mirror of https://github.com/pret/pokecrystal.git
251 lines
5.5 KiB
NASM
251 lines
5.5 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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; minimum damage before type effectiveness
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MIN_NEUTRAL_DAMAGE EQU 2
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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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; PlayerStatLevels and EnemyStatLevels 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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; - PlayerStats and EnemyStats (see wram.asm)
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; - party_struct and battle_struct members (see macros/wram.asm)
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const_value set 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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const STAT_SDEF
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NUM_STATS EQU const_value
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STAT_SPC EQU STAT_SATK
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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_value set 1
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const WILD_BATTLE
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const TRAINER_BATTLE
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; battle types (BattleType 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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; 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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; status condition bit flags
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SLP EQU %111 ; 0-7 turns
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const_value set 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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; PlayerSubStatus1 or EnemySubStatus1 bit flags
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enum_start 7, -1
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enum SUBSTATUS_IN_LOVE
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enum SUBSTATUS_ROLLOUT
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enum SUBSTATUS_ENDURE
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enum SUBSTATUS_PERISH
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enum SUBSTATUS_IDENTIFIED
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enum SUBSTATUS_PROTECT
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enum SUBSTATUS_CURSE
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enum SUBSTATUS_NIGHTMARE
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; PlayerSubStatus2 or EnemySubStatus2 bit flags
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SUBSTATUS_CURLED EQU 0
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; PlayerSubStatus3 or EnemySubStatus3 bit flags
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enum_start 7, -1
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enum SUBSTATUS_CONFUSED
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enum SUBSTATUS_FLYING
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enum SUBSTATUS_UNDERGROUND
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enum SUBSTATUS_CHARGED
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enum SUBSTATUS_FLINCHED
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enum SUBSTATUS_IN_LOOP
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enum SUBSTATUS_RAMPAGE
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enum SUBSTATUS_BIDE
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; PlayerSubStatus4 or EnemySubStatus4 bit flags
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enum_start 7, -1
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enum SUBSTATUS_LEECH_SEED
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enum SUBSTATUS_RAGE
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enum SUBSTATUS_RECHARGE
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enum SUBSTATUS_SUBSTITUTE
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enum SUBSTATUS_UNKNOWN_1
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enum SUBSTATUS_FOCUS_ENERGY
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enum SUBSTATUS_MIST
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enum SUBSTATUS_X_ACCURACY
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; PlayerSubStatus5 or EnemySubStatus5 bit flags
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enum_start 7, -1
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enum SUBSTATUS_CANT_RUN
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enum SUBSTATUS_DESTINY_BOND
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enum SUBSTATUS_LOCK_ON
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enum SUBSTATUS_ENCORED
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enum SUBSTATUS_TRANSFORMED
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enum SUBSTATUS_UNKNOWN_2
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enum SUBSTATUS_UNKNOWN_3
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enum SUBSTATUS_TOXIC
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; PlayerScreens or EnemyScreens bit flags
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enum_start 4, -1
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enum SCREENS_REFLECT
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enum SCREENS_LIGHT_SCREEN
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enum SCREENS_SAFEGUARD
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enum SCREENS_UNUSED
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enum SCREENS_SPIKES
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; Weather values
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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 BATTLEACTION_A
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const BATTLEACTION_B
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const BATTLEACTION_C
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const BATTLEACTION_D
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const BATTLEACTION_E
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const BATTLEACTION_FORFEIT
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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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