU %111 ; 0-7 turns
const_value SET 3
const PSN
const BRN
const FRZ
const PAR
ALL_STATUS EQU (1 << PSN) + (1 << BRN) + (1 << FRZ) + (1 << PAR) + SLP
; PlayerSubStatus1 or EnemySubStatus1 bit flags
enum_start 7, -1
enum SUBSTATUS_IN_LOVE
enum SUBSTATUS_ROLLOUT
enum SUBSTATUS_ENDURE
enum SUBSTATUS_PERISH
enum SUBSTATUS_IDENTIFIED
enum SUBSTATUS_PROTECT
enum SUBSTATUS_CURSE
enum SUBSTATUS_NIGHTMARE
; PlayerSubStatus2 or EnemySubStatus2 bit flags
SUBSTATUS_CURLED EQU 0
; PlayerSubStatus3 or EnemySubStatus3 bit flags
enum_start 7, -1
enum SUBSTATUS_CONFUSED
enum SUBSTATUS_FLYING
enum SUBSTATUS_UNDERGROUND
enum SUBSTATUS_CHARGED
enum SUBSTATUS_FLINCHED
enum SUBSTATUS_IN_LOOP
enum SUBSTATUS_RAMPAGE
enum SUBSTATUS_BIDE
; PlayerSubStatus4 or EnemySubStatus4 bit flags
enum_start 7, -1
enum SUBSTATUS_LEECH_SEED
enum SUBSTATUS_RAGE
enum SUBSTATUS_RECHARGE
enum SUBSTATUS_SUBSTITUTE
enum SUBSTATUS_UNKNOWN_1
enum SUBSTATUS_FOCUS_ENERGY
enum SUBSTATUS_MIST
enum SUBSTATUS_X_ACCURACY
; PlayerSubStatus5 or EnemySubStatus5 bit flags
enum_start 7, -1
enum SUBSTATUS_CANT_RUN
enum SUBSTATUS_DESTINY_BOND
enum SUBSTATUS_LOCK_ON
enum SUBSTATUS_ENCORED
enum SUBSTATUS_TRANSFORMED
enum SUBSTATUS_UNKNOWN_2
enum SUBSTATUS_UNKNOWN_3
enum SUBSTATUS_TOXIC
; PlayerScreens or EnemyScreens bit flags
enum_start 4, -1
enum SCREENS_REFLECT
enum SCREENS_LIGHT_SCREEN
enum SCREENS_SAFEGUARD
enum SCREENS_UNUSED
enum SCREENS_SPIKES
; Weather values
const_def
const WEATHER_NONE
const WEATHER_RAIN
const WEATHER_SUN
const WEATHER_SANDSTORM
const WEATHER_RAIN_END
const WEATHER_SUN_END
const WEATHER_SANDSTORM_END
; MoveEffectsPointers indexes (see battle/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
const BATTLEACTION_MOVE2
const BATTLEACTION_MOVE3
const BATTLEACTION_MOVE4
const BATTLEACTION_SWITCH1
const BATTLEACTION_SWITCH2
const BATTLEACTION_SWITCH3
const BATTLEACTION_SWITCH4
const BATTLEACTION_SWITCH5
const BATTLEACTION_SWITCH6
const BATTLEACTION_A
const BATTLEACTION_B
const BATTLEACTION_C
const BATTLEACTION_D
const BATTLEACTION_E
const BATTLEACTION_FORFEIT
; wBattleResult
const_def
const WIN
const LOSE
const DRAW