mirror of
https://gitlab.com/xCrystal/pokecrystal-board.git
synced 2024-11-16 11:27:33 -08:00
3648afda16
New MACRO and DEF syntax
300 lines
7.6 KiB
NASM
300 lines
7.6 KiB
NASM
; move ids
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; indexes for:
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; - Moves (see data/moves/moves.asm)
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; - MoveNames (see data/moves/names.asm)
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; - MoveDescriptions (see data/moves/descriptions.asm)
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; - BattleAnimations (see data/moves/animations.asm)
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const_def
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const NO_MOVE ; 00
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const POUND ; 01
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const KARATE_CHOP ; 02
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const DOUBLESLAP ; 03
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const COMET_PUNCH ; 04
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const MEGA_PUNCH ; 05
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const PAY_DAY ; 06
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const FIRE_PUNCH ; 07
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const ICE_PUNCH ; 08
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const THUNDERPUNCH ; 09
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const SCRATCH ; 0a
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const VICEGRIP ; 0b
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const GUILLOTINE ; 0c
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const RAZOR_WIND ; 0d
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const SWORDS_DANCE ; 0e
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const CUT ; 0f
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const GUST ; 10
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const WING_ATTACK ; 11
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const WHIRLWIND ; 12
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const FLY ; 13
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const BIND ; 14
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const SLAM ; 15
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const VINE_WHIP ; 16
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const STOMP ; 17
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const DOUBLE_KICK ; 18
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const MEGA_KICK ; 19
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const JUMP_KICK ; 1a
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const ROLLING_KICK ; 1b
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const SAND_ATTACK ; 1c
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const HEADBUTT ; 1d
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const HORN_ATTACK ; 1e
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const FURY_ATTACK ; 1f
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const HORN_DRILL ; 20
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const TACKLE ; 21
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const BODY_SLAM ; 22
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const WRAP ; 23
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const TAKE_DOWN ; 24
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const THRASH ; 25
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const DOUBLE_EDGE ; 26
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const TAIL_WHIP ; 27
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const POISON_STING ; 28
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const TWINEEDLE ; 29
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const PIN_MISSILE ; 2a
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const LEER ; 2b
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const BITE ; 2c
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const GROWL ; 2d
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const ROAR ; 2e
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const SING ; 2f
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const SUPERSONIC ; 30
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const SONICBOOM ; 31
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const DISABLE ; 32
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const ACID ; 33
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const EMBER ; 34
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const FLAMETHROWER ; 35
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const MIST ; 36
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const WATER_GUN ; 37
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const HYDRO_PUMP ; 38
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const SURF ; 39
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const ICE_BEAM ; 3a
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const BLIZZARD ; 3b
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const PSYBEAM ; 3c
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const BUBBLEBEAM ; 3d
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const AURORA_BEAM ; 3e
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const HYPER_BEAM ; 3f
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const PECK ; 40
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const DRILL_PECK ; 41
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const SUBMISSION ; 42
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const LOW_KICK ; 43
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const COUNTER ; 44
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const SEISMIC_TOSS ; 45
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const STRENGTH ; 46
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const ABSORB ; 47
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const MEGA_DRAIN ; 48
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const LEECH_SEED ; 49
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const GROWTH ; 4a
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const RAZOR_LEAF ; 4b
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const SOLARBEAM ; 4c
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const POISONPOWDER ; 4d
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const STUN_SPORE ; 4e
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const SLEEP_POWDER ; 4f
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const PETAL_DANCE ; 50
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const STRING_SHOT ; 51
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const DRAGON_RAGE ; 52
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const FIRE_SPIN ; 53
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const THUNDERSHOCK ; 54
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const THUNDERBOLT ; 55
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const THUNDER_WAVE ; 56
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const THUNDER ; 57
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const ROCK_THROW ; 58
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const EARTHQUAKE ; 59
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const FISSURE ; 5a
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const DIG ; 5b
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const TOXIC ; 5c
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const CONFUSION ; 5d
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const PSYCHIC_M ; 5e
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const HYPNOSIS ; 5f
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const MEDITATE ; 60
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const AGILITY ; 61
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const QUICK_ATTACK ; 62
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const RAGE ; 63
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const TELEPORT ; 64
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const NIGHT_SHADE ; 65
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const MIMIC ; 66
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const SCREECH ; 67
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const DOUBLE_TEAM ; 68
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const RECOVER ; 69
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const HARDEN ; 6a
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const MINIMIZE ; 6b
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const SMOKESCREEN ; 6c
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const CONFUSE_RAY ; 6d
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const WITHDRAW ; 6e
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const DEFENSE_CURL ; 6f
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const BARRIER ; 70
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const LIGHT_SCREEN ; 71
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const HAZE ; 72
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const REFLECT ; 73
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const FOCUS_ENERGY ; 74
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const BIDE ; 75
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const METRONOME ; 76
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const MIRROR_MOVE ; 77
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const SELFDESTRUCT ; 78
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const EGG_BOMB ; 79
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const LICK ; 7a
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const SMOG ; 7b
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const SLUDGE ; 7c
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const BONE_CLUB ; 7d
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const FIRE_BLAST ; 7e
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const WATERFALL ; 7f
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const CLAMP ; 80
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const SWIFT ; 81
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const SKULL_BASH ; 82
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const SPIKE_CANNON ; 83
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const CONSTRICT ; 84
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const AMNESIA ; 85
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const KINESIS ; 86
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const SOFTBOILED ; 87
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const HI_JUMP_KICK ; 88
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const GLARE ; 89
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const DREAM_EATER ; 8a
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const POISON_GAS ; 8b
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const BARRAGE ; 8c
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const LEECH_LIFE ; 8d
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const LOVELY_KISS ; 8e
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const SKY_ATTACK ; 8f
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const TRANSFORM ; 90
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const BUBBLE ; 91
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const DIZZY_PUNCH ; 92
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const SPORE ; 93
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const FLASH ; 94
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const PSYWAVE ; 95
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const SPLASH ; 96
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const ACID_ARMOR ; 97
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const CRABHAMMER ; 98
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const EXPLOSION ; 99
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const FURY_SWIPES ; 9a
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const BONEMERANG ; 9b
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const REST ; 9c
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const ROCK_SLIDE ; 9d
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const HYPER_FANG ; 9e
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const SHARPEN ; 9f
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const CONVERSION ; a0
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const TRI_ATTACK ; a1
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const SUPER_FANG ; a2
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const SLASH ; a3
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const SUBSTITUTE ; a4
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const STRUGGLE ; a5
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const SKETCH ; a6
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const TRIPLE_KICK ; a7
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const THIEF ; a8
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const SPIDER_WEB ; a9
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const MIND_READER ; aa
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const NIGHTMARE ; ab
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const FLAME_WHEEL ; ac
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const SNORE ; ad
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const CURSE ; ae
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const FLAIL ; af
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const CONVERSION2 ; b0
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const AEROBLAST ; b1
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const COTTON_SPORE ; b2
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const REVERSAL ; b3
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const SPITE ; b4
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const POWDER_SNOW ; b5
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const PROTECT ; b6
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const MACH_PUNCH ; b7
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const SCARY_FACE ; b8
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const FAINT_ATTACK ; b9
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const SWEET_KISS ; ba
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const BELLY_DRUM ; bb
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const SLUDGE_BOMB ; bc
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const MUD_SLAP ; bd
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const OCTAZOOKA ; be
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const SPIKES ; bf
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const ZAP_CANNON ; c0
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const FORESIGHT ; c1
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const DESTINY_BOND ; c2
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const PERISH_SONG ; c3
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const ICY_WIND ; c4
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const DETECT ; c5
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const BONE_RUSH ; c6
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const LOCK_ON ; c7
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const OUTRAGE ; c8
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const SANDSTORM ; c9
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const GIGA_DRAIN ; ca
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const ENDURE ; cb
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const CHARM ; cc
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const ROLLOUT ; cd
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const FALSE_SWIPE ; ce
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const SWAGGER ; cf
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const MILK_DRINK ; d0
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const SPARK ; d1
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const FURY_CUTTER ; d2
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const STEEL_WING ; d3
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const MEAN_LOOK ; d4
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const ATTRACT ; d5
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const SLEEP_TALK ; d6
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const HEAL_BELL ; d7
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const RETURN ; d8
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const PRESENT ; d9
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const FRUSTRATION ; da
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const SAFEGUARD ; db
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const PAIN_SPLIT ; dc
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const SACRED_FIRE ; dd
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const MAGNITUDE ; de
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const DYNAMICPUNCH ; df
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const MEGAHORN ; e0
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const DRAGONBREATH ; e1
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const BATON_PASS ; e2
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const ENCORE ; e3
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const PURSUIT ; e4
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const RAPID_SPIN ; e5
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const SWEET_SCENT ; e6
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const IRON_TAIL ; e7
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const METAL_CLAW ; e8
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const VITAL_THROW ; e9
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const MORNING_SUN ; ea
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const SYNTHESIS ; eb
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const MOONLIGHT ; ec
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const HIDDEN_POWER ; ed
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const CROSS_CHOP ; ee
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const TWISTER ; ef
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const RAIN_DANCE ; f0
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const SUNNY_DAY ; f1
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const CRUNCH ; f2
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const MIRROR_COAT ; f3
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const PSYCH_UP ; f4
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const EXTREMESPEED ; f5
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const ANCIENTPOWER ; f6
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const SHADOW_BALL ; f7
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const FUTURE_SIGHT ; f8
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const ROCK_SMASH ; f9
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const WHIRLPOOL ; fa
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const BEAT_UP ; fb
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DEF NUM_ATTACKS EQU const_value - 1
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; Battle animations use the same constants as the moves up to this point
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const_next $ff
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const ANIM_SWEET_SCENT_2 ; ff
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const ANIM_THROW_POKE_BALL ; 100
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const ANIM_SEND_OUT_MON ; 101
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const ANIM_RETURN_MON ; 102
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const ANIM_CONFUSED ; 103
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const ANIM_SLP ; 104
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const ANIM_BRN ; 105
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const ANIM_PSN ; 106
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const ANIM_SAP ; 107
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const ANIM_FRZ ; 108
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const ANIM_PAR ; 109
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const ANIM_IN_LOVE ; 10a
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const ANIM_IN_SANDSTORM ; 10b
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const ANIM_IN_NIGHTMARE ; 10c
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const ANIM_IN_WHIRLPOOL ; 10d
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; battle anims
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const ANIM_MISS ; 10e
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const ANIM_ENEMY_DAMAGE ; 10f
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const ANIM_ENEMY_STAT_DOWN ; 110
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const ANIM_PLAYER_STAT_DOWN ; 111
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const ANIM_PLAYER_DAMAGE ; 112
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const ANIM_WOBBLE ; 113
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const ANIM_SHAKE ; 114
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const ANIM_HIT_CONFUSION ; 115
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DEF NUM_BATTLE_ANIMS EQU const_value - 1
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; wNumHits uses offsets from ANIM_MISS
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const_def
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const BATTLEANIM_NONE
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const BATTLEANIM_ENEMY_DAMAGE
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const BATTLEANIM_ENEMY_STAT_DOWN
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const BATTLEANIM_PLAYER_STAT_DOWN
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const BATTLEANIM_PLAYER_DAMAGE
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const BATTLEANIM_WOBBLE
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const BATTLEANIM_SHAKE
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const BATTLEANIM_HIT_CONFUSION
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