ref: bad9e33530af8cdc29ce5629df682fc7915bfff0
dir: /constants/battle_constants.asm/
; 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 const MOVE_EFFECT const MOVE_POWER const MOVE_TYPE const MOVE_ACC const MOVE_PP const MOVE_CHANCE const MOVE_LENGTH ; 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