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# ifndef GUARD_CONSTANTS_BATTLE_CONFIG_H
# define GUARD_CONSTANTS_BATTLE_CONFIG_H
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# define BATTLE_ENGINE
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// Species with peculiar battle effects.
# ifndef POKEMON_EXPANSION
# define SPECIES_DIALGA 0
# define SPECIES_PALKIA 0
# define SPECIES_GIRATINA 0
# define SPECIES_CHERRIM 0
# define SPECIES_ARCEUS 0
# define SPECIES_SILVALLY 0
# define SPECIES_GENESECT 0
# define SPECIES_AEGISLASH 0
# define SPECIES_AEGISLASH_BLADE 10000
# define SPECIES_MIMIKYU 0
# define SPECIES_MIMIKYU_BUSTED 10001
# define SPECIES_DARMANITAN 0
# define SPECIES_DARMANITAN_ZEN 10002
# define SPECIES_MINIOR_CORE 0
# define SPECIES_MINIOR 10003
# define SPECIES_WISHIWASHI 0
# define SPECIES_WISHIWASHI_SCHOOL 10004
# define SPECIES_ZYGARDE 0 // 50%
# define SPECIES_ZYGARDE_10 10005 // 10 %
# define SPECIES_ZYGARDE_COMPLETE 10006 // 100 %
# endif
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// Items with peculiar battle effects.
# ifndef ITEM_EXPANSION
# define ITEM_CHOPLE_BERRY 177
# define ITEM_KEBIA_BERRY 178
# define ITEM_SHUCA_BERRY 179
# define ITEM_COBA_BERRY 180
# define ITEM_PAYAPA_BERRY 181
# define ITEM_TANGA_BERRY 182
# define ITEM_CHARTI_BERRY 183
# define ITEM_KASIB_BERRY 184
# define ITEM_HABAN_BERRY 185
# define ITEM_COLBUR_BERRY 186
# define ITEM_BABIRI_BERRY 187
# define ITEM_CHILAN_BERRY 188
# define ITEM_ROSELI_BERRY 189
# define ITEM_MICLE_BERRY 197
# define ITEM_CUSTAP_BERRY 199
# define ITEM_JABOCA_BERRY 200
# define ITEM_ROWAP_BERRY 201
# define ITEM_KEE_BERRY 202
# define ITEM_MARANGA_BERRY 203
# define ITEM_OCCA_BERRY 204
# define ITEM_PASSHO_BERRY 205
# define ITEM_WACAN_BERRY 206
# define ITEM_RINDO_BERRY 207
# define ITEM_YACHE_BERRY 208
# define ITEM_GRISEOUS_ORB 369
# endif
# ifndef GEN_3
# define GEN_3 0
# define GEN_4 1
# define GEN_5 2
# define GEN_6 3
# define GEN_7 4
# define GEN_8 5
# endif
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// Calculation settings
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# define B_CRIT_CHANCE GEN_6 // Chances of a critical hit landing. See CalcCritChanceStage.
# define B_CRIT_MULTIPLIER GEN_6 // In Gen6+, critical hits multiply damage by 1.5 instead of 2.
# define B_EXP_CATCH GEN_6 // In Gen6+, Pokémon get experience from catching.
# define B_TRAINER_EXP_MULTIPLIER GEN_6 // In Gen7+, trainer battles no longer give a 1.5 multiplier to exp gain.
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# define B_SPLIT_EXP GEN_5 // In Gen6+, all participating mon get full experience.
# define B_SCALED_EXP GEN_6 // In Gen5 and Gen7+, experience is weighted by level difference.
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# define B_BURN_DAMAGE GEN_6 // In Gen7+, burn damage is 1/16th of max HP instead of 1/8th.
# define B_PARALYSIS_SPEED GEN_6 // In Gen7+, speed is decreased by 50% instead of 75%.
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# define B_TERRAIN_TYPE_BOOST GEN_6 // In Gen8+, damage is boosted by 30% instead of 50%.
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# define B_BINDING_DAMAGE GEN_6 // In Gen6+, binding damage is 1/8 of max HP instead of 1/16. (With Binding Band, 1/6 and 1/8 respectively.)
# define B_CONFUSION_SELF_DMG_CHANCE GEN_6 // In Gen7+, confusion has a 33.3% of self-damage, instead of 50%.
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# define B_MULTI_HIT_CHANCE GEN_6 // In Gen5+, multi-hit moves have different %. See Cmd_setmultihitcounter for values.
# define B_RECOIL_IF_MISS_DMG GEN_6 // In Gen5+, Jump Kick and Hi Jump Kick will always do half of the user's max HP when missing.
# define B_PSYWAVE_DMG GEN_6 // Psywave's damage formula. See Cmd_psywavedamageeffect.
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# define B_BADGE_BOOST GEN_6 // In Gen4+, Gym Badges no longer boost a Pokémon's stats
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// Move data settings
# define B_UPDATED_MOVE_DATA GEN_7 // Updates move data in gBattleMoves, including Power, Accuracy, PP, stat changes, targets, chances of secondary effects, etc.
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# define B_PHYSICAL_SPECIAL_SPLIT GEN_6 // In Gen3, the move's type determines if it will do physical or special damage. The split icon in the summary will reflect this.
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# define B_FELL_STINGER_STAT_RAISE GEN_6 // In Gen7+, it raises Atk by 3 stages instead of 2 if it causes the target to faint.
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# define B_KINGS_SHIELD_LOWER_ATK GEN_6 // In Gen7+, it lowers Atk by 1 stage instead of 2 of oponents that hit it.
# define B_SPEED_BUFFING_RAPID_SPIN GEN_8 // In Gen8, Rapid Spin raises the user's Speed by 1 stage.
# define B_WATER_SHURIKEN_SPLIT GEN_8 // In Gen7, Water Shuriken was changed from Physical to Special.
// Other move settings
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# define B_SOUND_SUBSTITUTE GEN_6 // In Gen6+, sound moves bypass Substitute.
# define B_TOXIC_NEVER_MISS GEN_6 // In Gen6+, if Toxic is used by a Poison type, it will never miss.
# define B_PAYBACK_SWITCH_BOOST GEN_6 // In Gen5+, if the opponent switches out, Payback's damage will no longer be doubled.
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# define B_BINDING_TURNS GEN_6 // In Gen5+, binding moves last for 4-5 turns instead of 2-5 turns. (With Grip Claw, 7 and 5 turns respectively.)
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# define B_UPROAR_TURNS GEN_6 // In Gen5+, Uproar lasts for 3 turns instead of 2-5 turns.
# define B_DISABLE_TURNS GEN_6 // Disable's turns. See Cmd_disablelastusedattack.
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# define B_INCINERATE_GEMS GEN_6 // In Gen6+, Incinerate can destroy Gems.
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# define B_MINIMIZE_DMG_ACC GEN_6 // In Gen6+, moves that causes double damage to minimized Pokémon will also skip accuracy checks.
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// Ability settings
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# define B_ABILITY_WEATHER GEN_6 // In Gen5+, weather caused by abilities lasts the same amount of turns as induced from a move. Before, they lasted till the battle's end or weather change by a move.
# define B_GALE_WINGS GEN_6 // In Gen7+ requires full HP to trigger.
# define B_STANCE_CHANGE_FAIL GEN_7 // In Gen7+, Aegislash's form change does not happen, if the Pokémon cannot use a move, because of confusion, paralysis, etc. In gen6, the form change occurs despite not being able to move.
# define B_GHOSTS_ESCAPE GEN_6 // In Gen6+, ghosts can escape even when blocked by abilities such as Shadow Tag.
# define B_MOODY_ACC_EVASION GEN_6 // In Gen8+, Moody CANNOT raise Accuray and Evasion any more.
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# define B_FLASH_FIRE_FROZEN GEN_6 // In Gen5+, Flash Fire can trigger even when frozen, when it couldn't before.
# define B_SYNCHRONIZE_NATURE GEN_6 // In Gen8+, if the Pokémon with Synchronize is leading the party, it's 100% guaranteed that wild Pokémon will have the same ability, as opposed to 50% previously.
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// Item settings
# define B_HP_BERRIES GEN_6 // In Gen4+, berries which restore hp activate immediately after hp drops to half. In gen3, the effect occurs at the end of the turn.
# define B_BERRIES_INSTANT GEN_6 // In Gen4+, most berries activate on battle start/switch-in if applicable. In gen3, they only activate either at the move end or turn end.
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// Flag settings.
// To use the following features in scripting, replace the 0s with the flag ID you're assigning it to. Eg: Replace with FLAG_UNUSED_0x264 so you can use that flag for toggling the feature.
# define B_FLAG_INVERSE_BATTLE 0 // If this flag is set, the battle's type effectiveness are inversed. For example, fire is super effective against water.
# define B_FLAG_FORCE_DOUBLE_WILD 0 // If this flag is set, all land and surfing wild battles will be double battles.
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// Interface settings
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# define B_ABILITY_POP_UP TRUE // In Gen5+, the Pokémon abilities are displayed in a pop-up, when they activate in battle.
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# define B_FAST_INTRO TRUE // If set to TRUE, battle intro texts print at the same time as animation of a Pokémon, as opposing to waiting for the animation to end.
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# define B_SHOW_TARGETS TRUE // If set to TRUE, all available targets, for moves hitting 2 or 3 Pokémon, will be shown before selecting a move.
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# define B_SHOW_SPLIT_ICON TRUE // If set to TRUE, it will show an icon in the summary showing the move's category split.
// Other
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# define B_DOUBLE_WILD_CHANCE 0 // % chance of encountering two Pokémon in a Wild Encounter.
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# define B_SLEEP_TURNS GEN_6 // In Gen5+, sleep lasts for 1-3 turns instead of 2-5 turns.
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# define B_PARALYZE_ELECTRIC GEN_6 // In Gen6+, Electric type Pokémon can't be paralyzed.
# define B_POWDER_GRASS GEN_6 // In Gen6+, Grass type Pokémon are immune to powder and spore moves.
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// Critical Capture
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# define B_CRITICAL_CAPTURE TRUE // if set to TRUE, critical capture will be enabled
# define B_CATCHING_CHARM_BOOST 20 // % boost in critical capture odds if player has the catching charm
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// Animation Settings
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# define B_NEW_SWORD_PARTICLE TRUE // If set to TRUE, it updates Swords Dance's particle.
# define B_NEW_LEECH_SEED_PARTICLE TRUE // If set to TRUE, it updates Leech Seed's animation particle.
# define B_NEW_HORN_ATTACK_PARTICLE TRUE // If set to TRUE, it updates Horn Attack's horn particle.
# define B_NEW_LEAF_PARTICLE TRUE // If set to TRUE, it updates leaf particle.
# define B_NEW_EMBER_PARTICLES TRUE // If set to TRUE, it updates Ember's fire particle.
# define B_NEW_MEAN_LOOK_PARTICLE TRUE // If set to TRUE, it updates Mean Look's eye particle.
# define B_NEW_TEETH_PARTICLE TRUE // If set to TRUE, it updates Bite/Crunch teeth particle.
# define B_NEW_HANDS_FEET_PARTICLE TRUE // If set to TRUE, it updates chop/kick/punch particles.
# define B_NEW_SPIKES_PARTICLE TRUE // If set to TRUE, it updates Spikes particle.
# define B_NEW_FLY_BUBBLE_PARTICLE TRUE // If set to TRUE, it updates Fly's 'bubble' particle.
# define B_NEW_CURSE_NAIL_PARTICLE TRUE // If set to TRUE, it updates Curse's nail.
# define B_NEW_BATON_PASS_BALL_PARTICLE TRUE // If set to TRUE, it updates Baton Pass' Poké Ball sprite.
# define B_NEW_MORNING_SUN_STAR_PARTICLE TRUE // If set to TRUE, it updates Morning Sun's star particles.
# define B_NEW_IMPACT_PALETTE TRUE // If set to TRUE, it updates the basic 'hit' palette.
# define B_NEW_SURF_PARTICLE_PALETTE TRUE // If set to TRUE, it updates Surf's wave palette.
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# define HIDE_HEALTHBOXES_DURING_ANIMS TRUE //if TRUE, hides healthboxes during move animations
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# endif // GUARD_CONSTANTS_BATTLE_CONFIG_H