pokeemerald/include/constants/item_effects.h
AgustinGDLV 2eabcea86e
Battle Item Refactor (#2902)
* items that can be used in battle now use battlescripts
* removed ExecuteTableBasedItemEffect_
* taught AI how to use items, removed AI_itemtype/flag
* X-Items store stages raised in holdEffectParam
* USE_ITEM in tests
2023-04-14 19:25:50 +01:00

96 lines
3.1 KiB
C

#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 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