#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 #define B_FLANK_LEFT 0 #define B_FLANK_RIGHT 1 #define BIT_SIDE 1 #define BIT_FLANK 2 // Battle Type Flags #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) #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) #define WILD_DOUBLE_BATTLE ((gBattleTypeFlags & BATTLE_TYPE_DOUBLE && !(gBattleTypeFlags & (BATTLE_TYPE_LINK | BATTLE_TYPE_TRAINER)))) #define BATTLE_TWO_VS_ONE_OPPONENT ((gBattleTypeFlags & BATTLE_TYPE_INGAME_PARTNER && gTrainerBattleOpponent_B == 0xFFFF)) // Battle Outcome defines #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 #define B_OUTCOME_LINK_BATTLE_RAN (1 << 7) // 128 // Non-volatile status conditions // These persist remain outside of battle and after switching out #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) #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 #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) #define STATUS2_WRAPPED (1 << 13) #define STATUS2_POWDER (1 << 14) #define STATUS2_INFATUATION (1 << 16 | 1 << 17 | 1 << 18 | 1 << 19) // 4 bits, one for every battler #define STATUS2_INFATUATED_WITH(battler) (gBitTable[battler] << 16) #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) #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) #define STATUS3_GASTRO_ACID (1 << 16) #define STATUS3_EMBARGO (1 << 17) #define STATUS3_UNDERWATER (1 << 18) #define STATUS3_INTIMIDATE_POKES (1 << 19) #define STATUS3_TRACE (1 << 20) #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) #define STATUS3_POWER_TRICK (1 << 30) #define STATUS3_SEMI_INVULNERABLE (STATUS3_UNDERGROUND | STATUS3_ON_AIR | STATUS3_UNDERWATER | STATUS3_PHANTOM_FORCE) #define STATUS4_ELECTRIFIED (1 << 0) #define STATUS4_PLASMA_FISTS (1 << 1) #define HITMARKER_x10 (1 << 4) #define HITMARKER_SKIP_DMG_TRACK (1 << 5) #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) #define HITMARKER_IGNORE_DISGUISE (1 << 16) // 3 free spots because of change in handling of UNDERGROUND/UNDERWATER/ON AIR #define HITMARKER_UNABLE_TO_USE_MOVE (1 << 19) #define HITMARKER_PASSIVE_DAMAGE (1 << 20) #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) #define HITMARKER_FAINTED2(battler) ((1 << 28) << battler) // Per-side statuses that affect an entire party #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) #define SIDE_STATUS_QUICK_GUARD (1 << 18) #define SIDE_STATUS_WIDE_GUARD (1 << 19) #define SIDE_STATUS_CRAFTY_SHIELD (1 << 20) #define SIDE_STATUS_MAT_BLOCK (1 << 21) #define SIDE_STATUS_HAZARDS_ANY (SIDE_STATUS_SPIKES | SIDE_STATUS_STICKY_WEB | SIDE_STATUS_TOXIC_SPIKES | SIDE_STATUS_STEALTH_ROCK) #define SIDE_STATUS_SCREEN_ANY (SIDE_STATUS_REFLECT | SIDE_STATUS_LIGHTSCREEN | SIDE_STATUS_AURORA_VEIL) // Field affecting statuses. #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 #define STATUS_FIELD_TERRAIN_ANY (STATUS_FIELD_GRASSY_TERRAIN | STATUS_FIELD_MISTY_TERRAIN | STATUS_FIELD_ELECTRIC_TERRAIN | STATUS_FIELD_PSYCHIC_TERRAIN) // 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) #define MOVE_RESULT_STURDIED (1 << 8) #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) #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) #define WEATHER_SANDSTORM_ANY (WEATHER_SANDSTORM_TEMPORARY | WEATHER_SANDSTORM_PERMANENT) #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) #define WEATHER_HAIL_ANY (WEATHER_HAIL_TEMPORARY | WEATHER_HAIL_PERMANENT) #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) // Battle Weather as enum #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 // 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 #define PRIMARY_STATUS_MOVE_EFFECT MOVE_EFFECT_TOXIC // All above move effects apply primary status #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 #define MOVE_EFFECT_REMOVE_STATUS 0x24 #define MOVE_EFFECT_ATK_DEF_DOWN 0x25 #define MOVE_EFFECT_RECOIL_33 0x26 #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 #define MOVE_EFFECT_DEF_SPDEF_DOWN 0x37 #define MOVE_EFFECT_RECOIL_33_STATUS 0x38 #define MOVE_EFFECT_RECOIL_50 0x39 #define MOVE_EFFECT_CLEAR_SMOG 0x3A #define MOVE_EFFECT_SP_ATK_TWO_DOWN 0x3B #define MOVE_EFFECT_SMACK_DOWN 0x3C #define MOVE_EFFECT_FLAME_BURST 0x3D #define MOVE_EFFECT_FEINT 0x3E #define MOVE_EFFECT_SPECTRAL_THIEF 0x3F #define MOVE_EFFECT_V_CREATE 0x40 #define MOVE_EFFECT_HAPPY_HOUR 0x41 #define MOVE_EFFECT_CORE_ENFORCER 0x42 #define MOVE_EFFECT_THROAT_CHOP 0x43 #define MOVE_EFFECT_INCINERATE 0x44 #define MOVE_EFFECT_BUG_BITE 0x45 #define MOVE_EFFECT_RECOIL_HP_25 0x46 #define MOVE_EFFECT_RELIC_SONG 0x47 #define MOVE_EFFECT_TRAP_BOTH 0x48 #define MOVE_EFFECT_BURN_UP 0x49 #define NUM_MOVE_EFFECTS 0x4A #define MOVE_EFFECT_AFFECTS_USER 0x4000 #define MOVE_EFFECT_CERTAIN 0x8000 // Battle terrain defines for gBattleTerrain. #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 #define BATTLE_TERRAIN_COUNT 22 #define B_WAIT_TIME_LONG 64 #define B_WAIT_TIME_MED 48 #define B_WAIT_TIME_SHORT 32 // 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 #define MOVE_TARGET_ALL_BATTLERS (0x100 | MOVE_TARGET_USER) #endif // GUARD_CONSTANTS_BATTLE_H