#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) ^ BIT_SIDE) #define BATTLE_PARTNER(id) ((id) ^ BIT_FLANK) #define B_SIDE_PLAYER 0 #define B_SIDE_OPPONENT 1 #define NUM_BATTLE_SIDES 2 #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) // Used in pokefirered as BATTLE_TYPE_OLD_MAN_TUTORIAL. #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) // Used in pokefirered as BATTLE_TYPE_GHOST. #define BATTLE_TYPE_DOME (1 << 16) // Used in pokefirered as BATTLE_TYPE_POKEDUDE. #define BATTLE_TYPE_PALACE (1 << 17) // Used in pokefirered as BATTLE_TYPE_WILD_SCRIPTED. #define BATTLE_TYPE_ARENA (1 << 18) // Used in pokefirered as BATTLE_TYPE_LEGENDARY_FRLG. #define BATTLE_TYPE_FACTORY (1 << 19) // Used in pokefirered as BATTLE_TYPE_TRAINER_TOWER. #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 BATTLE_TYPE_RECORDED_INVALID ((BATTLE_TYPE_LINK | BATTLE_TYPE_SAFARI | BATTLE_TYPE_FIRST_BATTLE \ | BATTLE_TYPE_WALLY_TUTORIAL | BATTLE_TYPE_ROAMER | BATTLE_TYPE_EREADER_TRAINER \ | BATTLE_TYPE_KYOGRE_GROUDON | BATTLE_TYPE_LEGENDARY | BATTLE_TYPE_REGI \ | BATTLE_TYPE_RECORDED | BATTLE_TYPE_TRAINER_HILL | BATTLE_TYPE_SECRET_BASE \ | BATTLE_TYPE_GROUDON | BATTLE_TYPE_KYOGRE | BATTLE_TYPE_RAYQUAZA)) #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)) #define BATTLE_TYPE_HAS_AI (BATTLE_TYPE_TRAINER | BATTLE_TYPE_FIRST_BATTLE | BATTLE_TYPE_SAFARI | BATTLE_TYPE_ROAMER | BATTLE_TYPE_INGAME_PARTNER) // 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_FROSTBITE (1 << 12) #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 | STATUS1_FROSTBITE) // 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_SKY_DROPPED (1 << 31) // Target of Sky Drop #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 STATUS4_MUD_SPORT (1 << 2) // Only used if B_SPORT_TURNS < GEN_6 #define STATUS4_WATER_SPORT (1 << 3) // Only used if B_SPORT_TURNS < GEN_6 #define STATUS4_INFINITE_CONFUSION (1 << 4) // Used for Berserk Gene #define HITMARKER_WAKE_UP_CLEAR (1 << 4) // Cleared when waking up. Never set or checked. #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_DISOBEDIENT_MOVE (1 << 21) #define HITMARKER_PLAYER_FAINTED (1 << 22) #define HITMARKER_ALLOW_NO_PP (1 << 23) #define HITMARKER_GRUDGE (1 << 24) #define HITMARKER_OBEYS (1 << 25) #define HITMARKER_NEVER_SET (1 << 26) // Cleared as part of a large group. Never set or checked #define HITMARKER_CHARGING (1 << 27) #define HITMARKER_FAINTED(battler) (gBitTable[battler] << 28) #define HITMARKER_FAINTED2(battler) ((1 << 28) << battler) #define HITMARKER_STRING_PRINTED (1 << 29) // 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_FOE_ENDURED_AFFECTION (1 << 9) #define MOVE_RESULT_NO_EFFECT (MOVE_RESULT_MISSED | MOVE_RESULT_DOESNT_AFFECT_FOE | MOVE_RESULT_FAILED) // Battle Weather flags #define B_WEATHER_NONE 0 #define B_WEATHER_RAIN_TEMPORARY (1 << 0) #define B_WEATHER_RAIN_DOWNPOUR (1 << 1) // unused #define B_WEATHER_RAIN_PERMANENT (1 << 2) #define B_WEATHER_RAIN_PRIMAL (1 << 3) #define B_WEATHER_RAIN (B_WEATHER_RAIN_TEMPORARY | B_WEATHER_RAIN_DOWNPOUR | B_WEATHER_RAIN_PERMANENT | B_WEATHER_RAIN_PRIMAL) #define B_WEATHER_SANDSTORM_TEMPORARY (1 << 4) #define B_WEATHER_SANDSTORM_PERMANENT (1 << 5) #define B_WEATHER_SANDSTORM (B_WEATHER_SANDSTORM_TEMPORARY | B_WEATHER_SANDSTORM_PERMANENT) #define B_WEATHER_SUN_TEMPORARY (1 << 6) #define B_WEATHER_SUN_PERMANENT (1 << 7) #define B_WEATHER_SUN_PRIMAL (1 << 8) #define B_WEATHER_SUN (B_WEATHER_SUN_TEMPORARY | B_WEATHER_SUN_PERMANENT | B_WEATHER_SUN_PRIMAL) #define B_WEATHER_HAIL_TEMPORARY (1 << 9) #define B_WEATHER_HAIL_PERMANENT (1 << 10) #define B_WEATHER_HAIL (B_WEATHER_HAIL_TEMPORARY | B_WEATHER_HAIL_PERMANENT) #define B_WEATHER_STRONG_WINDS (1 << 11) #define B_WEATHER_ANY (B_WEATHER_RAIN | B_WEATHER_SANDSTORM | B_WEATHER_SUN | B_WEATHER_HAIL | B_WEATHER_STRONG_WINDS | B_WEATHER_SNOW) #define B_WEATHER_PRIMAL_ANY (B_WEATHER_RAIN_PRIMAL | B_WEATHER_SUN_PRIMAL | B_WEATHER_STRONG_WINDS) #define B_WEATHER_SNOW_TEMPORARY (1 << 12) #define B_WEATHER_SNOW_PERMANENT (1 << 13) #define B_WEATHER_SNOW (B_WEATHER_SNOW_TEMPORARY | B_WEATHER_SNOW_PERMANENT) // 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 #define ENUM_WEATHER_SNOW 8 // Move Effects #define MOVE_EFFECT_SLEEP 1 #define MOVE_EFFECT_POISON 2 #define MOVE_EFFECT_BURN 3 #define MOVE_EFFECT_FREEZE 4 #define MOVE_EFFECT_PARALYSIS 5 #define MOVE_EFFECT_TOXIC 6 #define MOVE_EFFECT_FROSTBITE 7 #define PRIMARY_STATUS_MOVE_EFFECT MOVE_EFFECT_FROSTBITE // All above move effects apply primary status #define MOVE_EFFECT_CONFUSION 8 #define MOVE_EFFECT_FLINCH 9 #define MOVE_EFFECT_TRI_ATTACK 10 #define MOVE_EFFECT_UPROAR 11 #define MOVE_EFFECT_PAYDAY 12 #define MOVE_EFFECT_CHARGING 13 #define MOVE_EFFECT_WRAP 14 #define MOVE_EFFECT_ATK_PLUS_1 15 #define MOVE_EFFECT_DEF_PLUS_1 16 #define MOVE_EFFECT_SPD_PLUS_1 17 #define MOVE_EFFECT_SP_ATK_PLUS_1 18 #define MOVE_EFFECT_SP_DEF_PLUS_1 19 #define MOVE_EFFECT_ACC_PLUS_1 20 #define MOVE_EFFECT_EVS_PLUS_1 21 #define MOVE_EFFECT_ATK_MINUS_1 22 #define MOVE_EFFECT_DEF_MINUS_1 23 #define MOVE_EFFECT_SPD_MINUS_1 24 #define MOVE_EFFECT_SP_ATK_MINUS_1 25 #define MOVE_EFFECT_SP_DEF_MINUS_1 26 #define MOVE_EFFECT_ACC_MINUS_1 27 #define MOVE_EFFECT_EVS_MINUS_1 28 #define MOVE_EFFECT_BURN_UP 29 #define MOVE_EFFECT_RECHARGE 30 #define MOVE_EFFECT_RAGE 31 #define MOVE_EFFECT_STEAL_ITEM 32 #define MOVE_EFFECT_PREVENT_ESCAPE 33 #define MOVE_EFFECT_NIGHTMARE 34 #define MOVE_EFFECT_ALL_STATS_UP 35 #define MOVE_EFFECT_RAPIDSPIN 36 #define MOVE_EFFECT_REMOVE_STATUS 37 #define MOVE_EFFECT_ATK_DEF_DOWN 38 #define MOVE_EFFECT_ATK_PLUS_2 39 #define MOVE_EFFECT_DEF_PLUS_2 40 #define MOVE_EFFECT_SPD_PLUS_2 41 #define MOVE_EFFECT_SP_ATK_PLUS_2 42 #define MOVE_EFFECT_SP_DEF_PLUS_2 43 #define MOVE_EFFECT_ACC_PLUS_2 44 #define MOVE_EFFECT_EVS_PLUS_2 45 #define MOVE_EFFECT_ATK_MINUS_2 46 #define MOVE_EFFECT_DEF_MINUS_2 47 #define MOVE_EFFECT_SPD_MINUS_2 48 #define MOVE_EFFECT_SP_ATK_MINUS_2 49 #define MOVE_EFFECT_SP_DEF_MINUS_2 50 #define MOVE_EFFECT_ACC_MINUS_2 51 #define MOVE_EFFECT_EVS_MINUS_2 52 #define MOVE_EFFECT_SCALE_SHOT 53 #define MOVE_EFFECT_THRASH 54 #define MOVE_EFFECT_KNOCK_OFF 55 #define MOVE_EFFECT_DEF_SPDEF_DOWN 56 #define MOVE_EFFECT_CLEAR_SMOG 57 #define MOVE_EFFECT_SP_ATK_TWO_DOWN 58 #define MOVE_EFFECT_SMACK_DOWN 59 #define MOVE_EFFECT_FLAME_BURST 60 #define MOVE_EFFECT_FEINT 61 #define MOVE_EFFECT_SPECTRAL_THIEF 62 #define MOVE_EFFECT_V_CREATE 63 #define MOVE_EFFECT_HAPPY_HOUR 64 #define MOVE_EFFECT_CORE_ENFORCER 65 #define MOVE_EFFECT_THROAT_CHOP 66 #define MOVE_EFFECT_INCINERATE 67 #define MOVE_EFFECT_BUG_BITE 68 #define MOVE_EFFECT_RECOIL_HP_25 69 #define MOVE_EFFECT_RELIC_SONG 70 #define MOVE_EFFECT_TRAP_BOTH 71 #define MOVE_EFFECT_DOUBLE_SHOCK 72 #define MOVE_EFFECT_ROUND 73 #define MOVE_EFFECT_STOCKPILE_WORE_OFF 74 #define MOVE_EFFECT_DIRE_CLAW 75 #define MOVE_EFFECT_STEALTH_ROCK 76 #define MOVE_EFFECT_SPIKES 77 #define NUM_MOVE_EFFECTS 78 #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 (B_WAIT_TIME_MULTIPLIER * 4) #define B_WAIT_TIME_MED (B_WAIT_TIME_MULTIPLIER * 3) #define B_WAIT_TIME_SHORT (B_WAIT_TIME_MULTIPLIER * 2) #define B_WAIT_TIME_SHORTEST (B_WAIT_TIME_MULTIPLIER) #define CHERRIM_OVERCAST 0 #define CHERRIM_SUNSHINE 1 #define CASTFORM_NORMAL 0 #define CASTFORM_FIRE 1 #define CASTFORM_WATER 2 #define CASTFORM_ICE 3 #define NUM_CASTFORM_FORMS 4 #define CASTFORM_SUBSTITUTE (1 << 7) #define FLEE_ITEM 1 #define FLEE_ABILITY 2 // Return value for IsRunningFromBattleImpossible. #define BATTLE_RUN_SUCCESS 0 #define BATTLE_RUN_FORBIDDEN 1 #define BATTLE_RUN_FAILURE 2 #define B_WIN_TYPE_NORMAL 0 #define B_WIN_TYPE_ARENA 1 // Window Ids for sStandardBattleWindowTemplates / sBattleArenaWindowTemplates #define B_WIN_MSG 0 #define B_WIN_ACTION_PROMPT 1 // "What will {x} do?" #define B_WIN_ACTION_MENU 2 // "Fight/Pokémon/Bag/Run" menu #define B_WIN_MOVE_NAME_1 3 // Top left #define B_WIN_MOVE_NAME_2 4 // Top right #define B_WIN_MOVE_NAME_3 5 // Bottom left #define B_WIN_MOVE_NAME_4 6 // Bottom right #define B_WIN_PP 7 #define B_WIN_DUMMY 8 #define B_WIN_PP_REMAINING 9 #define B_WIN_MOVE_TYPE 10 #define B_WIN_SWITCH_PROMPT 11 // "Switch which?" #define B_WIN_YESNO 12 #define B_WIN_LEVEL_UP_BOX 13 #define B_WIN_LEVEL_UP_BANNER 14 #define B_WIN_VS_PLAYER 15 #define B_WIN_VS_OPPONENT 16 #define B_WIN_VS_MULTI_PLAYER_1 17 #define B_WIN_VS_MULTI_PLAYER_2 18 #define B_WIN_VS_MULTI_PLAYER_3 19 #define B_WIN_VS_MULTI_PLAYER_4 20 #define B_WIN_VS_OUTCOME_DRAW 21 #define B_WIN_VS_OUTCOME_LEFT 22 #define B_WIN_VS_OUTCOME_RIGHT 23 // The following are duplicate id values for windows that Battle Arena uses differently. #define ARENA_WIN_PLAYER_NAME 15 #define ARENA_WIN_VS 16 #define ARENA_WIN_OPPONENT_NAME 17 #define ARENA_WIN_MIND 18 #define ARENA_WIN_SKILL 19 #define ARENA_WIN_BODY 20 #define ARENA_WIN_JUDGMENT_TITLE 21 #define ARENA_WIN_JUDGMENT_TEXT 22 // Flag for BattlePutTextOnWindow. Never set #define B_WIN_COPYTOVRAM (1 << 7) // Indicator for the party summary bar to display an empty slot. #define HP_EMPTY_SLOT 0xFFFF #define MOVE_TARGET_SELECTED 0 #define MOVE_TARGET_DEPENDS (1 << 0) #define MOVE_TARGET_USER_OR_SELECTED (1 << 1) #define MOVE_TARGET_RANDOM (1 << 2) #define MOVE_TARGET_BOTH (1 << 3) #define MOVE_TARGET_USER (1 << 4) #define MOVE_TARGET_FOES_AND_ALLY (1 << 5) #define MOVE_TARGET_OPPONENTS_FIELD (1 << 6) #define MOVE_TARGET_ALLY (1 << 7) #define MOVE_TARGET_ALL_BATTLERS ((1 << 8) | MOVE_TARGET_USER) // For the second argument of GetMoveTarget, when no target override is needed #define NO_TARGET_OVERRIDE 0 // Constants for Parental Bond #define PARENTAL_BOND_1ST_HIT 2 #define PARENTAL_BOND_2ND_HIT 1 #define PARENTAL_BOND_OFF 0 #endif // GUARD_CONSTANTS_BATTLE_H