mirror of
https://github.com/Ninjdai1/pokeemerald.git
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247 lines
11 KiB
C
247 lines
11 KiB
C
#ifndef GUARD_CONSTANTS_CONTEST_H
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#define GUARD_CONSTANTS_CONTEST_H
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#define APPLAUSE_METER_SIZE 5
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#define CONTEST_NUM_APPEALS 5
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#define CONTEST_LAST_APPEAL (CONTEST_NUM_APPEALS - 1)
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#define MAX_CONTEST_MOVE_HEARTS 8
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#define LINK_CONTEST_FLAG_IS_LINK (1 << 0)
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#define LINK_CONTEST_FLAG_IS_WIRELESS (1 << 1)
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#define LINK_CONTEST_FLAG_HAS_RS_PLAYER (1 << 2)
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#define CONTEST_RANK_NORMAL 0
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#define CONTEST_RANK_SUPER 1
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#define CONTEST_RANK_HYPER 2
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#define CONTEST_RANK_MASTER 3
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#define CONTEST_RANK_LINK 4
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// States for VAR_CONTEST_TYPE
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#define CONTEST_TYPE_NPC_NORMAL (CONTEST_RANK_NORMAL + 1)
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#define CONTEST_TYPE_NPC_SUPER (CONTEST_RANK_SUPER + 1)
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#define CONTEST_TYPE_NPC_HYPER (CONTEST_RANK_HYPER + 1)
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#define CONTEST_TYPE_NPC_MASTER (CONTEST_RANK_MASTER + 1)
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#define CONTEST_TYPE_LINK (CONTEST_RANK_LINK + 1)
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// IDs below - 1 are indexes into gSaveBlock1Ptr->contestWinners[]
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// CONTEST_WINNER_ARTIST is for the winner of the most recent contest, and is not saved.
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#define CONTEST_WINNER_ARTIST 0
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#define CONTEST_WINNER_HALL_1 1
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#define CONTEST_WINNER_HALL_2 2
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#define CONTEST_WINNER_HALL_3 3
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#define CONTEST_WINNER_HALL_4 4
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#define CONTEST_WINNER_HALL_5 5
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#define CONTEST_WINNER_HALL_6 6
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#define NUM_CONTEST_HALL_WINNERS 6
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#define CONTEST_WINNER_HALL_UNUSED_1 7 // These two have data for gDefaultContestWinners
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#define CONTEST_WINNER_HALL_UNUSED_2 8 // but there are only 6 paintings in the Contest Hall
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#define CONTEST_WINNER_MUSEUM_COOL 9
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#define CONTEST_WINNER_MUSEUM_BEAUTY 10
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#define CONTEST_WINNER_MUSEUM_CUTE 11
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#define CONTEST_WINNER_MUSEUM_SMART 12
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#define CONTEST_WINNER_MUSEUM_TOUGH 13
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// NUM_CONTEST_WINNERS in constants/global.h
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#define MUSEUM_CONTEST_WINNERS_START (CONTEST_WINNER_MUSEUM_COOL - 1)
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#define CONTEST_SAVE_FOR_MUSEUM ((u8)-1)
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#define CONTEST_SAVE_FOR_ARTIST ((u8)-2)
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// The number of possible captions for a Contest painting, per category
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#define NUM_PAINTING_CAPTIONS 3
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#define CANT_ENTER_CONTEST 0
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#define CAN_ENTER_CONTEST_EQUAL_RANK 1
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#define CAN_ENTER_CONTEST_HIGH_RANK 2
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#define CANT_ENTER_CONTEST_EGG 3
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#define CANT_ENTER_CONTEST_FAINTED 4
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#define CONTEST_AI_CHECK_BAD_MOVE (1 << 0)
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#define CONTEST_AI_CHECK_COMBO (1 << 1)
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#define CONTEST_AI_CHECK_BORING (1 << 2)
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#define CONTEST_AI_CHECK_EXCITEMENT (1 << 3)
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#define CONTEST_AI_CHECK_ORDER (1 << 4)
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#define CONTEST_AI_CHECK_GOOD_MOVE (1 << 5)
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#define CONTEST_AI_ERRATIC (1 << 6)
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#define CONTEST_AI_DUMMY_1 (1 << 7)
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#define CONTEST_AI_DUMMY_2 (1 << 8)
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#define CONTEST_AI_DUMMY_3 (1 << 9)
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#define CONTEST_AI_DUMMY_4 (1 << 10)
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#define CONTEST_AI_DUMMY_5 (1 << 11)
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#define CONTEST_AI_DUMMY_6 (1 << 12)
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#define CONTEST_AI_DUMMY_7 (1 << 13)
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#define CONTEST_AI_DUMMY_8 (1 << 14)
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#define CONTEST_AI_DUMMY_9 (1 << 15)
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#define CONTEST_AI_DUMMY_10 (1 << 16)
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#define CONTEST_AI_DUMMY_11 (1 << 17)
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#define CONTEST_AI_DUMMY_12 (1 << 18)
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#define CONTEST_AI_DUMMY_13 (1 << 19)
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#define CONTEST_AI_DUMMY_14 (1 << 20)
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#define CONTEST_AI_DUMMY_15 (1 << 21)
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#define CONTEST_AI_DUMMY_16 (1 << 22)
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#define CONTEST_AI_DUMMY_17 (1 << 23)
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#define CONTEST_AI_DUMMY_18 (1 << 24)
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#define CONTEST_AI_DUMMY_19 (1 << 25)
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#define CONTEST_AI_DUMMY_20 (1 << 26)
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#define CONTEST_AI_DUMMY_21 (1 << 27)
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#define CONTEST_AI_DUMMY_22 (1 << 28)
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#define CONTEST_AI_DUMMY_23 (1 << 29)
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#define CONTEST_AI_DUMMY_24 (1 << 30)
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#define CONTEST_AI_DUMMY_25 (1 << 31)
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// The below scripts are used by every AI contest opponent
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// It includes every non-dummy script
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#define CONTEST_AI_COMMON (CONTEST_AI_CHECK_BAD_MOVE | CONTEST_AI_CHECK_COMBO | CONTEST_AI_CHECK_BORING | \
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CONTEST_AI_CHECK_EXCITEMENT | CONTEST_AI_CHECK_ORDER | CONTEST_AI_CHECK_GOOD_MOVE | CONTEST_AI_ERRATIC | \
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CONTEST_AI_DUMMY_1 | CONTEST_AI_DUMMY_2 | CONTEST_AI_DUMMY_3 | CONTEST_AI_DUMMY_4 | CONTEST_AI_DUMMY_5)
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#define CONTEST_EFFECT_HIGHLY_APPEALING 0
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#define CONTEST_EFFECT_USER_MORE_EASILY_STARTLED 1
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#define CONTEST_EFFECT_GREAT_APPEAL_BUT_NO_MORE_MOVES 2
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#define CONTEST_EFFECT_REPETITION_NOT_BORING 3
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#define CONTEST_EFFECT_AVOID_STARTLE_ONCE 4
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#define CONTEST_EFFECT_AVOID_STARTLE 5
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#define CONTEST_EFFECT_AVOID_STARTLE_SLIGHTLY 6
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#define CONTEST_EFFECT_USER_LESS_EASILY_STARTLED 7
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#define CONTEST_EFFECT_STARTLE_FRONT_MON 8
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#define CONTEST_EFFECT_SLIGHTLY_STARTLE_PREV_MONS 9
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#define CONTEST_EFFECT_STARTLE_PREV_MON 10
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#define CONTEST_EFFECT_STARTLE_PREV_MONS 11
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#define CONTEST_EFFECT_BADLY_STARTLE_FRONT_MON 12
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#define CONTEST_EFFECT_BADLY_STARTLE_PREV_MONS 13
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#define CONTEST_EFFECT_STARTLE_PREV_MON_2 14
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#define CONTEST_EFFECT_STARTLE_PREV_MONS_2 15
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#define CONTEST_EFFECT_SHIFT_JUDGE_ATTENTION 16
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#define CONTEST_EFFECT_STARTLE_MON_WITH_JUDGES_ATTENTION 17
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#define CONTEST_EFFECT_JAMS_OTHERS_BUT_MISS_ONE_TURN 18
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#define CONTEST_EFFECT_STARTLE_MONS_SAME_TYPE_APPEAL 19
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#define CONTEST_EFFECT_STARTLE_MONS_COOL_APPEAL 20
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#define CONTEST_EFFECT_STARTLE_MONS_BEAUTY_APPEAL 21
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#define CONTEST_EFFECT_STARTLE_MONS_CUTE_APPEAL 22
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#define CONTEST_EFFECT_STARTLE_MONS_SMART_APPEAL 23
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#define CONTEST_EFFECT_STARTLE_MONS_TOUGH_APPEAL 24
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#define CONTEST_EFFECT_MAKE_FOLLOWING_MON_NERVOUS 25
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#define CONTEST_EFFECT_MAKE_FOLLOWING_MONS_NERVOUS 26
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#define CONTEST_EFFECT_WORSEN_CONDITION_OF_PREV_MONS 27
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#define CONTEST_EFFECT_BADLY_STARTLES_MONS_IN_GOOD_CONDITION 28
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#define CONTEST_EFFECT_BETTER_IF_FIRST 29
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#define CONTEST_EFFECT_BETTER_IF_LAST 30
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#define CONTEST_EFFECT_APPEAL_AS_GOOD_AS_PREV_ONES 31
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#define CONTEST_EFFECT_APPEAL_AS_GOOD_AS_PREV_ONE 32
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#define CONTEST_EFFECT_BETTER_WHEN_LATER 33
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#define CONTEST_EFFECT_QUALITY_DEPENDS_ON_TIMING 34
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#define CONTEST_EFFECT_BETTER_IF_SAME_TYPE 35
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#define CONTEST_EFFECT_BETTER_IF_DIFF_TYPE 36
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#define CONTEST_EFFECT_AFFECTED_BY_PREV_APPEAL 37
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#define CONTEST_EFFECT_IMPROVE_CONDITION_PREVENT_NERVOUSNESS 38
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#define CONTEST_EFFECT_BETTER_WITH_GOOD_CONDITION 39
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#define CONTEST_EFFECT_NEXT_APPEAL_EARLIER 40
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#define CONTEST_EFFECT_NEXT_APPEAL_LATER 41
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#define CONTEST_EFFECT_MAKE_SCRAMBLING_TURN_ORDER_EASIER 42
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#define CONTEST_EFFECT_SCRAMBLE_NEXT_TURN_ORDER 43
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#define CONTEST_EFFECT_EXCITE_AUDIENCE_IN_ANY_CONTEST 44
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#define CONTEST_EFFECT_BADLY_STARTLE_MONS_WITH_GOOD_APPEALS 45
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#define CONTEST_EFFECT_BETTER_WHEN_AUDIENCE_EXCITED 46
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#define CONTEST_EFFECT_DONT_EXCITE_AUDIENCE 47
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// Each of the above effects is grouped into one of these effect type categories
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// Only a few of these get checked by the AI, the rest go unused
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#define CONTEST_EFFECT_TYPE_APPEAL 0
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#define CONTEST_EFFECT_TYPE_AVOID_STARTLE 1
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#define CONTEST_EFFECT_TYPE_STARTLE_MON 2
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#define CONTEST_EFFECT_TYPE_STARTLE_MONS 3
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#define CONTEST_EFFECT_TYPE_WORSEN 4
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#define CONTEST_EFFECT_TYPE_SPECIAL_APPEAL 5
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#define CONTEST_EFFECT_TYPE_TURN_ORDER 6
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#define COMBO_STARTER_POUND 1
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#define COMBO_STARTER_FIRE_PUNCH 2
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#define COMBO_STARTER_ICE_PUNCH 3
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#define COMBO_STARTER_THUNDER_PUNCH 4
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#define COMBO_STARTER_SCRATCH 5
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#define COMBO_STARTER_VICE_GRIP 6
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#define COMBO_STARTER_SWORDS_DANCE 7
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#define COMBO_STARTER_SAND_ATTACK 8
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#define COMBO_STARTER_HORN_ATTACK 9
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#define COMBO_STARTER_LEER 10
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#define COMBO_STARTER_SING 11
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#define COMBO_STARTER_SURF 12
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#define COMBO_STARTER_PECK 13
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#define COMBO_STARTER_LEECH_SEED 14
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#define COMBO_STARTER_GROWTH 15
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#define COMBO_STARTER_STRING_SHOT 16
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#define COMBO_STARTER_DRAGON_RAGE 17
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#define COMBO_STARTER_ROCK_THROW 18
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#define COMBO_STARTER_EARTHQUAKE 19
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#define COMBO_STARTER_TOXIC 20
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#define COMBO_STARTER_CONFUSION 21
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#define COMBO_STARTER_PSYCHIC 22
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#define COMBO_STARTER_HYPNOSIS 23
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#define COMBO_STARTER_RAGE 24
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#define COMBO_STARTER_DOUBLE_TEAM 25
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#define COMBO_STARTER_HARDEN 26
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#define COMBO_STARTER_DEFENSE_CURL 27
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#define COMBO_STARTER_FOCUS_ENERGY 28
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#define COMBO_STARTER_SMOG 29
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#define COMBO_STARTER_SLUDGE 30
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#define COMBO_STARTER_BONE_CLUB 31
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#define COMBO_STARTER_KINESIS 32
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#define COMBO_STARTER_SOFT_BOILED 33
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#define COMBO_STARTER_BONEMERANG 34
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#define COMBO_STARTER_REST 35
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#define COMBO_STARTER_MIND_READER 36
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#define COMBO_STARTER_CURSE 37
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#define COMBO_STARTER_POWDER_SNOW 38
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#define COMBO_STARTER_SCARY_FACE 39
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#define COMBO_STARTER_BELLY_DRUM 40
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#define COMBO_STARTER_SLUDGE_BOMB 41
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#define COMBO_STARTER_MUD_SLAP 42
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#define COMBO_STARTER_BONE_RUSH 43
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#define COMBO_STARTER_LOCK_ON 44
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#define COMBO_STARTER_SANDSTORM 45
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#define COMBO_STARTER_ENDURE 46
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#define COMBO_STARTER_CHARM 47
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#define COMBO_STARTER_MEAN_LOOK 48
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#define COMBO_STARTER_HEAL_BELL 49
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#define COMBO_STARTER_DRAGON_BREATH 50
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#define COMBO_STARTER_SWEET_SCENT 51
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#define COMBO_STARTER_RAIN_DANCE 52
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#define COMBO_STARTER_SUNNY_DAY 53
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#define COMBO_STARTER_FAKE_OUT 54
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#define COMBO_STARTER_STOCKPILE 55
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#define COMBO_STARTER_HAIL 56
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#define COMBO_STARTER_CHARGE 57
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#define COMBO_STARTER_TAUNT 58
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#define COMBO_STARTER_REVENGE 59
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#define COMBO_STARTER_YAWN 60
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#define COMBO_STARTER_DIVE 61
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#define COMBO_STARTER_MUD_SPORT 62
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#define COMBO_STARTER_METAL_SOUND 63
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#define COMBO_STARTER_WATER_SPORT 64
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#define COMBO_STARTER_CALM_MIND 65
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#define COMBO_STARTER_DRAGON_DANCE 66
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#define COMBO_STARTER_PAYBACK 67
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#define COMBO_STARTER_LUCKY_CHANT 68
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#define COMBO_STARTER_WORRY_SEED 69
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#define COMBO_STARTER_DRAGON_RUSH 70
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#define COMBO_STARTER_BRAVE_BIRD 71
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#define COMBO_STARTER_THUNDER_FANG 72
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#define COMBO_STARTER_ICE_FANG 73
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#define COMBO_STARTER_FIRE_FANG 74
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#define COMBO_STARTER_ATTACK_ORDER 75
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#define COMBO_STARTER_DEFEND_ORDER 76
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#define COMBO_STARTER_HEAL_ORDER 77
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#define COMBO_STARTER_SCALD 78
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#define COMBO_STARTER_DRAGON_TAIL 79
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#define COMBO_STARTER_HYPERSPACE_HOLE 80
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#define COMBO_STARTER_THOUSAND_ARROWS 81
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#define COMBO_STARTER_THOUSAND_WAVES 82
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#define COMBO_STARTER_HYPERSPACE_FURY 83
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#define COMBO_STARTER_SHADOW_BONE 84
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#define COMBO_STARTER_ELECTRIC_TERRAIN 85
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#define COMBO_STARTER_MISTY_TERRAIN 86
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#define COMBO_STARTER_GRASSY_TERRAIN 87
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#define COMBO_STARTER_PSYCHIC_TERRAIN 88
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#endif // GUARD_CONSTANTS_CONTEST_H
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