; 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) rsreset MOVE_ANIM rb ; 0 MOVE_EFFECT rb ; 1 MOVE_POWER rb ; 2 MOVE_TYPE rb ; 3 MOVE_ACC rb ; 4 MOVE_PP rb ; 5 MOVE_CHANCE rb ; 6 MOVE_LENGTH EQU _RS ; 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_vars.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_vars.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)