#ifndef GUARD_BATTLE_MOVE_EFFECTS_H #define GUARD_BATTLE_MOVE_EFFECTS_H enum { EFFECT_HIT, EFFECT_SLEEP, EFFECT_POISON_HIT, EFFECT_ABSORB, EFFECT_BURN_HIT, EFFECT_FREEZE_HIT, EFFECT_PARALYZE_HIT, EFFECT_EXPLOSION, EFFECT_DREAM_EATER, EFFECT_MIRROR_MOVE, EFFECT_ATTACK_UP, EFFECT_DEFENSE_UP, EFFECT_SPEED_UP, EFFECT_SPECIAL_ATTACK_UP, EFFECT_SPECIAL_DEFENSE_UP, EFFECT_ACCURACY_UP, EFFECT_EVASION_UP, EFFECT_ALWAYS_HIT, EFFECT_ATTACK_DOWN, EFFECT_DEFENSE_DOWN, EFFECT_SPEED_DOWN, EFFECT_SPECIAL_ATTACK_DOWN, // unused EFFECT_SPECIAL_DEFENSE_DOWN, // unused EFFECT_ACCURACY_DOWN, EFFECT_EVASION_DOWN, EFFECT_HAZE, EFFECT_BIDE, EFFECT_RAMPAGE, EFFECT_ROAR, EFFECT_MULTI_HIT, EFFECT_CONVERSION, EFFECT_FLINCH_HIT, EFFECT_RESTORE_HP, EFFECT_TOXIC, EFFECT_PAY_DAY, EFFECT_LIGHT_SCREEN, EFFECT_TRI_ATTACK, EFFECT_REST, EFFECT_OHKO, EFFECT_RAZOR_WIND, EFFECT_SUPER_FANG, EFFECT_DRAGON_RAGE, EFFECT_TRAP, EFFECT_HIGH_CRITICAL, EFFECT_DOUBLE_HIT, EFFECT_RECOIL_IF_MISS, EFFECT_MIST, EFFECT_FOCUS_ENERGY, EFFECT_RECOIL, EFFECT_CONFUSE, EFFECT_ATTACK_UP_2, EFFECT_DEFENSE_UP_2, EFFECT_SPEED_UP_2, EFFECT_SPECIAL_ATTACK_UP_2, EFFECT_SPECIAL_DEFENSE_UP_2, EFFECT_ACCURACY_UP_2, EFFECT_EVASION_UP_2, EFFECT_TRANSFORM, EFFECT_ATTACK_DOWN_2, EFFECT_DEFENSE_DOWN_2, EFFECT_SPEED_DOWN_2, EFFECT_SPECIAL_ATTACK_DOWN_2, EFFECT_SPECIAL_DEFENSE_DOWN_2, EFFECT_ACCURACY_DOWN_2, EFFECT_EVASION_DOWN_2, EFFECT_REFLECT, EFFECT_POISON, EFFECT_PARALYZE, EFFECT_ATTACK_DOWN_HIT, EFFECT_DEFENSE_DOWN_HIT, EFFECT_SPEED_DOWN_HIT, EFFECT_SPECIAL_ATTACK_DOWN_HIT, EFFECT_SPECIAL_DEFENSE_DOWN_HIT, EFFECT_ACCURACY_DOWN_HIT, EFFECT_EVASION_DOWN_HIT, EFFECT_SKY_ATTACK, EFFECT_CONFUSE_HIT, EFFECT_TWINEEDLE, EFFECT_VITAL_THROW, EFFECT_SUBSTITUTE, EFFECT_RECHARGE, EFFECT_RAGE, EFFECT_MIMIC, EFFECT_METRONOME, EFFECT_LEECH_SEED, EFFECT_SPLASH, EFFECT_DISABLE, EFFECT_LEVEL_DAMAGE, EFFECT_PSYWAVE, EFFECT_COUNTER, EFFECT_ENCORE, EFFECT_PAIN_SPLIT, EFFECT_SNORE, EFFECT_CONVERSION_2, EFFECT_LOCK_ON, EFFECT_SKETCH, EFFECT_UNUSED_60, // thaw EFFECT_SLEEP_TALK, EFFECT_DESTINY_BOND, EFFECT_FLAIL, EFFECT_SPITE, EFFECT_FALSE_SWIPE, EFFECT_HEAL_BELL, EFFECT_QUICK_ATTACK, EFFECT_TRIPLE_KICK, EFFECT_THIEF, EFFECT_MEAN_LOOK, EFFECT_NIGHTMARE, EFFECT_MINIMIZE, EFFECT_CURSE, EFFECT_UNUSED_6E, EFFECT_PROTECT, EFFECT_SPIKES, EFFECT_FORESIGHT, EFFECT_PERISH_SONG, EFFECT_SANDSTORM, EFFECT_ENDURE, EFFECT_ROLLOUT, EFFECT_SWAGGER, EFFECT_FURY_CUTTER, EFFECT_ATTRACT, EFFECT_RETURN, EFFECT_PRESENT, EFFECT_FRUSTRATION, EFFECT_SAFEGUARD, EFFECT_THAW_HIT, EFFECT_MAGNITUDE, EFFECT_BATON_PASS, EFFECT_PURSUIT, EFFECT_RAPID_SPIN, EFFECT_SONICBOOM, EFFECT_UNUSED_83, EFFECT_MORNING_SUN, EFFECT_SYNTHESIS, EFFECT_MOONLIGHT, EFFECT_HIDDEN_POWER, EFFECT_RAIN_DANCE, EFFECT_SUNNY_DAY, EFFECT_DEFENSE_UP_HIT, EFFECT_ATTACK_UP_HIT, EFFECT_ALL_STATS_UP_HIT, EFFECT_UNUSED_8D, // incomplete fake out in gen 2 EFFECT_BELLY_DRUM, EFFECT_PSYCH_UP, EFFECT_MIRROR_COAT, EFFECT_SKULL_BASH, EFFECT_TWISTER, EFFECT_EARTHQUAKE, EFFECT_FUTURE_SIGHT, EFFECT_GUST, EFFECT_FLINCH_HIT_2, // STOMP ASTONISH EXTRASENSORY NEEDLE_ARM EFFECT_SOLARBEAM, EFFECT_THUNDER, EFFECT_TELEPORT, EFFECT_BEAT_UP, EFFECT_FLY, EFFECT_DEFENSE_CURL, EFFECT_SOFTBOILED, EFFECT_FAKE_OUT, EFFECT_UPROAR, EFFECT_STOCKPILE, EFFECT_SPIT_UP, EFFECT_SWALLOW, EFFECT_UNUSED_A3, EFFECT_HAIL, EFFECT_TORMENT, EFFECT_FLATTER, EFFECT_WILL_O_WISP, EFFECT_MEMENTO, EFFECT_FACADE, EFFECT_FOCUS_PUNCH, EFFECT_SMELLINGSALT, EFFECT_FOLLOW_ME, EFFECT_NATURE_POWER, EFFECT_CHARGE, EFFECT_TAUNT, EFFECT_HELPING_HAND, EFFECT_TRICK, EFFECT_ROLE_PLAY, EFFECT_WISH, EFFECT_ASSIST, EFFECT_INGRAIN, EFFECT_SUPERPOWER, EFFECT_MAGIC_COAT, EFFECT_RECYCLE, EFFECT_REVENGE, EFFECT_BRICK_BREAK, EFFECT_YAWN, EFFECT_KNOCK_OFF, EFFECT_ENDEAVOR, EFFECT_ERUPTION, EFFECT_SKILL_SWAP, EFFECT_IMPRISON, EFFECT_REFRESH, EFFECT_GRUDGE, EFFECT_SNATCH, EFFECT_LOW_KICK, EFFECT_SECRET_POWER, EFFECT_DOUBLE_EDGE, EFFECT_TEETER_DANCE, EFFECT_BLAZE_KICK, EFFECT_MUD_SPORT, EFFECT_POISON_FANG, EFFECT_WEATHER_BALL, EFFECT_OVERHEAT, EFFECT_TICKLE, EFFECT_COSMIC_POWER, EFFECT_SKY_UPPERCUT, EFFECT_BULK_UP, EFFECT_POISON_TAIL, EFFECT_WATER_SPORT, EFFECT_CALM_MIND, EFFECT_DRAGON_DANCE, EFFECT_CAMOUFLAGE, }; #endif // GUARD_BATTLE_MOVE_EFFECTS_H