#ifndef GUARD_CONSTANTS_STATUS_H #define GUARD_CONSTANTS_STATUS_H #define SLEEP_STATUS_NONE 0 #define SLEEP_STATUS_SLEEP 1 #define SLEEP_STATUS_SLEEPLESS 2 #define SLEEP_STATUS_NIGHTMARE 3 #define SLEEP_STATUS_YAWNING 4 #define SLEEP_STATUS_NAPPING 5 #define NON_VOLATILE_STATUS_NONE 0 #define NON_VOLATILE_STATUS_BURNED 1 #define NON_VOLATILE_STATUS_POISONED 2 #define NON_VOLATILE_STATUS_BADLY_POISONED 3 #define NON_VOLATILE_STATUS_PARALYZED 4 #define IMMOBILIZE_STATUS_NONE 0 #define IMMOBILIZE_STATUS_FROZEN 1 #define IMMOBILIZE_STATUS_IMMOBILIZED 2 #define IMMOBILIZE_STATUS_WRAPPED_AROUND_FOE 3 #define IMMOBILIZE_STATUS_WRAPPED_BY_FOE 4 #define IMMOBILIZE_STATUS_INGRAIN 5 #define IMMOBILIZE_STATUS_PETRIFIED 6 #define IMMOBILIZE_STATUS_SQUEEZED 7 #define VOLATILE_STATUS_NONE 0 #define VOLATILE_STATUS_CRINGING 1 #define VOLATILE_STATUS_CONFUSED 2 #define VOLATILE_STATUS_PAUSED 3 #define VOLATILE_STATUS_COWERING 4 #define VOLATILE_STATUS_TAUNTED 5 #define VOLATILE_STATUS_ENCORE 6 #define VOLATILE_STATUS_INFATUATED 7 #define CHARGING_STATUS_NONE 0 #define CHARGING_STATUS_BIDE 1 #define CHARGING_STATUS_SOLARBEAM 2 #define CHARGING_STATUS_SKY_ATTACK 3 #define CHARGING_STATUS_RAZOR_WIND 4 #define CHARGING_STATUS_FOCUS_PUNCH 5 #define CHARGING_STATUS_SKULL_BASH 6 #define CHARGING_STATUS_FLY 7 #define CHARGING_STATUS_BOUNCE 8 #define CHARGING_STATUS_DIVE 9 #define CHARGING_STATUS_DIG 10 #define CHARGING_STATUS_CHARGE 11 #define CHARGING_STATUS_RAGE 12 #define PROTECTION_STATUS_NONE 0 #define PROTECTION_STATUS_REFLECT 1 #define PROTECTION_STATUS_SAFEGUARD 2 #define PROTECTION_STATUS_LIGHT_SCREEN 3 #define PROTECTION_STATUS_COUNTER 4 #define PROTECTION_STATUS_MAGIC_COAT 5 #define PROTECTION_STATUS_WISH 6 #define PROTECTION_STATUS_PROTECT 7 #define PROTECTION_STATUS_MIRROR_COAT 8 #define PROTECTION_STATUS_ENDURE 9 #define PROTECTION_STATUS_MINI_COUNTER 10 #define PROTECTION_STATUS_MIRROR_MOVE 11 #define PROTECTION_STATUS_CONVERSION_2 12 #define PROTECTION_STATUS_VITAL_THROW 13 #define PROTECTION_STATUS_MIST 14 #define WAITING_STATUS_NONE 0 #define WAITING_STATUS_CURSED 1 #define WAITING_STATUS_DECOY 2 #define WAITING_STATUS_SNATCH 3 #define LINKED_STATUS_NONE 0 #define LINKED_STATUS_LEECH_SEED 1 #define LINKED_STATUS_DESTINY_BOND 2 #define MOVE_STATUS_NONE 0 #define MOVE_STATUS_SURE_SHOT 1 #define MOVE_STATUS_WHIFFER 2 #define MOVE_STATUS_SET_DAMAGE 3 #define MOVE_STATUS_FOCUS_ENERGY 4 #define ITEM_STATUS_NONE 0 #define ITEM_STATUS_LONG_TOSS 1 #define ITEM_STATUS_PIERCE 2 #define TRANSFORM_STATUS_NONE 0 #define TRANSFORM_STATUS_INVISIBLE 1 #define TRANSFORM_STATUS_TRANSFORMED 2 #define TRANSFORM_STATUS_MOBILE 3 #define EYESIGHT_STATUS_NONE 0 #define EYESIGHT_STATUS_BLINKER 1 #define EYESIGHT_STATUS_CROSS_EYED 2 #define EYESIGHT_STATUS_EYEDROPS 3 #define MUZZLED_STATUS_NONE 0 #define MUZZLED_STATUS_MUZZLED 1 #define STATUS_SPRITE_SLEEPLESS (1 << 0) #define STATUS_SPRITE_BURNED (1 << 1) #define STATUS_SPRITE_POISONED (1 << 2) #define STATUS_SPRITE_BADLY_POISONED (1 << 3) #define STATUS_SPRITE_CONFUSED (1 << 4) #define STATUS_SPRITE_COWERING (1 << 5) #define STATUS_SPRITE_TAUNTED (1 << 6) #define STATUS_SPRITE_ENCORE (1 << 7) #define STATUS_SPRITE_SHIELD_BLUE (1 << 8) // REFLECT, COUNTER, MINI_COUNTER, MIST #define STATUS_SPRITE_SHIELD_RED (1 << 9) // SAFEGUARD, MIRROR_COAT #define STATUS_SPRITE_SHIELD_YELLOW (1 << 10) // LIGHT_SCREEN, MAGIC_COAT #define STATUS_SPRITE_SHIELD_GREEN (1 << 11) // PROTECT, MIRRO_MOVE, VITAL_THROW #define STATUS_SPRITE_ENDURE (1 << 12) #define STATUS_SPRITE_LOWHP (1 << 13) #define STATUS_SPRITE_CURSED (1 << 14) #define STATUS_SPRITE_SNATCH (1 << 15) #define STATUS_SPRITE_SURE_SHOT (1 << 16) #define STATUS_SPRITE_WHIFFER (1 << 17) #define STATUS_SPRITE_SET_DAMAGE (1 << 18) #define STATUS_SPRITE_FOCUS_ENERGY (1 << 19) #define STATUS_SPRITE_BLINKER (1 << 20) #define STATUS_SPRITE_CROSS_EYED (1 << 21) #define STATUS_SPRITE_EYEDROPS (1 << 22) #define STATUS_SPRITE_MUZZLED (1 << 23) #define STATUS_SPRITE_GRUDGE (1 << 24) #define STATUS_SPRITE_EXPOSED (1 << 25) #define STATUS_SPRITE_SLEEP (1 << 26) #define STATUS_SPRITE_STAT_DOWN (1 << 27) #define STATUS_SPRITE_FROZEN (1 << 28) #endif