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# ifndef GUARD_CONSTANTS_BATTLE_H
# define GUARD_CONSTANTS_BATTLE_H
/*
* A battler may be in one of four positions on the field . The first bit determines
* what side the battler is on , either the player ' s side or the opponent ' s side .
* The second bit determines what flank the battler is on , either the left or right .
* Note that the opponent ' s flanks are drawn corresponding to their perspective , so
* their right mon appears on the left , and their left mon appears on the right .
* The battler ID is usually the same as the position , except in the case of link battles .
*
* + - - - - - - - - - - - - - - - - - - - - - - - - - +
* | Opponent ' s side |
* | Right Left |
* | 3 1 |
* | |
* | Player ' s side |
* | Left Right |
* | 0 2 |
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - +
* | |
* | |
* + - - - - - - - - - - - - - - - - - - - - - - - - - - - +
*/
# define MAX_BATTLERS_COUNT 4
# define B_POSITION_PLAYER_LEFT 0
# define B_POSITION_OPPONENT_LEFT 1
# define B_POSITION_PLAYER_RIGHT 2
# define B_POSITION_OPPONENT_RIGHT 3
// These macros can be used with either battler ID or positions to get the partner or the opposite mon
# define BATTLE_OPPOSITE(id) ((id) ^ 1)
# define BATTLE_PARTNER(id) ((id) ^ 2)
# define B_SIDE_PLAYER 0
# define B_SIDE_OPPONENT 1
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# define B_FLANK_LEFT 0
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# define B_FLANK_RIGHT 1
# define BIT_SIDE 1
# define BIT_FLANK 2
// Battle Type Flags
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# define BATTLE_TYPE_DOUBLE (1 << 0)
# define BATTLE_TYPE_LINK (1 << 1)
# define BATTLE_TYPE_IS_MASTER (1 << 2) // In not-link battles, it's always set.
# define BATTLE_TYPE_TRAINER (1 << 3)
# define BATTLE_TYPE_FIRST_BATTLE (1 << 4)
# define BATTLE_TYPE_LINK_IN_BATTLE (1 << 5) // Set on battle entry, cleared on exit. Checked rarely
# define BATTLE_TYPE_MULTI (1 << 6)
# define BATTLE_TYPE_SAFARI (1 << 7)
# define BATTLE_TYPE_BATTLE_TOWER (1 << 8)
# define BATTLE_TYPE_WALLY_TUTORIAL (1 << 9)
# define BATTLE_TYPE_ROAMER (1 << 10)
# define BATTLE_TYPE_EREADER_TRAINER (1 << 11)
# define BATTLE_TYPE_KYOGRE_GROUDON (1 << 12)
# define BATTLE_TYPE_LEGENDARY (1 << 13)
# define BATTLE_TYPE_REGI (1 << 14)
# define BATTLE_TYPE_TWO_OPPONENTS (1 << 15)
# define BATTLE_TYPE_DOME (1 << 16)
# define BATTLE_TYPE_PALACE (1 << 17)
# define BATTLE_TYPE_ARENA (1 << 18)
# define BATTLE_TYPE_FACTORY (1 << 19)
# define BATTLE_TYPE_PIKE (1 << 20)
# define BATTLE_TYPE_PYRAMID (1 << 21)
# define BATTLE_TYPE_INGAME_PARTNER (1 << 22)
# define BATTLE_TYPE_TOWER_LINK_MULTI (1 << 23)
# define BATTLE_TYPE_RECORDED (1 << 24)
# define BATTLE_TYPE_RECORDED_LINK (1 << 25)
# define BATTLE_TYPE_TRAINER_HILL (1 << 26)
# define BATTLE_TYPE_SECRET_BASE (1 << 27)
# define BATTLE_TYPE_GROUDON (1 << 28)
# define BATTLE_TYPE_KYOGRE (1 << 29)
# define BATTLE_TYPE_RAYQUAZA (1 << 30)
# define BATTLE_TYPE_RECORDED_IS_MASTER (1 << 31)
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# define BATTLE_TYPE_FRONTIER (BATTLE_TYPE_BATTLE_TOWER | BATTLE_TYPE_DOME | BATTLE_TYPE_PALACE | BATTLE_TYPE_ARENA | BATTLE_TYPE_FACTORY | BATTLE_TYPE_PIKE | BATTLE_TYPE_PYRAMID)
# define BATTLE_TYPE_FRONTIER_NO_PYRAMID (BATTLE_TYPE_BATTLE_TOWER | BATTLE_TYPE_DOME | BATTLE_TYPE_PALACE | BATTLE_TYPE_ARENA | BATTLE_TYPE_FACTORY | BATTLE_TYPE_PIKE)
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# define WILD_DOUBLE_BATTLE ((gBattleTypeFlags & BATTLE_TYPE_DOUBLE && !(gBattleTypeFlags & (BATTLE_TYPE_LINK | BATTLE_TYPE_TRAINER))))
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# define BATTLE_TWO_VS_ONE_OPPONENT ((gBattleTypeFlags & BATTLE_TYPE_INGAME_PARTNER && gTrainerBattleOpponent_B == 0xFFFF))
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// Battle Outcome defines
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# define B_OUTCOME_WON 1
# define B_OUTCOME_LOST 2
# define B_OUTCOME_DREW 3
# define B_OUTCOME_RAN 4
# define B_OUTCOME_PLAYER_TELEPORTED 5
# define B_OUTCOME_MON_FLED 6
# define B_OUTCOME_CAUGHT 7
# define B_OUTCOME_NO_SAFARI_BALLS 8
# define B_OUTCOME_FORFEITED 9
# define B_OUTCOME_MON_TELEPORTED 10
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# define B_OUTCOME_LINK_BATTLE_RAN (1 << 7) // 128
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// Non-volatile status conditions
// These persist remain outside of battle and after switching out
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# define STATUS1_NONE 0
# define STATUS1_SLEEP (1 << 0 | 1 << 1 | 1 << 2) // First 3 bits (Number of turns to sleep)
# define STATUS1_SLEEP_TURN(num) ((num) << 0) // Just for readability (or if rearranging statuses)
# define STATUS1_POISON (1 << 3)
# define STATUS1_BURN (1 << 4)
# define STATUS1_FREEZE (1 << 5)
# define STATUS1_PARALYSIS (1 << 6)
# define STATUS1_TOXIC_POISON (1 << 7)
# define STATUS1_TOXIC_COUNTER (1 << 8 | 1 << 9 | 1 << 10 | 1 << 11)
# define STATUS1_TOXIC_TURN(num) ((num) << 8)
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# define STATUS1_PSN_ANY (STATUS1_POISON | STATUS1_TOXIC_POISON)
# define STATUS1_ANY (STATUS1_SLEEP | STATUS1_POISON | STATUS1_BURN | STATUS1_FREEZE | STATUS1_PARALYSIS | STATUS1_TOXIC_POISON)
// Volatile status ailments
// These are removed after exiting the battle or switching out
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# define STATUS2_CONFUSION (1 << 0 | 1 << 1 | 1 << 2)
# define STATUS2_CONFUSION_TURN(num) ((num) << 0)
# define STATUS2_FLINCHED (1 << 3)
# define STATUS2_UPROAR (1 << 4 | 1 << 5 | 1 << 6)
# define STATUS2_UPROAR_TURN(num) ((num) << 4)
# define STATUS2_UNUSED (1 << 7)
# define STATUS2_BIDE (1 << 8 | 1 << 9)
# define STATUS2_BIDE_TURN(num) (((num) << 8) & STATUS2_BIDE)
# define STATUS2_LOCK_CONFUSE (1 << 10 | 1 << 11) // e.g. Thrash
# define STATUS2_LOCK_CONFUSE_TURN(num)((num) << 10)
# define STATUS2_MULTIPLETURNS (1 << 12)
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# define STATUS2_WRAPPED (1 << 13)
# define STATUS2_POWDER (1 << 14)
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# define STATUS2_INFATUATION (1 << 16 | 1 << 17 | 1 << 18 | 1 << 19) // 4 bits, one for every battler
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# define STATUS2_INFATUATED_WITH(battler) (gBitTable[battler] << 16)
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# define STATUS2_FOCUS_ENERGY (1 << 20)
# define STATUS2_TRANSFORMED (1 << 21)
# define STATUS2_RECHARGE (1 << 22)
# define STATUS2_RAGE (1 << 23)
# define STATUS2_SUBSTITUTE (1 << 24)
# define STATUS2_DESTINY_BOND (1 << 25)
# define STATUS2_ESCAPE_PREVENTION (1 << 26)
# define STATUS2_NIGHTMARE (1 << 27)
# define STATUS2_CURSED (1 << 28)
# define STATUS2_FORESIGHT (1 << 29)
# define STATUS2_DEFENSE_CURL (1 << 30)
# define STATUS2_TORMENT (1 << 31)
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# define STATUS3_LEECHSEED_BATTLER (1 << 0 | 1 << 1) // The battler to receive HP from Leech Seed
# define STATUS3_LEECHSEED (1 << 2)
# define STATUS3_ALWAYS_HITS (1 << 3 | 1 << 4)
# define STATUS3_ALWAYS_HITS_TURN(num) (((num) << 3) & STATUS3_ALWAYS_HITS) // "Always Hits" is set as a 2 turn timer, i.e. next turn is the last turn when it's active
# define STATUS3_PERISH_SONG (1 << 5)
# define STATUS3_ON_AIR (1 << 6)
# define STATUS3_UNDERGROUND (1 << 7)
# define STATUS3_MINIMIZED (1 << 8)
# define STATUS3_CHARGED_UP (1 << 9)
# define STATUS3_ROOTED (1 << 10)
# define STATUS3_YAWN (1 << 11 | 1 << 12) // Number of turns to sleep
# define STATUS3_YAWN_TURN(num) (((num) << 11) & STATUS3_YAWN)
# define STATUS3_IMPRISONED_OTHERS (1 << 13)
# define STATUS3_GRUDGE (1 << 14)
# define STATUS3_CANT_SCORE_A_CRIT (1 << 15)
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# define STATUS3_GASTRO_ACID (1 << 16)
# define STATUS3_EMBARGO (1 << 17)
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# define STATUS3_UNDERWATER (1 << 18)
# define STATUS3_INTIMIDATE_POKES (1 << 19)
# define STATUS3_TRACE (1 << 20)
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# define STATUS3_SMACKED_DOWN (1 << 21)
# define STATUS3_ME_FIRST (1 << 22)
# define STATUS3_TELEKINESIS (1 << 23)
# define STATUS3_PHANTOM_FORCE (1 << 24)
# define STATUS3_MIRACLE_EYED (1 << 25)
# define STATUS3_MAGNET_RISE (1 << 26)
# define STATUS3_HEAL_BLOCK (1 << 27)
# define STATUS3_AQUA_RING (1 << 28)
# define STATUS3_LASER_FOCUS (1 << 29)
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# define STATUS3_POWER_TRICK (1 << 30)
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# define STATUS3_SEMI_INVULNERABLE (STATUS3_UNDERGROUND | STATUS3_ON_AIR | STATUS3_UNDERWATER | STATUS3_PHANTOM_FORCE)
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# define STATUS4_ELECTRIFIED (1 << 0)
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# define STATUS4_PLASMA_FISTS (1 << 1)
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# define HITMARKER_x10 (1 << 4)
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# define HITMARKER_SKIP_DMG_TRACK (1 << 5)
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# define HITMARKER_DESTINYBOND (1 << 6)
# define HITMARKER_NO_ANIMATIONS (1 << 7)
# define HITMARKER_IGNORE_SUBSTITUTE (1 << 8)
# define HITMARKER_NO_ATTACKSTRING (1 << 9)
# define HITMARKER_ATTACKSTRING_PRINTED (1 << 10)
# define HITMARKER_NO_PPDEDUCT (1 << 11)
# define HITMARKER_SWAP_ATTACKER_TARGET (1 << 12)
# define HITMARKER_IGNORE_SAFEGUARD (1 << 13)
# define HITMARKER_SYNCHRONISE_EFFECT (1 << 14)
# define HITMARKER_RUN (1 << 15)
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# define HITMARKER_IGNORE_DISGUISE (1 << 16)
// 3 free spots because of change in handling of UNDERGROUND/UNDERWATER/ON AIR
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# define HITMARKER_UNABLE_TO_USE_MOVE (1 << 19)
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# define HITMARKER_PASSIVE_DAMAGE (1 << 20)
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# define HITMARKER_x200000 (1 << 21)
# define HITMARKER_x400000 (1 << 22)
# define HITMARKER_x800000 (1 << 23)
# define HITMARKER_GRUDGE (1 << 24)
# define HITMARKER_OBEYS (1 << 25)
# define HITMARKER_x4000000 (1 << 26)
# define HITMARKER_CHARGING (1 << 27)
# define HITMARKER_FAINTED(battler) (gBitTable[battler] << 28)
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# define HITMARKER_FAINTED2(battler) ((1 << 28) << battler)
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// Per-side statuses that affect an entire party
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# define SIDE_STATUS_REFLECT (1 << 0)
# define SIDE_STATUS_LIGHTSCREEN (1 << 1)
# define SIDE_STATUS_STICKY_WEB (1 << 2)
# define SIDE_STATUS_SPIKES (1 << 4)
# define SIDE_STATUS_SAFEGUARD (1 << 5)
# define SIDE_STATUS_FUTUREATTACK (1 << 6)
# define SIDE_STATUS_MIST (1 << 8)
# define SIDE_STATUS_SPIKES_DAMAGED (1 << 9)
# define SIDE_STATUS_TAILWIND (1 << 10)
# define SIDE_STATUS_AURORA_VEIL (1 << 11)
# define SIDE_STATUS_LUCKY_CHANT (1 << 12)
# define SIDE_STATUS_TOXIC_SPIKES (1 << 13)
# define SIDE_STATUS_STEALTH_ROCK (1 << 14)
# define SIDE_STATUS_STEALTH_ROCK_DAMAGED (1 << 15)
# define SIDE_STATUS_TOXIC_SPIKES_DAMAGED (1 << 16)
# define SIDE_STATUS_STICKY_WEB_DAMAGED (1 << 17)
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# define SIDE_STATUS_QUICK_GUARD (1 << 18)
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# define SIDE_STATUS_WIDE_GUARD (1 << 19)
# define SIDE_STATUS_CRAFTY_SHIELD (1 << 20)
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# define SIDE_STATUS_MAT_BLOCK (1 << 21)
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# define SIDE_STATUS_HAZARDS_ANY (SIDE_STATUS_SPIKES | SIDE_STATUS_STICKY_WEB | SIDE_STATUS_TOXIC_SPIKES | SIDE_STATUS_STEALTH_ROCK)
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# define SIDE_STATUS_SCREEN_ANY (SIDE_STATUS_REFLECT | SIDE_STATUS_LIGHTSCREEN | SIDE_STATUS_AURORA_VEIL)
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// Field affecting statuses.
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# define STATUS_FIELD_MAGIC_ROOM (1 << 0)
# define STATUS_FIELD_TRICK_ROOM (1 << 1)
# define STATUS_FIELD_WONDER_ROOM (1 << 2)
# define STATUS_FIELD_MUDSPORT (1 << 3)
# define STATUS_FIELD_WATERSPORT (1 << 4)
# define STATUS_FIELD_GRAVITY (1 << 5)
# define STATUS_FIELD_GRASSY_TERRAIN (1 << 6)
# define STATUS_FIELD_MISTY_TERRAIN (1 << 7)
# define STATUS_FIELD_ELECTRIC_TERRAIN (1 << 8)
# define STATUS_FIELD_PSYCHIC_TERRAIN (1 << 9)
# define STATUS_FIELD_ION_DELUGE (1 << 10)
# define STATUS_FIELD_FAIRY_LOCK (1 << 11)
# define STATUS_FIELD_TERRAIN_PERMANENT (1 << 12) // Overworld thunderstorm generates electric terrain
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# define STATUS_FIELD_TERRAIN_ANY (STATUS_FIELD_GRASSY_TERRAIN | STATUS_FIELD_MISTY_TERRAIN | STATUS_FIELD_ELECTRIC_TERRAIN | STATUS_FIELD_PSYCHIC_TERRAIN)
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// Flags describing move's result
# define MOVE_RESULT_MISSED (1 << 0)
# define MOVE_RESULT_SUPER_EFFECTIVE (1 << 1)
# define MOVE_RESULT_NOT_VERY_EFFECTIVE (1 << 2)
# define MOVE_RESULT_DOESNT_AFFECT_FOE (1 << 3)
# define MOVE_RESULT_ONE_HIT_KO (1 << 4)
# define MOVE_RESULT_FAILED (1 << 5)
# define MOVE_RESULT_FOE_ENDURED (1 << 6)
# define MOVE_RESULT_FOE_HUNG_ON (1 << 7)
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# define MOVE_RESULT_STURDIED (1 << 8)
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# define MOVE_RESULT_NO_EFFECT (MOVE_RESULT_MISSED | MOVE_RESULT_DOESNT_AFFECT_FOE | MOVE_RESULT_FAILED)
// Battle Weather flags
# define WEATHER_RAIN_TEMPORARY (1 << 0)
# define WEATHER_RAIN_DOWNPOUR (1 << 1) // unused
# define WEATHER_RAIN_PERMANENT (1 << 2)
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# define WEATHER_RAIN_PRIMAL (1 << 3)
# define WEATHER_RAIN_ANY (WEATHER_RAIN_TEMPORARY | WEATHER_RAIN_DOWNPOUR | WEATHER_RAIN_PERMANENT | WEATHER_RAIN_PRIMAL)
# define WEATHER_SANDSTORM_TEMPORARY (1 << 4)
# define WEATHER_SANDSTORM_PERMANENT (1 << 5)
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# define WEATHER_SANDSTORM_ANY (WEATHER_SANDSTORM_TEMPORARY | WEATHER_SANDSTORM_PERMANENT)
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# define WEATHER_SUN_TEMPORARY (1 << 6)
# define WEATHER_SUN_PERMANENT (1 << 7)
# define WEATHER_SUN_PRIMAL (1 << 8)
# define WEATHER_SUN_ANY (WEATHER_SUN_TEMPORARY | WEATHER_SUN_PERMANENT | WEATHER_SUN_PRIMAL)
# define WEATHER_HAIL_TEMPORARY (1 << 9)
# define WEATHER_HAIL_PERMANENT (1 << 10)
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# define WEATHER_HAIL_ANY (WEATHER_HAIL_TEMPORARY | WEATHER_HAIL_PERMANENT)
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# define WEATHER_STRONG_WINDS (1 << 11)
# define WEATHER_ANY (WEATHER_RAIN_ANY | WEATHER_SANDSTORM_ANY | WEATHER_SUN_ANY | WEATHER_HAIL_ANY | WEATHER_STRONG_WINDS)
# define WEATHER_PRIMAL_ANY (WEATHER_RAIN_PRIMAL | WEATHER_SUN_PRIMAL | WEATHER_STRONG_WINDS)
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// Battle Weather as enum
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# define ENUM_WEATHER_NONE 0
# define ENUM_WEATHER_RAIN 1
# define ENUM_WEATHER_SUN 2
# define ENUM_WEATHER_SANDSTORM 3
# define ENUM_WEATHER_HAIL 4
# define ENUM_WEATHER_SUN_PRIMAL 5
# define ENUM_WEATHER_RAIN_PRIMAL 6
# define ENUM_WEATHER_STRONG_WINDS 7
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// Move Effects
# define MOVE_EFFECT_SLEEP 0x1
# define MOVE_EFFECT_POISON 0x2
# define MOVE_EFFECT_BURN 0x3
# define MOVE_EFFECT_FREEZE 0x4
# define MOVE_EFFECT_PARALYSIS 0x5
# define MOVE_EFFECT_TOXIC 0x6
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# define PRIMARY_STATUS_MOVE_EFFECT MOVE_EFFECT_TOXIC // All above move effects apply primary status
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# define MOVE_EFFECT_CONFUSION 0x7
# define MOVE_EFFECT_FLINCH 0x8
# define MOVE_EFFECT_TRI_ATTACK 0x9
# define MOVE_EFFECT_UPROAR 0xA
# define MOVE_EFFECT_PAYDAY 0xB
# define MOVE_EFFECT_CHARGING 0xC
# define MOVE_EFFECT_WRAP 0xD
# define MOVE_EFFECT_RECOIL_25 0xE
# define MOVE_EFFECT_ATK_PLUS_1 0xF
# define MOVE_EFFECT_DEF_PLUS_1 0x10
# define MOVE_EFFECT_SPD_PLUS_1 0x11
# define MOVE_EFFECT_SP_ATK_PLUS_1 0x12
# define MOVE_EFFECT_SP_DEF_PLUS_1 0x13
# define MOVE_EFFECT_ACC_PLUS_1 0x14
# define MOVE_EFFECT_EVS_PLUS_1 0x15
# define MOVE_EFFECT_ATK_MINUS_1 0x16
# define MOVE_EFFECT_DEF_MINUS_1 0x17
# define MOVE_EFFECT_SPD_MINUS_1 0x18
# define MOVE_EFFECT_SP_ATK_MINUS_1 0x19
# define MOVE_EFFECT_SP_DEF_MINUS_1 0x1A
# define MOVE_EFFECT_ACC_MINUS_1 0x1B
# define MOVE_EFFECT_EVS_MINUS_1 0x1C
# define MOVE_EFFECT_RECHARGE 0x1D
# define MOVE_EFFECT_RAGE 0x1E
# define MOVE_EFFECT_STEAL_ITEM 0x1F
# define MOVE_EFFECT_PREVENT_ESCAPE 0x20
# define MOVE_EFFECT_NIGHTMARE 0x21
# define MOVE_EFFECT_ALL_STATS_UP 0x22
# define MOVE_EFFECT_RAPIDSPIN 0x23
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# define MOVE_EFFECT_REMOVE_STATUS 0x24
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# define MOVE_EFFECT_ATK_DEF_DOWN 0x25
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# define MOVE_EFFECT_RECOIL_33 0x26
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# define MOVE_EFFECT_ATK_PLUS_2 0x27
# define MOVE_EFFECT_DEF_PLUS_2 0x28
# define MOVE_EFFECT_SPD_PLUS_2 0x29
# define MOVE_EFFECT_SP_ATK_PLUS_2 0x2A
# define MOVE_EFFECT_SP_DEF_PLUS_2 0x2B
# define MOVE_EFFECT_ACC_PLUS_2 0x2C
# define MOVE_EFFECT_EVS_PLUS_2 0x2D
# define MOVE_EFFECT_ATK_MINUS_2 0x2E
# define MOVE_EFFECT_DEF_MINUS_2 0x2F
# define MOVE_EFFECT_SPD_MINUS_2 0x30
# define MOVE_EFFECT_SP_ATK_MINUS_2 0x31
# define MOVE_EFFECT_SP_DEF_MINUS_2 0x32
# define MOVE_EFFECT_ACC_MINUS_2 0x33
# define MOVE_EFFECT_EVS_MINUS_2 0x34
# define MOVE_EFFECT_THRASH 0x35
# define MOVE_EFFECT_KNOCK_OFF 0x36
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# define MOVE_EFFECT_DEF_SPDEF_DOWN 0x37
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# define MOVE_EFFECT_RECOIL_33_STATUS 0x38
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# define MOVE_EFFECT_RECOIL_50 0x39
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# define MOVE_EFFECT_CLEAR_SMOG 0x3A
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# define MOVE_EFFECT_SP_ATK_TWO_DOWN 0x3B
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# define MOVE_EFFECT_SMACK_DOWN 0x3C
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# define MOVE_EFFECT_FLAME_BURST 0x3D
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# define MOVE_EFFECT_FEINT 0x3E
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# define MOVE_EFFECT_SPECTRAL_THIEF 0x3F
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# define MOVE_EFFECT_V_CREATE 0x40
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# define MOVE_EFFECT_HAPPY_HOUR 0x41
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# define MOVE_EFFECT_CORE_ENFORCER 0x42
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# define MOVE_EFFECT_THROAT_CHOP 0x43
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# define MOVE_EFFECT_INCINERATE 0x44
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# define MOVE_EFFECT_BUG_BITE 0x45
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# define MOVE_EFFECT_RECOIL_HP_25 0x46
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# define MOVE_EFFECT_RELIC_SONG 0x47
# define NUM_MOVE_EFFECTS 0x48
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# define MOVE_EFFECT_AFFECTS_USER 0x4000
# define MOVE_EFFECT_CERTAIN 0x8000
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// Battle terrain defines for gBattleTerrain.
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# define BATTLE_TERRAIN_GRASS 0
# define BATTLE_TERRAIN_LONG_GRASS 1
# define BATTLE_TERRAIN_SAND 2
# define BATTLE_TERRAIN_UNDERWATER 3
# define BATTLE_TERRAIN_WATER 4
# define BATTLE_TERRAIN_POND 5
# define BATTLE_TERRAIN_MOUNTAIN 6
# define BATTLE_TERRAIN_CAVE 7
# define BATTLE_TERRAIN_BUILDING 8
# define BATTLE_TERRAIN_PLAIN 9
// New battle terrains are used for Secret Power but not fully implemented.
# define BATTLE_TERRAIN_SOARING 10
# define BATTLE_TERRAIN_SKY_PILLAR 11
# define BATTLE_TERRAIN_BURIAL_GROUND 12
# define BATTLE_TERRAIN_PUDDLE 13
# define BATTLE_TERRAIN_MARSH 14
# define BATTLE_TERRAIN_SWAMP 15
# define BATTLE_TERRAIN_SNOW 16
# define BATTLE_TERRAIN_ICE 17
# define BATTLE_TERRAIN_VOLCANO 18
# define BATTLE_TERRAIN_DISTORTION_WORLD 19
# define BATTLE_TERRAIN_SPACE 20
# define BATTLE_TERRAIN_ULTRA_SPACE 21
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# define B_WAIT_TIME_LONG 64
# define B_WAIT_TIME_MED 48
# define B_WAIT_TIME_SHORT 32
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// Move targets
# define MOVE_TARGET_SELECTED 0x0
# define MOVE_TARGET_DEPENDS 0x1
# define MOVE_TARGET_USER_OR_SELECTED 0x2
# define MOVE_TARGET_RANDOM 0x4
# define MOVE_TARGET_BOTH 0x8
# define MOVE_TARGET_USER 0x10
# define MOVE_TARGET_FOES_AND_ALLY 0x20
# define MOVE_TARGET_OPPONENTS_FIELD 0x40
# define MOVE_TARGET_ALLY 0x80
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# define MOVE_TARGET_ALL_BATTLERS (0x100 | MOVE_TARGET_USER)
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# endif // GUARD_CONSTANTS_BATTLE_H