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370 lines
17 KiB
C
370 lines
17 KiB
C
#ifndef GUARD_CONSTANTS_BATTLE_H
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#define GUARD_CONSTANTS_BATTLE_H
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/*
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* A battler may be in one of four positions on the field. The first bit determines
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* what side the battler is on, either the player's side or the opponent's side.
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* The second bit determines what flank the battler is on, either the left or right.
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* Note that the opponent's flanks are drawn corresponding to their perspective, so
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* their right mon appears on the left, and their left mon appears on the right.
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* The battler ID is usually the same as the position, except in the case of link battles.
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*
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* + ------------------------- +
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* | Opponent's side |
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* | Right Left |
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* | 3 1 |
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* | |
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* | Player's side |
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* | Left Right |
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* | 0 2 |
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* ----------------------------+
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* | |
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* | |
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* +---------------------------+
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*/
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#define MAX_BATTLERS_COUNT 4
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#define B_POSITION_PLAYER_LEFT 0
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#define B_POSITION_OPPONENT_LEFT 1
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#define B_POSITION_PLAYER_RIGHT 2
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#define B_POSITION_OPPONENT_RIGHT 3
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// These macros can be used with either battler ID or positions to get the partner or the opposite mon
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#define BATTLE_OPPOSITE(id) ((id) ^ 1)
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#define BATTLE_PARTNER(id) ((id) ^ 2)
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#define B_SIDE_PLAYER 0
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#define B_SIDE_OPPONENT 1
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#define B_FLANK_LEFT 0
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#define B_FLANK_RIGHT 1
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#define BIT_SIDE 1
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#define BIT_FLANK 2
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// Battle Type Flags
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#define BATTLE_TYPE_DOUBLE (1 << 0)
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#define BATTLE_TYPE_LINK (1 << 1)
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#define BATTLE_TYPE_IS_MASTER (1 << 2) // In not-link battles, it's always set.
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#define BATTLE_TYPE_TRAINER (1 << 3)
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#define BATTLE_TYPE_FIRST_BATTLE (1 << 4)
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#define BATTLE_TYPE_LINK_IN_BATTLE (1 << 5) // Set on battle entry, cleared on exit. Checked rarely
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#define BATTLE_TYPE_MULTI (1 << 6)
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#define BATTLE_TYPE_SAFARI (1 << 7)
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#define BATTLE_TYPE_BATTLE_TOWER (1 << 8)
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#define BATTLE_TYPE_WALLY_TUTORIAL (1 << 9) // Used in pokefirered as BATTLE_TYPE_OLD_MAN_TUTORIAL.
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#define BATTLE_TYPE_ROAMER (1 << 10)
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#define BATTLE_TYPE_EREADER_TRAINER (1 << 11)
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#define BATTLE_TYPE_KYOGRE_GROUDON (1 << 12)
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#define BATTLE_TYPE_LEGENDARY (1 << 13)
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#define BATTLE_TYPE_REGI (1 << 14)
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#define BATTLE_TYPE_TWO_OPPONENTS (1 << 15) // Used in pokefirered as BATTLE_TYPE_GHOST.
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#define BATTLE_TYPE_DOME (1 << 16) // Used in pokefirered as BATTLE_TYPE_POKEDUDE.
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#define BATTLE_TYPE_PALACE (1 << 17) // Used in pokefirered as BATTLE_TYPE_WILD_SCRIPTED.
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#define BATTLE_TYPE_ARENA (1 << 18) // Used in pokefirered as BATTLE_TYPE_LEGENDARY_FRLG.
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#define BATTLE_TYPE_FACTORY (1 << 19) // Used in pokefirered as BATTLE_TYPE_TRAINER_TOWER.
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#define BATTLE_TYPE_PIKE (1 << 20)
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#define BATTLE_TYPE_PYRAMID (1 << 21)
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#define BATTLE_TYPE_INGAME_PARTNER (1 << 22)
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#define BATTLE_TYPE_TOWER_LINK_MULTI (1 << 23)
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#define BATTLE_TYPE_RECORDED (1 << 24)
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#define BATTLE_TYPE_RECORDED_LINK (1 << 25)
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#define BATTLE_TYPE_TRAINER_HILL (1 << 26)
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#define BATTLE_TYPE_SECRET_BASE (1 << 27)
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#define BATTLE_TYPE_GROUDON (1 << 28)
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#define BATTLE_TYPE_KYOGRE (1 << 29)
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#define BATTLE_TYPE_RAYQUAZA (1 << 30)
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#define BATTLE_TYPE_RECORDED_IS_MASTER (1 << 31)
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#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)
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#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)
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// Battle Outcome defines
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#define B_OUTCOME_WON 1
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#define B_OUTCOME_LOST 2
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#define B_OUTCOME_DREW 3
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#define B_OUTCOME_RAN 4
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#define B_OUTCOME_PLAYER_TELEPORTED 5
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#define B_OUTCOME_MON_FLED 6
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#define B_OUTCOME_CAUGHT 7
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#define B_OUTCOME_NO_SAFARI_BALLS 8
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#define B_OUTCOME_FORFEITED 9
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#define B_OUTCOME_MON_TELEPORTED 10
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#define B_OUTCOME_LINK_BATTLE_RAN (1 << 7) // 128
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// Non-volatile status conditions
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// These persist remain outside of battle and after switching out
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#define STATUS1_NONE 0
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#define STATUS1_SLEEP (1 << 0 | 1 << 1 | 1 << 2) // First 3 bits (Number of turns to sleep)
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#define STATUS1_SLEEP_TURN(num) ((num) << 0) // Just for readability (or if rearranging statuses)
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#define STATUS1_POISON (1 << 3)
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#define STATUS1_BURN (1 << 4)
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#define STATUS1_FREEZE (1 << 5)
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#define STATUS1_PARALYSIS (1 << 6)
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#define STATUS1_TOXIC_POISON (1 << 7)
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#define STATUS1_TOXIC_COUNTER (1 << 8 | 1 << 9 | 1 << 10 | 1 << 11)
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#define STATUS1_TOXIC_TURN(num) ((num) << 8)
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#define STATUS1_PSN_ANY (STATUS1_POISON | STATUS1_TOXIC_POISON)
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#define STATUS1_ANY (STATUS1_SLEEP | STATUS1_POISON | STATUS1_BURN | STATUS1_FREEZE | STATUS1_PARALYSIS | STATUS1_TOXIC_POISON)
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// Volatile status ailments
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// These are removed after exiting the battle or switching out
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#define STATUS2_CONFUSION (1 << 0 | 1 << 1 | 1 << 2)
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#define STATUS2_CONFUSION_TURN(num) ((num) << 0)
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#define STATUS2_FLINCHED (1 << 3)
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#define STATUS2_UPROAR (1 << 4 | 1 << 5 | 1 << 6)
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#define STATUS2_UPROAR_TURN(num) ((num) << 4)
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#define STATUS2_UNUSED (1 << 7)
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#define STATUS2_BIDE (1 << 8 | 1 << 9)
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#define STATUS2_BIDE_TURN(num) (((num) << 8) & STATUS2_BIDE)
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#define STATUS2_LOCK_CONFUSE (1 << 10 | 1 << 11) // e.g. Thrash
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#define STATUS2_LOCK_CONFUSE_TURN(num)((num) << 10)
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#define STATUS2_MULTIPLETURNS (1 << 12)
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#define STATUS2_WRAPPED (1 << 13 | 1 << 14 | 1 << 15)
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#define STATUS2_WRAPPED_TURN(num) ((num) << 13)
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#define STATUS2_INFATUATION (1 << 16 | 1 << 17 | 1 << 18 | 1 << 19) // 4 bits, one for every battler
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#define STATUS2_INFATUATED_WITH(battler) (gBitTable[battler] << 16)
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#define STATUS2_FOCUS_ENERGY (1 << 20)
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#define STATUS2_TRANSFORMED (1 << 21)
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#define STATUS2_RECHARGE (1 << 22)
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#define STATUS2_RAGE (1 << 23)
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#define STATUS2_SUBSTITUTE (1 << 24)
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#define STATUS2_DESTINY_BOND (1 << 25)
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#define STATUS2_ESCAPE_PREVENTION (1 << 26)
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#define STATUS2_NIGHTMARE (1 << 27)
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#define STATUS2_CURSED (1 << 28)
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#define STATUS2_FORESIGHT (1 << 29)
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#define STATUS2_DEFENSE_CURL (1 << 30)
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#define STATUS2_TORMENT (1 << 31)
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// Seems like per-battler statuses. Not quite sure how to categorize these
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#define STATUS3_LEECHSEED_BATTLER (1 << 0 | 1 << 1) // The battler to receive HP from Leech Seed
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#define STATUS3_LEECHSEED (1 << 2)
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#define STATUS3_ALWAYS_HITS (1 << 3 | 1 << 4)
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#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
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#define STATUS3_PERISH_SONG (1 << 5)
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#define STATUS3_ON_AIR (1 << 6)
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#define STATUS3_UNDERGROUND (1 << 7)
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#define STATUS3_MINIMIZED (1 << 8)
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#define STATUS3_CHARGED_UP (1 << 9)
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#define STATUS3_ROOTED (1 << 10)
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#define STATUS3_YAWN (1 << 11 | 1 << 12) // Number of turns to sleep
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#define STATUS3_YAWN_TURN(num) (((num) << 11) & STATUS3_YAWN)
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#define STATUS3_IMPRISONED_OTHERS (1 << 13)
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#define STATUS3_GRUDGE (1 << 14)
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#define STATUS3_CANT_SCORE_A_CRIT (1 << 15)
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#define STATUS3_MUDSPORT (1 << 16)
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#define STATUS3_WATERSPORT (1 << 17)
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#define STATUS3_UNDERWATER (1 << 18)
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#define STATUS3_INTIMIDATE_POKES (1 << 19)
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#define STATUS3_TRACE (1 << 20)
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#define STATUS3_SEMI_INVULNERABLE (STATUS3_UNDERGROUND | STATUS3_ON_AIR | STATUS3_UNDERWATER)
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// Not really sure what a "hitmarker" is.
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#define HITMARKER_WAKE_UP_CLEAR (1 << 4) // Cleared when waking up. Never set or checked.
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#define HITMARKER_SKIP_DMG_TRACK (1 << 5)
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#define HITMARKER_DESTINYBOND (1 << 6)
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#define HITMARKER_NO_ANIMATIONS (1 << 7)
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#define HITMARKER_IGNORE_SUBSTITUTE (1 << 8)
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#define HITMARKER_NO_ATTACKSTRING (1 << 9)
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#define HITMARKER_ATTACKSTRING_PRINTED (1 << 10)
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#define HITMARKER_NO_PPDEDUCT (1 << 11)
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#define HITMARKER_SWAP_ATTACKER_TARGET (1 << 12)
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#define HITMARKER_IGNORE_SAFEGUARD (1 << 13)
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#define HITMARKER_SYNCHRONISE_EFFECT (1 << 14)
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#define HITMARKER_RUN (1 << 15)
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#define HITMARKER_IGNORE_ON_AIR (1 << 16)
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#define HITMARKER_IGNORE_UNDERGROUND (1 << 17)
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#define HITMARKER_IGNORE_UNDERWATER (1 << 18)
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#define HITMARKER_UNABLE_TO_USE_MOVE (1 << 19)
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#define HITMARKER_PASSIVE_DAMAGE (1 << 20)
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#define HITMARKER_DISOBEDIENT_MOVE (1 << 21)
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#define HITMARKER_PLAYER_FAINTED (1 << 22)
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#define HITMARKER_ALLOW_NO_PP (1 << 23)
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#define HITMARKER_GRUDGE (1 << 24)
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#define HITMARKER_OBEYS (1 << 25)
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#define HITMARKER_NEVER_SET (1 << 26) // Cleared as part of a large group. Never set or checked
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#define HITMARKER_CHARGING (1 << 27)
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#define HITMARKER_FAINTED(battler) (gBitTable[battler] << 28)
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#define HITMARKER_FAINTED2(battler) ((1 << 28) << battler)
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// Per-side statuses that affect an entire party
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#define SIDE_STATUS_REFLECT (1 << 0)
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#define SIDE_STATUS_LIGHTSCREEN (1 << 1)
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#define SIDE_STATUS_X4 (1 << 2)
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#define SIDE_STATUS_SPIKES (1 << 4)
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#define SIDE_STATUS_SAFEGUARD (1 << 5)
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#define SIDE_STATUS_FUTUREATTACK (1 << 6)
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#define SIDE_STATUS_MIST (1 << 8)
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#define SIDE_STATUS_SPIKES_DAMAGED (1 << 9)
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// Flags describing move's result
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#define MOVE_RESULT_MISSED (1 << 0)
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#define MOVE_RESULT_SUPER_EFFECTIVE (1 << 1)
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#define MOVE_RESULT_NOT_VERY_EFFECTIVE (1 << 2)
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#define MOVE_RESULT_DOESNT_AFFECT_FOE (1 << 3)
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#define MOVE_RESULT_ONE_HIT_KO (1 << 4)
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#define MOVE_RESULT_FAILED (1 << 5)
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#define MOVE_RESULT_FOE_ENDURED (1 << 6)
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#define MOVE_RESULT_FOE_HUNG_ON (1 << 7)
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#define MOVE_RESULT_NO_EFFECT (MOVE_RESULT_MISSED | MOVE_RESULT_DOESNT_AFFECT_FOE | MOVE_RESULT_FAILED)
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// Battle Weather flags
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#define B_WEATHER_RAIN_TEMPORARY (1 << 0)
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#define B_WEATHER_RAIN_DOWNPOUR (1 << 1) // unused
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#define B_WEATHER_RAIN_PERMANENT (1 << 2)
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#define B_WEATHER_RAIN (B_WEATHER_RAIN_TEMPORARY | B_WEATHER_RAIN_DOWNPOUR | B_WEATHER_RAIN_PERMANENT)
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#define B_WEATHER_SANDSTORM_TEMPORARY (1 << 3)
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#define B_WEATHER_SANDSTORM_PERMANENT (1 << 4)
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#define B_WEATHER_SANDSTORM (B_WEATHER_SANDSTORM_TEMPORARY | B_WEATHER_SANDSTORM_PERMANENT)
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#define B_WEATHER_SUN_TEMPORARY (1 << 5)
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#define B_WEATHER_SUN_PERMANENT (1 << 6)
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#define B_WEATHER_SUN (B_WEATHER_SUN_TEMPORARY | B_WEATHER_SUN_PERMANENT)
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#define B_WEATHER_HAIL_TEMPORARY (1 << 7)
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#define B_WEATHER_HAIL (B_WEATHER_HAIL_TEMPORARY)
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#define B_WEATHER_ANY (B_WEATHER_RAIN | B_WEATHER_SANDSTORM | B_WEATHER_SUN | B_WEATHER_HAIL)
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// Move Effects
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#define MOVE_EFFECT_SLEEP 1
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#define MOVE_EFFECT_POISON 2
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#define MOVE_EFFECT_BURN 3
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#define MOVE_EFFECT_FREEZE 4
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#define MOVE_EFFECT_PARALYSIS 5
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#define MOVE_EFFECT_TOXIC 6
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#define PRIMARY_STATUS_MOVE_EFFECT MOVE_EFFECT_TOXIC // All above move effects apply primary status
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#define MOVE_EFFECT_CONFUSION 7
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#define MOVE_EFFECT_FLINCH 8
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#define MOVE_EFFECT_TRI_ATTACK 9
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#define MOVE_EFFECT_UPROAR 10
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#define MOVE_EFFECT_PAYDAY 11
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#define MOVE_EFFECT_CHARGING 12
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#define MOVE_EFFECT_WRAP 13
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#define MOVE_EFFECT_RECOIL_25 14
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#define MOVE_EFFECT_ATK_PLUS_1 15
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#define MOVE_EFFECT_DEF_PLUS_1 16
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#define MOVE_EFFECT_SPD_PLUS_1 17
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#define MOVE_EFFECT_SP_ATK_PLUS_1 18
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#define MOVE_EFFECT_SP_DEF_PLUS_1 19
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#define MOVE_EFFECT_ACC_PLUS_1 20
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#define MOVE_EFFECT_EVS_PLUS_1 21
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#define MOVE_EFFECT_ATK_MINUS_1 22
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#define MOVE_EFFECT_DEF_MINUS_1 23
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#define MOVE_EFFECT_SPD_MINUS_1 24
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#define MOVE_EFFECT_SP_ATK_MINUS_1 25
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#define MOVE_EFFECT_SP_DEF_MINUS_1 26
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#define MOVE_EFFECT_ACC_MINUS_1 27
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#define MOVE_EFFECT_EVS_MINUS_1 28
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#define MOVE_EFFECT_RECHARGE 29
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#define MOVE_EFFECT_RAGE 30
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#define MOVE_EFFECT_STEAL_ITEM 31
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#define MOVE_EFFECT_PREVENT_ESCAPE 32
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#define MOVE_EFFECT_NIGHTMARE 33
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#define MOVE_EFFECT_ALL_STATS_UP 34
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#define MOVE_EFFECT_RAPIDSPIN 35
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#define MOVE_EFFECT_REMOVE_PARALYSIS 36
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#define MOVE_EFFECT_ATK_DEF_DOWN 37
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#define MOVE_EFFECT_RECOIL_33 38
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#define MOVE_EFFECT_ATK_PLUS_2 39
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#define MOVE_EFFECT_DEF_PLUS_2 40
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#define MOVE_EFFECT_SPD_PLUS_2 41
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#define MOVE_EFFECT_SP_ATK_PLUS_2 42
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#define MOVE_EFFECT_SP_DEF_PLUS_2 43
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#define MOVE_EFFECT_ACC_PLUS_2 44
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#define MOVE_EFFECT_EVS_PLUS_2 45
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#define MOVE_EFFECT_ATK_MINUS_2 46
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#define MOVE_EFFECT_DEF_MINUS_2 47
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#define MOVE_EFFECT_SPD_MINUS_2 48
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#define MOVE_EFFECT_SP_ATK_MINUS_2 49
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#define MOVE_EFFECT_SP_DEF_MINUS_2 50
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#define MOVE_EFFECT_ACC_MINUS_2 51
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#define MOVE_EFFECT_EVS_MINUS_2 52
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#define MOVE_EFFECT_THRASH 53
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#define MOVE_EFFECT_KNOCK_OFF 54
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#define MOVE_EFFECT_NOTHING_37 55
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#define MOVE_EFFECT_NOTHING_38 56
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#define MOVE_EFFECT_NOTHING_39 57
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#define MOVE_EFFECT_NOTHING_3A 58
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#define MOVE_EFFECT_SP_ATK_TWO_DOWN 59
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#define NUM_MOVE_EFFECTS 60
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#define MOVE_EFFECT_AFFECTS_USER (1 << 6) // 64
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#define MOVE_EFFECT_CERTAIN (1 << 7) // 128
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// Battle terrain defines for gBattleTerrain.
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#define BATTLE_TERRAIN_GRASS 0
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#define BATTLE_TERRAIN_LONG_GRASS 1
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#define BATTLE_TERRAIN_SAND 2
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#define BATTLE_TERRAIN_UNDERWATER 3
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#define BATTLE_TERRAIN_WATER 4
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#define BATTLE_TERRAIN_POND 5
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#define BATTLE_TERRAIN_MOUNTAIN 6
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#define BATTLE_TERRAIN_CAVE 7
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#define BATTLE_TERRAIN_BUILDING 8
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#define BATTLE_TERRAIN_PLAIN 9
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#define B_WAIT_TIME_LONG 64
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#define B_WAIT_TIME_MED 48
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#define B_WAIT_TIME_SHORT 32
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#define CASTFORM_NORMAL 0
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#define CASTFORM_FIRE 1
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#define CASTFORM_WATER 2
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#define CASTFORM_ICE 3
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#define NUM_CASTFORM_FORMS 4
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#define CASTFORM_SUBSTITUTE (1 << 7)
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#define FLEE_ITEM 1
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#define FLEE_ABILITY 2
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// Return value for IsRunningFromBattleImpossible.
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#define BATTLE_RUN_SUCCESS 0
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#define BATTLE_RUN_FORBIDDEN 1
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#define BATTLE_RUN_FAILURE 2
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#define B_WIN_TYPE_NORMAL 0
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#define B_WIN_TYPE_ARENA 1
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// Window Ids for sStandardBattleWindowTemplates / sBattleArenaWindowTemplates
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#define B_WIN_MSG 0
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#define B_WIN_ACTION_PROMPT 1 // "What will {x} do?"
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#define B_WIN_ACTION_MENU 2 // "Fight/Pokémon/Bag/Run" menu
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#define B_WIN_MOVE_NAME_1 3 // Top left
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#define B_WIN_MOVE_NAME_2 4 // Top right
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#define B_WIN_MOVE_NAME_3 5 // Bottom left
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#define B_WIN_MOVE_NAME_4 6 // Bottom right
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#define B_WIN_PP 7
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#define B_WIN_DUMMY 8
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#define B_WIN_PP_REMAINING 9
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#define B_WIN_MOVE_TYPE 10
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#define B_WIN_SWITCH_PROMPT 11 // "Switch which?"
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#define B_WIN_YESNO 12
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#define B_WIN_LEVEL_UP_BOX 13
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#define B_WIN_LEVEL_UP_BANNER 14
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#define B_WIN_VS_PLAYER 15
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#define B_WIN_VS_OPPONENT 16
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#define B_WIN_VS_MULTI_PLAYER_1 17
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#define B_WIN_VS_MULTI_PLAYER_2 18
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#define B_WIN_VS_MULTI_PLAYER_3 19
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#define B_WIN_VS_MULTI_PLAYER_4 20
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#define B_WIN_VS_OUTCOME_DRAW 21
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#define B_WIN_VS_OUTCOME_LEFT 22
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#define B_WIN_VS_OUTCOME_RIGHT 23
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// The following are duplicate id values for windows that Battle Arena uses differently.
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#define ARENA_WIN_PLAYER_NAME 15
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#define ARENA_WIN_VS 16
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#define ARENA_WIN_OPPONENT_NAME 17
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#define ARENA_WIN_MIND 18
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#define ARENA_WIN_SKILL 19
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#define ARENA_WIN_BODY 20
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#define ARENA_WIN_JUDGEMENT_TITLE 21
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#define ARENA_WIN_JUDGEMENT_TEXT 22
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// Flag for BattlePutTextOnWindow. Never set
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#define B_WIN_COPYTOVRAM (1 << 7)
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// Indicator for the party summary bar to display an empty slot.
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#define HP_EMPTY_SLOT 0xFFFF
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#endif // GUARD_CONSTANTS_BATTLE_H
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