pokecrystal-board/constants/battle_constants.asm
Rangi 40902ffe24 Verify data table sizes with table_width and assert_table_length macros
This was discussed in #706

It also uncovered some off-by-one issues with defining some constants.

A few structs now use rsreset/_RS to define their offset constants, as discussed in #739
2021-03-04 00:15:03 -05:00

266 lines
5.9 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
; turns that sleep lasts
REST_SLEEP_TURNS EQU 2
TREEMON_SLEEP_TURNS EQU 7
; default move priority
BASE_PRIORITY EQU 1
; type effectiveness factors, scaled by 10
SUPER_EFFECTIVE EQU 20
MORE_EFFECTIVE EQU 15
EFFECTIVE EQU 10
NOT_VERY_EFFECTIVE EQU 05
NO_EFFECT EQU 00
; enemy AI behavior
BASE_AI_SWITCH_SCORE EQU 10
; wPlayerStatLevels and wEnemyStatLevels indexes (see wram.asm)
; GetStatName arguments (see data/battle/stat_names.asm)
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 data/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:
; - wPlayerStats and wEnemyStats (see wram.asm)
; - party_struct and battle_struct members (see macros/wram.asm)
const_def 1
const STAT_HP
const STAT_ATK
const STAT_DEF
const STAT_SPD
const STAT_SATK
NUM_EXP_STATS EQU const_value - 1
const STAT_SDEF
NUM_STATS EQU const_value - 1
NUM_BATTLE_STATS EQU NUM_STATS - 1 ; don't count HP
; 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_def 1
const WILD_BATTLE
const TRAINER_BATTLE
; battle types (wBattleType 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
; BattleVarPairs indexes (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
NUM_BATTLE_VARS EQU const_value
; BattleVarLocations 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
assert const_value % 2 == 0
NUM_BATTLE_VAR_LOCATION_PAIRS EQU const_value / 2
; status condition bit flags
SLP EQU %111 ; 0-7 turns
const_def 3
const PSN
const BRN
const FRZ
const PAR
ALL_STATUS EQU (1 << PSN) | (1 << BRN) | (1 << FRZ) | (1 << PAR) | SLP
; wPlayerSubStatus1 or wEnemySubStatus1 bit flags
const_def
const SUBSTATUS_NIGHTMARE
const SUBSTATUS_CURSE
const SUBSTATUS_PROTECT
const SUBSTATUS_IDENTIFIED
const SUBSTATUS_PERISH
const SUBSTATUS_ENDURE
const SUBSTATUS_ROLLOUT
const SUBSTATUS_IN_LOVE
; wPlayerSubStatus2 or wEnemySubStatus2 bit flags
const_def
const SUBSTATUS_CURLED
; wPlayerSubStatus3 or wEnemySubStatus3 bit flags
const_def
const SUBSTATUS_BIDE
const SUBSTATUS_RAMPAGE
const SUBSTATUS_IN_LOOP
const SUBSTATUS_FLINCHED
const SUBSTATUS_CHARGED
const SUBSTATUS_UNDERGROUND
const SUBSTATUS_FLYING
const SUBSTATUS_CONFUSED
; wPlayerSubStatus4 or wEnemySubStatus4 bit flags
const_def
const SUBSTATUS_X_ACCURACY
const SUBSTATUS_MIST
const SUBSTATUS_FOCUS_ENERGY
const_skip
const SUBSTATUS_SUBSTITUTE
const SUBSTATUS_RECHARGE
const SUBSTATUS_RAGE
const SUBSTATUS_LEECH_SEED
; wPlayerSubStatus5 or wEnemySubStatus5 bit flags
const_def
const SUBSTATUS_TOXIC
const_skip
const_skip
const SUBSTATUS_TRANSFORMED
const SUBSTATUS_ENCORED
const SUBSTATUS_LOCK_ON
const SUBSTATUS_DESTINY_BOND
const SUBSTATUS_CANT_RUN
; wPlayerScreens or wEnemyScreens bit flags
const_def
const SCREENS_SPIKES
const_skip
const SCREENS_SAFEGUARD
const SCREENS_LIGHT_SCREEN
const SCREENS_REFLECT
; values in wBattleWeather
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
; 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_skip
const_skip
const_skip
const BATTLEACTION_SKIPTURN
const BATTLEACTION_STRUGGLE
const BATTLEACTION_FORFEIT
; wBattlePlayerAction
const_def
const BATTLEPLAYERACTION_USEMOVE
const BATTLEPLAYERACTION_USEITEM
const BATTLEPLAYERACTION_SWITCH
; wBattleResult
const_def
const WIN
const LOSE
const DRAW
BATTLERESULT_CAUGHT_CELEBI EQU 6
BATTLERESULT_BOX_FULL EQU 7
BATTLERESULT_BITMASK EQU (1 << BATTLERESULT_CAUGHT_CELEBI) | (1 << BATTLERESULT_BOX_FULL)