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40902ffe24
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
266 lines
5.9 KiB
NASM
266 lines
5.9 KiB
NASM
; significant level values
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MAX_LEVEL EQU 100
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MIN_LEVEL EQU 2
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EGG_LEVEL EQU 5
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; maximum moves known per mon
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NUM_MOVES EQU 4
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; significant stat values
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BASE_STAT_LEVEL EQU 7
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MAX_STAT_LEVEL EQU 13
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; turns that sleep lasts
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REST_SLEEP_TURNS EQU 2
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TREEMON_SLEEP_TURNS EQU 7
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; default move priority
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BASE_PRIORITY EQU 1
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; type effectiveness factors, scaled by 10
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SUPER_EFFECTIVE EQU 20
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MORE_EFFECTIVE EQU 15
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EFFECTIVE EQU 10
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NOT_VERY_EFFECTIVE EQU 05
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NO_EFFECT EQU 00
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; enemy AI behavior
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BASE_AI_SWITCH_SCORE EQU 10
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; wPlayerStatLevels and wEnemyStatLevels indexes (see wram.asm)
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; GetStatName arguments (see data/battle/stat_names.asm)
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const_def
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const ATTACK
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const DEFENSE
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const SPEED
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const SP_ATTACK
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const SP_DEFENSE
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const ACCURACY
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const EVASION
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const ABILITY ; used for BattleCommand_Curse
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NUM_LEVEL_STATS EQU const_value
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; move struct members (see data/moves/moves.asm)
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const_def
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const MOVE_ANIM ; 0
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const MOVE_EFFECT ; 1
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const MOVE_POWER ; 2
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const MOVE_TYPE ; 3
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const MOVE_ACC ; 4
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const MOVE_PP ; 5
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const MOVE_CHANCE ; 6
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MOVE_LENGTH EQU const_value
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; stat constants
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; indexes for:
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; - wPlayerStats and wEnemyStats (see wram.asm)
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; - party_struct and battle_struct members (see macros/wram.asm)
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const_def 1
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const STAT_HP
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const STAT_ATK
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const STAT_DEF
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const STAT_SPD
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const STAT_SATK
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NUM_EXP_STATS EQU const_value - 1
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const STAT_SDEF
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NUM_STATS EQU const_value - 1
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NUM_BATTLE_STATS EQU NUM_STATS - 1 ; don't count HP
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; stat formula constants
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STAT_MIN_NORMAL EQU 5
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STAT_MIN_HP EQU 10
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MAX_STAT_VALUE EQU 999
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; shiny dvs
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ATKDEFDV_SHINY EQU $EA
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SPDSPCDV_SHINY EQU $AA
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; battle classes (wBattleMode values)
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const_def 1
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const WILD_BATTLE
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const TRAINER_BATTLE
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; battle types (wBattleType values)
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const_def
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const BATTLETYPE_NORMAL
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const BATTLETYPE_CANLOSE
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const BATTLETYPE_DEBUG
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const BATTLETYPE_TUTORIAL
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const BATTLETYPE_FISH
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const BATTLETYPE_ROAMING
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const BATTLETYPE_CONTEST
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const BATTLETYPE_SHINY
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const BATTLETYPE_TREE
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const BATTLETYPE_TRAP
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const BATTLETYPE_FORCEITEM
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const BATTLETYPE_CELEBI
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const BATTLETYPE_SUICUNE
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; BattleVarPairs indexes (see home/battle.asm)
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const_def
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const BATTLE_VARS_SUBSTATUS1
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const BATTLE_VARS_SUBSTATUS2
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const BATTLE_VARS_SUBSTATUS3
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const BATTLE_VARS_SUBSTATUS4
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const BATTLE_VARS_SUBSTATUS5
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const BATTLE_VARS_SUBSTATUS1_OPP
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const BATTLE_VARS_SUBSTATUS2_OPP
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const BATTLE_VARS_SUBSTATUS3_OPP
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const BATTLE_VARS_SUBSTATUS4_OPP
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const BATTLE_VARS_SUBSTATUS5_OPP
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const BATTLE_VARS_STATUS
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const BATTLE_VARS_STATUS_OPP
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const BATTLE_VARS_MOVE_ANIM
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const BATTLE_VARS_MOVE_EFFECT
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const BATTLE_VARS_MOVE_POWER
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const BATTLE_VARS_MOVE_TYPE
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const BATTLE_VARS_MOVE
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const BATTLE_VARS_LAST_COUNTER_MOVE
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const BATTLE_VARS_LAST_COUNTER_MOVE_OPP
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const BATTLE_VARS_LAST_MOVE
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const BATTLE_VARS_LAST_MOVE_OPP
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NUM_BATTLE_VARS EQU const_value
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; BattleVarLocations indexes (see home/battle.asm)
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const_def
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const PLAYER_SUBSTATUS_1
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const ENEMY_SUBSTATUS_1
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const PLAYER_SUBSTATUS_2
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const ENEMY_SUBSTATUS_2
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const PLAYER_SUBSTATUS_3
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const ENEMY_SUBSTATUS_3
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const PLAYER_SUBSTATUS_4
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const ENEMY_SUBSTATUS_4
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const PLAYER_SUBSTATUS_5
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const ENEMY_SUBSTATUS_5
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const PLAYER_STATUS
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const ENEMY_STATUS
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const PLAYER_MOVE_ANIMATION
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const ENEMY_MOVE_ANIMATION
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const PLAYER_MOVE_EFFECT
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const ENEMY_MOVE_EFFECT
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const PLAYER_MOVE_POWER
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const ENEMY_MOVE_POWER
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const PLAYER_MOVE_TYPE
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const ENEMY_MOVE_TYPE
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const PLAYER_CUR_MOVE
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const ENEMY_CUR_MOVE
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const PLAYER_COUNTER_MOVE
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const ENEMY_COUNTER_MOVE
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const PLAYER_LAST_MOVE
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const ENEMY_LAST_MOVE
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assert const_value % 2 == 0
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NUM_BATTLE_VAR_LOCATION_PAIRS EQU const_value / 2
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; status condition bit flags
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SLP EQU %111 ; 0-7 turns
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const_def 3
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const PSN
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const BRN
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const FRZ
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const PAR
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ALL_STATUS EQU (1 << PSN) | (1 << BRN) | (1 << FRZ) | (1 << PAR) | SLP
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; wPlayerSubStatus1 or wEnemySubStatus1 bit flags
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const_def
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const SUBSTATUS_NIGHTMARE
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const SUBSTATUS_CURSE
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const SUBSTATUS_PROTECT
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const SUBSTATUS_IDENTIFIED
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const SUBSTATUS_PERISH
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const SUBSTATUS_ENDURE
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const SUBSTATUS_ROLLOUT
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const SUBSTATUS_IN_LOVE
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; wPlayerSubStatus2 or wEnemySubStatus2 bit flags
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const_def
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const SUBSTATUS_CURLED
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; wPlayerSubStatus3 or wEnemySubStatus3 bit flags
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const_def
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const SUBSTATUS_BIDE
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const SUBSTATUS_RAMPAGE
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const SUBSTATUS_IN_LOOP
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const SUBSTATUS_FLINCHED
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const SUBSTATUS_CHARGED
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const SUBSTATUS_UNDERGROUND
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const SUBSTATUS_FLYING
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const SUBSTATUS_CONFUSED
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; wPlayerSubStatus4 or wEnemySubStatus4 bit flags
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const_def
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const SUBSTATUS_X_ACCURACY
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const SUBSTATUS_MIST
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const SUBSTATUS_FOCUS_ENERGY
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const_skip
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const SUBSTATUS_SUBSTITUTE
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const SUBSTATUS_RECHARGE
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const SUBSTATUS_RAGE
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const SUBSTATUS_LEECH_SEED
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; wPlayerSubStatus5 or wEnemySubStatus5 bit flags
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const_def
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const SUBSTATUS_TOXIC
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const_skip
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const_skip
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const SUBSTATUS_TRANSFORMED
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const SUBSTATUS_ENCORED
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const SUBSTATUS_LOCK_ON
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const SUBSTATUS_DESTINY_BOND
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const SUBSTATUS_CANT_RUN
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; wPlayerScreens or wEnemyScreens bit flags
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const_def
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const SCREENS_SPIKES
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const_skip
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const SCREENS_SAFEGUARD
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const SCREENS_LIGHT_SCREEN
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const SCREENS_REFLECT
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; values in wBattleWeather
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const_def
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const WEATHER_NONE
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const WEATHER_RAIN
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const WEATHER_SUN
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const WEATHER_SANDSTORM
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const WEATHER_RAIN_END
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const WEATHER_SUN_END
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const WEATHER_SANDSTORM_END
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; wBattleAction
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const_def
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const BATTLEACTION_MOVE1
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const BATTLEACTION_MOVE2
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const BATTLEACTION_MOVE3
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const BATTLEACTION_MOVE4
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const BATTLEACTION_SWITCH1
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const BATTLEACTION_SWITCH2
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const BATTLEACTION_SWITCH3
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const BATTLEACTION_SWITCH4
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const BATTLEACTION_SWITCH5
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const BATTLEACTION_SWITCH6
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const_skip
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const_skip
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const_skip
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const BATTLEACTION_SKIPTURN
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const BATTLEACTION_STRUGGLE
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const BATTLEACTION_FORFEIT
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; wBattlePlayerAction
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const_def
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const BATTLEPLAYERACTION_USEMOVE
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const BATTLEPLAYERACTION_USEITEM
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const BATTLEPLAYERACTION_SWITCH
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; wBattleResult
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const_def
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const WIN
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const LOSE
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const DRAW
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BATTLERESULT_CAUGHT_CELEBI EQU 6
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BATTLERESULT_BOX_FULL EQU 7
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BATTLERESULT_BITMASK EQU (1 << BATTLERESULT_CAUGHT_CELEBI) | (1 << BATTLERESULT_BOX_FULL)
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