mirror of https://github.com/pret/pokecrystal.git
394 lines
9.0 KiB
NASM
394 lines
9.0 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 Rest sleep lasts
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REST_TURNS EQU 2
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; PlayerStatLevels and EnemyStatLevels indexes
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; used for GetStatName
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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 battle/moves/moves.asm)
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const_def
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const MOVE_ANIM
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const MOVE_EFFECT
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const MOVE_POWER
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const MOVE_TYPE
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const MOVE_ACC
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const MOVE_PP
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const MOVE_CHANCE
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const MOVE_LENGTH
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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 formula constants
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STAT_MIN_NORMAL EQU 5
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STAT_MIN_HP EQU 10
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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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; GetBattleVar and GetBattleVarAddr arguments (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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; GetBattleVar and GetBattleVarAddr internal 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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; MoveEffectsPointers indexes (see battle/moves/move_effects_pointers.asm)
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const_def
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const EFFECT_NORMAL_HIT
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const EFFECT_SLEEP
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const EFFECT_POISON_HIT
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const EFFECT_LEECH_HIT
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const EFFECT_BURN_HIT
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const EFFECT_FREEZE_HIT
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const EFFECT_PARALYZE_HIT
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const EFFECT_SELFDESTRUCT
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const EFFECT_DREAM_EATER
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const EFFECT_MIRROR_MOVE
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const EFFECT_ATTACK_UP
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const EFFECT_DEFENSE_UP
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const EFFECT_SPEED_UP
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const EFFECT_SP_ATK_UP
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const EFFECT_SP_DEF_UP
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const EFFECT_ACCURACY_UP
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const EFFECT_EVASION_UP
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const EFFECT_ALWAYS_HIT
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const EFFECT_ATTACK_DOWN
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const EFFECT_DEFENSE_DOWN
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const EFFECT_SPEED_DOWN
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const EFFECT_SP_ATK_DOWN
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const EFFECT_SP_DEF_DOWN
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const EFFECT_ACCURACY_DOWN
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const EFFECT_EVASION_DOWN
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const EFFECT_RESET_STATS
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const EFFECT_BIDE
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const EFFECT_RAMPAGE
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const EFFECT_FORCE_SWITCH
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const EFFECT_MULTI_HIT
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const EFFECT_CONVERSION
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const EFFECT_FLINCH_HIT
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const EFFECT_HEAL
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const EFFECT_TOXIC
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const EFFECT_PAY_DAY
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const EFFECT_LIGHT_SCREEN
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const EFFECT_TRI_ATTACK
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const EFFECT_UNUSED_25
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const EFFECT_OHKO
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const EFFECT_RAZOR_WIND
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const EFFECT_SUPER_FANG
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const EFFECT_STATIC_DAMAGE
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const EFFECT_TRAP_TARGET
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const EFFECT_UNUSED_2B
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const EFFECT_DOUBLE_HIT
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const EFFECT_JUMP_KICK
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const EFFECT_MIST
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const EFFECT_FOCUS_ENERGY
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const EFFECT_RECOIL_HIT
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const EFFECT_CONFUSE
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const EFFECT_ATTACK_UP_2
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const EFFECT_DEFENSE_UP_2
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const EFFECT_SPEED_UP_2
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const EFFECT_SP_ATK_UP_2
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const EFFECT_SP_DEF_UP_2
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const EFFECT_ACCURACY_UP_2
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const EFFECT_EVASION_UP_2
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const EFFECT_TRANSFORM
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const EFFECT_ATTACK_DOWN_2
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const EFFECT_DEFENSE_DOWN_2
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const EFFECT_SPEED_DOWN_2
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const EFFECT_SP_ATK_DOWN_2
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const EFFECT_SP_DEF_DOWN_2
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const EFFECT_ACCURACY_DOWN_2
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const EFFECT_EVASION_DOWN_2
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const EFFECT_REFLECT
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const EFFECT_POISON
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const EFFECT_PARALYZE
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const EFFECT_ATTACK_DOWN_HIT
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const EFFECT_DEFENSE_DOWN_HIT
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const EFFECT_SPEED_DOWN_HIT
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const EFFECT_SP_ATK_DOWN_HIT
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const EFFECT_SP_DEF_DOWN_HIT
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const EFFECT_ACCURACY_DOWN_HIT
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const EFFECT_EVASION_DOWN_HIT
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const EFFECT_SKY_ATTACK
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const EFFECT_CONFUSE_HIT
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const EFFECT_POISON_MULTI_HIT
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const EFFECT_UNUSED_4E
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const EFFECT_SUBSTITUTE
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const EFFECT_HYPER_BEAM
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const EFFECT_RAGE
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const EFFECT_MIMIC
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const EFFECT_METRONOME
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const EFFECT_LEECH_SEED
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const EFFECT_SPLASH
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const EFFECT_DISABLE
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const EFFECT_LEVEL_DAMAGE
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const EFFECT_PSYWAVE
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const EFFECT_COUNTER
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const EFFECT_ENCORE
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const EFFECT_PAIN_SPLIT
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const EFFECT_SNORE
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const EFFECT_CONVERSION2
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const EFFECT_LOCK_ON
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const EFFECT_SKETCH
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const EFFECT_DEFROST_OPPONENT
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const EFFECT_SLEEP_TALK
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const EFFECT_DESTINY_BOND
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const EFFECT_REVERSAL
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const EFFECT_SPITE
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const EFFECT_FALSE_SWIPE
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const EFFECT_HEAL_BELL
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const EFFECT_PRIORITY_HIT
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const EFFECT_TRIPLE_KICK
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const EFFECT_THIEF
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const EFFECT_MEAN_LOOK
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const EFFECT_NIGHTMARE
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const EFFECT_FLAME_WHEEL
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const EFFECT_CURSE
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const EFFECT_UNUSED_6E
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const EFFECT_PROTECT
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const EFFECT_SPIKES
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const EFFECT_FORESIGHT
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const EFFECT_PERISH_SONG
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const EFFECT_SANDSTORM
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const EFFECT_ENDURE
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const EFFECT_ROLLOUT
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const EFFECT_SWAGGER
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const EFFECT_FURY_CUTTER
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const EFFECT_ATTRACT
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const EFFECT_RETURN
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const EFFECT_PRESENT
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const EFFECT_FRUSTRATION
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const EFFECT_SAFEGUARD
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const EFFECT_SACRED_FIRE
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const EFFECT_MAGNITUDE
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const EFFECT_BATON_PASS
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const EFFECT_PURSUIT
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const EFFECT_RAPID_SPIN
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const EFFECT_UNUSED_82
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const EFFECT_UNUSED_83
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const EFFECT_MORNING_SUN
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const EFFECT_SYNTHESIS
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const EFFECT_MOONLIGHT
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const EFFECT_HIDDEN_POWER
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const EFFECT_RAIN_DANCE
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const EFFECT_SUNNY_DAY
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const EFFECT_DEFENSE_UP_HIT
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const EFFECT_ATTACK_UP_HIT
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const EFFECT_ALL_UP_HIT
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const EFFECT_FAKE_OUT
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const EFFECT_BELLY_DRUM
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const EFFECT_PSYCH_UP
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const EFFECT_MIRROR_COAT
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const EFFECT_SKULL_BASH
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const EFFECT_TWISTER
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const EFFECT_EARTHQUAKE
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const EFFECT_FUTURE_SIGHT
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const EFFECT_GUST
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const EFFECT_STOMP
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const EFFECT_SOLARBEAM
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const EFFECT_THUNDER
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const EFFECT_TELEPORT
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const EFFECT_BEAT_UP
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const EFFECT_FLY
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const EFFECT_DEFENSE_CURL
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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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