#ifndef GUARD_CONSTANTS_ITEM_EFFECTS_H #define GUARD_CONSTANTS_ITEM_EFFECTS_H // field 0 masks #define ITEM0_DIRE_HIT 0x30 // Works the same way as the move Focus Energy. #define ITEM0_SACRED_ASH 0x40 #define ITEM0_INFATUATION 0x80 // new field 1 masks #define ITEM1_X_ATTACK STAT_ATK #define ITEM1_X_DEFENSE STAT_DEF #define ITEM1_X_SPEED STAT_SPEED #define ITEM1_X_SPATK STAT_SPATK #define ITEM1_X_SPDEF STAT_SPDEF #define ITEM1_X_ACCURACY STAT_ACC // field 3 masks #define ITEM3_CONFUSION 0x1 #define ITEM3_PARALYSIS 0x2 #define ITEM3_FREEZE 0x4 #define ITEM3_BURN 0x8 #define ITEM3_POISON 0x10 #define ITEM3_SLEEP 0x20 #define ITEM3_LEVEL_UP 0x40 #define ITEM3_GUARD_SPEC 0x80 // Works the same way as the move Mist. #define ITEM3_STATUS_ALL (ITEM3_CONFUSION | ITEM3_PARALYSIS | ITEM3_FREEZE | ITEM3_BURN | ITEM3_POISON | ITEM3_SLEEP) // field 4 masks #define ITEM4_EV_HP 0x1 #define ITEM4_EV_ATK 0x2 #define ITEM4_HEAL_HP 0x4 #define ITEM4_HEAL_PP 0x8 #define ITEM4_HEAL_PP_ONE 0x10 #define ITEM4_PP_UP 0x20 #define ITEM4_REVIVE 0x40 #define ITEM4_EVO_STONE 0x80 // field 5 masks #define ITEM5_EV_DEF 0x1 #define ITEM5_EV_SPEED 0x2 #define ITEM5_EV_SPDEF 0x4 #define ITEM5_EV_SPATK 0x8 #define ITEM5_PP_MAX 0x10 #define ITEM5_FRIENDSHIP_LOW 0x20 #define ITEM5_FRIENDSHIP_MID 0x40 #define ITEM5_FRIENDSHIP_HIGH 0x80 #define ITEM5_FRIENDSHIP_ALL (ITEM5_FRIENDSHIP_LOW | ITEM5_FRIENDSHIP_MID | ITEM5_FRIENDSHIP_HIGH) #define ITEM10_IS_VITAMIN 0x1 // fields 6 and onwards (except field 10) are item-specific arguments #define ITEM_EFFECT_ARG_START 6 // Special HP recovery amounts for ITEM4_HEAL_HP #define ITEM6_HEAL_HP_FULL ((u8) -1) #define ITEM6_HEAL_HP_HALF ((u8) -2) #define ITEM6_HEAL_HP_LVL_UP ((u8) -3) #define ITEM6_HEAL_HP_QUARTER ((u8) -4) // Special PP recovery amounts for ITEM4_HEAL_PP #define ITEM6_HEAL_PP_FULL 0x7F // Amount of EV modified by ITEM4_EV_HP, ITEM4_EV_ATK, ITEM5_EV_DEF, ITEM5_EV_SPEED, ITEM5_EV_SPDEF and ITEM5_EV_SPATK #define ITEM6_ADD_EV 10 #define ITEM6_SUBTRACT_EV -10 #define ITEM6_ADD_ONE_EV 1 // Used for GetItemEffectType. #define ITEM_EFFECT_X_ITEM 0 #define ITEM_EFFECT_RAISE_LEVEL 1 #define ITEM_EFFECT_HEAL_HP 2 #define ITEM_EFFECT_CURE_POISON 3 #define ITEM_EFFECT_CURE_SLEEP 4 #define ITEM_EFFECT_CURE_BURN 5 #define ITEM_EFFECT_CURE_FREEZE_FROSTBITE 6 #define ITEM_EFFECT_CURE_PARALYSIS 7 #define ITEM_EFFECT_CURE_CONFUSION 8 #define ITEM_EFFECT_CURE_INFATUATION 9 #define ITEM_EFFECT_SACRED_ASH 10 #define ITEM_EFFECT_CURE_ALL_STATUS 11 #define ITEM_EFFECT_ATK_EV 12 #define ITEM_EFFECT_HP_EV 13 #define ITEM_EFFECT_SPATK_EV 14 #define ITEM_EFFECT_SPDEF_EV 15 #define ITEM_EFFECT_SPEED_EV 16 #define ITEM_EFFECT_DEF_EV 17 #define ITEM_EFFECT_EVO_STONE 18 #define ITEM_EFFECT_PP_UP 19 #define ITEM_EFFECT_PP_MAX 20 #define ITEM_EFFECT_HEAL_PP 21 #define ITEM_EFFECT_NONE 22 #endif // GUARD_CONSTANTS_ITEM_EFFECTS_H