diff options
author | GriffinR <griffin.g.richards@gmail.com> | 2020-07-18 20:22:44 -0400 |
---|---|---|
committer | GitHub <noreply@github.com> | 2020-07-18 20:22:44 -0400 |
commit | 1a27af88553394c3190cf74b47128f2a82750f4c (patch) | |
tree | 9f036690606e5693181559add76db1c214e8dbdc /include | |
parent | 1cf2470aac038fce48a5777e36b00554af90d910 (diff) | |
parent | fb402725c6c668ee2ac50d6c345f3f8207a32cea (diff) |
Merge pull request #1100 from GriffinRichards/clean-battlescrdata
Misc battle and battle palace documentation
Diffstat (limited to 'include')
-rw-r--r-- | include/battle.h | 2 | ||||
-rw-r--r-- | include/battle_script_commands.h | 4 | ||||
-rw-r--r-- | include/battle_scripts.h | 2 | ||||
-rw-r--r-- | include/constants/battle.h | 371 | ||||
-rw-r--r-- | include/constants/battle_palace.h | 10 | ||||
-rw-r--r-- | include/constants/battle_script_commands.h | 2 | ||||
-rw-r--r-- | include/constants/pokemon.h | 3 | ||||
-rw-r--r-- | include/pokeblock.h | 5 |
8 files changed, 213 insertions, 186 deletions
diff --git a/include/battle.h b/include/battle.h index b377dc23c..7da040188 100644 --- a/include/battle.h +++ b/include/battle.h @@ -390,7 +390,7 @@ struct BattleStruct u8 expGetterBattlerId; u8 unused_5; u8 field_91; // related to gAbsentBattlerFlags, possibly absent flags turn ago? - u8 field_92; // battle palace related + u8 palaceFlags; // First 4 bits are "is < 50% HP and not asleep" for each battler, last 4 bits are selected moves to pass to AI u8 field_93; // related to choosing pokemon? u8 wallyBattleState; u8 wallyMovesState; diff --git a/include/battle_script_commands.h b/include/battle_script_commands.h index 142ac1f7b..ee3676463 100644 --- a/include/battle_script_commands.h +++ b/include/battle_script_commands.h @@ -1,6 +1,8 @@ #ifndef GUARD_BATTLE_SCRIPT_COMMANDS_H #define GUARD_BATTLE_SCRIPT_COMMANDS_H +#include "constants/pokemon.h" + #define WINDOW_CLEAR 0x1 #define WINDOW_x80 0x80 @@ -16,6 +18,6 @@ void HandleBattleWindow(u8 xStart, u8 yStart, u8 xEnd, u8 yEnd, u8 flags); bool8 UproarWakeUpCheck(u8 battlerId); extern void (* const gBattleScriptingCommandsTable[])(void); -extern const u8 gUnknown_0831C494[][4]; +extern const u8 gBattlePalaceNatureToMoveGroupLikelihood[NUM_NATURES][4]; #endif // GUARD_BATTLE_SCRIPT_COMMANDS_H diff --git a/include/battle_scripts.h b/include/battle_scripts.h index 75abaae3c..706d41097 100644 --- a/include/battle_scripts.h +++ b/include/battle_scripts.h @@ -205,7 +205,7 @@ extern const u8 BattleScript_BerryStatRaiseEnd2[]; extern const u8 BattleScript_BerryFocusEnergyEnd2[]; extern const u8 BattleScript_ActionSelectionItemsCantBeUsed[]; extern const u8 BattleScript_ArenaTurnBeginning[]; -extern const u8 BattleScript_82DB881[]; +extern const u8 BattleScript_PalacePrintFlavorText[]; extern const u8 BattleScript_ArenaDoJudgment[]; extern const u8 BattleScript_82DAA0B[]; extern const u8 BattleScript_AskIfWantsToForfeitMatch[]; diff --git a/include/constants/battle.h b/include/constants/battle.h index 346d5d9ea..8b860e384 100644 --- a/include/constants/battle.h +++ b/include/constants/battle.h @@ -37,146 +37,156 @@ #define B_SIDE_PLAYER 0 #define B_SIDE_OPPONENT 1 -#define B_FLANK_LEFT 0 +#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 0x0001 -#define BATTLE_TYPE_LINK 0x0002 -#define BATTLE_TYPE_IS_MASTER 0x0004 // In not-link battles, it's always set. -#define BATTLE_TYPE_TRAINER 0x0008 -#define BATTLE_TYPE_FIRST_BATTLE 0x0010 -#define BATTLE_TYPE_20 0x0020 -#define BATTLE_TYPE_MULTI 0x0040 -#define BATTLE_TYPE_SAFARI 0x0080 -#define BATTLE_TYPE_BATTLE_TOWER 0x0100 -#define BATTLE_TYPE_WALLY_TUTORIAL 0x0200 -#define BATTLE_TYPE_ROAMER 0x0400 -#define BATTLE_TYPE_EREADER_TRAINER 0x0800 -#define BATTLE_TYPE_KYOGRE_GROUDON 0x1000 -#define BATTLE_TYPE_LEGENDARY 0x2000 -#define BATTLE_TYPE_REGI 0x4000 -#define BATTLE_TYPE_TWO_OPPONENTS 0x8000 -#define BATTLE_TYPE_DOME 0x10000 -#define BATTLE_TYPE_PALACE 0x20000 -#define BATTLE_TYPE_ARENA 0x40000 -#define BATTLE_TYPE_FACTORY 0x80000 -#define BATTLE_TYPE_PIKE 0x100000 -#define BATTLE_TYPE_PYRAMID 0x200000 -#define BATTLE_TYPE_INGAME_PARTNER 0x400000 -#define BATTLE_TYPE_x800000 0x800000 -#define BATTLE_TYPE_RECORDED 0x1000000 -#define BATTLE_TYPE_x2000000 0x2000000 -#define BATTLE_TYPE_TRAINER_HILL 0x4000000 -#define BATTLE_TYPE_SECRET_BASE 0x8000000 -#define BATTLE_TYPE_GROUDON 0x10000000 -#define BATTLE_TYPE_KYOGRE 0x20000000 -#define BATTLE_TYPE_RAYQUAZA 0x40000000 -#define BATTLE_TYPE_x80000000 0x80000000 +#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_20 (1 << 5) +#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) +#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) +#define BATTLE_TYPE_DOME (1 << 16) +#define BATTLE_TYPE_PALACE (1 << 17) +#define BATTLE_TYPE_ARENA (1 << 18) +#define BATTLE_TYPE_FACTORY (1 << 19) +#define BATTLE_TYPE_PIKE (1 << 20) +#define BATTLE_TYPE_PYRAMID (1 << 21) +#define BATTLE_TYPE_INGAME_PARTNER (1 << 22) +#define BATTLE_TYPE_x800000 (1 << 23) +#define BATTLE_TYPE_RECORDED (1 << 24) +#define BATTLE_TYPE_x2000000 (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_x80000000 (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) // Battle Outcome defines -#define B_OUTCOME_WON 0x1 -#define B_OUTCOME_LOST 0x2 -#define B_OUTCOME_DREW 0x3 -#define B_OUTCOME_RAN 0x4 -#define B_OUTCOME_PLAYER_TELEPORTED 0x5 -#define B_OUTCOME_MON_FLED 0x6 -#define B_OUTCOME_CAUGHT 0x7 -#define B_OUTCOME_NO_SAFARI_BALLS 0x8 -#define B_OUTCOME_FORFEITED 0x9 -#define B_OUTCOME_MON_TELEPORTED 0xA -#define B_OUTCOME_LINK_BATTLE_RAN 0x80 +#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 0x0 -#define STATUS1_SLEEP 0x7 -#define STATUS1_POISON 0x8 -#define STATUS1_BURN 0x10 -#define STATUS1_FREEZE 0x20 -#define STATUS1_PARALYSIS 0x40 -#define STATUS1_TOXIC_POISON 0x80 -#define STATUS1_TOXIC_COUNTER 0xF00 +#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_PSN_ANY (STATUS1_POISON | STATUS1_TOXIC_POISON) #define STATUS1_ANY (STATUS1_SLEEP | STATUS1_POISON | STATUS1_BURN | STATUS1_FREEZE | STATUS1_PARALYSIS | STATUS1_TOXIC_POISON) // Volatile status ailments // These are removed after exiting the battle or switching out -#define STATUS2_CONFUSION 0x00000007 -#define STATUS2_FLINCHED 0x00000008 -#define STATUS2_UPROAR 0x00000070 -#define STATUS2_BIDE 0x00000300 // two bits 0x100, 0x200 -#define STATUS2_LOCK_CONFUSE 0x00000C00 -#define STATUS2_MULTIPLETURNS 0x00001000 -#define STATUS2_WRAPPED 0x0000E000 -#define STATUS2_INFATUATION 0x000F0000 // 4 bits, one for every battler +#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 | 1 << 14 | 1 << 15) +#define STATUS2_WRAPPED_TURN(num) ((num) << 13) +#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 0x00100000 -#define STATUS2_TRANSFORMED 0x00200000 -#define STATUS2_RECHARGE 0x00400000 -#define STATUS2_RAGE 0x00800000 -#define STATUS2_SUBSTITUTE 0x01000000 -#define STATUS2_DESTINY_BOND 0x02000000 -#define STATUS2_ESCAPE_PREVENTION 0x04000000 -#define STATUS2_NIGHTMARE 0x08000000 -#define STATUS2_CURSED 0x10000000 -#define STATUS2_FORESIGHT 0x20000000 -#define STATUS2_DEFENSE_CURL 0x40000000 -#define STATUS2_TORMENT 0x80000000 +#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) // Seems like per-battler statuses. Not quite sure how to categorize these -#define STATUS3_LEECHSEED_BATTLER 0x3 -#define STATUS3_LEECHSEED 0x4 -#define STATUS3_ALWAYS_HITS 0x18 // two bits -#define STATUS3_PERISH_SONG 0x20 -#define STATUS3_ON_AIR 0x40 -#define STATUS3_UNDERGROUND 0x80 -#define STATUS3_MINIMIZED 0x100 -#define STATUS3_ROOTED 0x400 -#define STATUS3_CHARGED_UP 0x200 -#define STATUS3_YAWN 0x1800 // two bits -#define STATUS3_IMPRISONED_OTHERS 0x2000 -#define STATUS3_GRUDGE 0x4000 -#define STATUS3_CANT_SCORE_A_CRIT 0x8000 -#define STATUS3_MUDSPORT 0x10000 -#define STATUS3_WATERSPORT 0x20000 -#define STATUS3_UNDERWATER 0x40000 -#define STATUS3_INTIMIDATE_POKES 0x80000 -#define STATUS3_TRACE 0x100000 +#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_MUDSPORT (1 << 16) +#define STATUS3_WATERSPORT (1 << 17) +#define STATUS3_UNDERWATER (1 << 18) +#define STATUS3_INTIMIDATE_POKES (1 << 19) +#define STATUS3_TRACE (1 << 20) #define STATUS3_SEMI_INVULNERABLE (STATUS3_UNDERGROUND | STATUS3_ON_AIR | STATUS3_UNDERWATER) // Not really sure what a "hitmarker" is. -#define HITMARKER_x10 0x00000010 -#define HITMARKER_x20 0x00000020 -#define HITMARKER_DESTINYBOND 0x00000040 -#define HITMARKER_NO_ANIMATIONS 0x00000080 -#define HITMARKER_IGNORE_SUBSTITUTE 0x00000100 -#define HITMARKER_NO_ATTACKSTRING 0x00000200 -#define HITMARKER_ATTACKSTRING_PRINTED 0x00000400 -#define HITMARKER_NO_PPDEDUCT 0x00000800 -#define HITMARKER_SWAP_ATTACKER_TARGET 0x00001000 -#define HITMARKER_IGNORE_SAFEGUARD 0x00002000 -#define HITMARKER_SYNCHRONISE_EFFECT 0x00004000 -#define HITMARKER_RUN 0x00008000 -#define HITMARKER_IGNORE_ON_AIR 0x00010000 -#define HITMARKER_IGNORE_UNDERGROUND 0x00020000 -#define HITMARKER_IGNORE_UNDERWATER 0x00040000 -#define HITMARKER_UNABLE_TO_USE_MOVE 0x00080000 -#define HITMARKER_x100000 0x00100000 -#define HITMARKER_x200000 0x00200000 -#define HITMARKER_x400000 0x00400000 -#define HITMARKER_x800000 0x00800000 -#define HITMARKER_GRUDGE 0x01000000 -#define HITMARKER_OBEYS 0x02000000 -#define HITMARKER_x4000000 0x04000000 -#define HITMARKER_CHARGING 0x08000000 -#define HITMARKER_FAINTED(battler) (gBitTable[battler] << 0x1C) -#define HITMARKER_UNK(battler) (0x10000000 << battler) +#define HITMARKER_x10 (1 << 4) +#define HITMARKER_x20 (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_ON_AIR (1 << 16) +#define HITMARKER_IGNORE_UNDERGROUND (1 << 17) +#define HITMARKER_IGNORE_UNDERWATER (1 << 18) +#define HITMARKER_UNABLE_TO_USE_MOVE (1 << 19) +#define HITMARKER_x100000 (1 << 20) +#define HITMARKER_x200000 (1 << 21) +#define HITMARKER_x400000 (1 << 22) +#define HITMARKER_x800000 (1 << 23) +#define HITMARKER_GRUDGE (1 << 24) +#define HITMARKER_OBEYS (1 << 25) +#define HITMARKER_x4000000 (1 << 26) +#define HITMARKER_CHARGING (1 << 27) +#define HITMARKER_FAINTED(battler) (gBitTable[battler] << 28) +#define HITMARKER_FAINTED2(battler) (1 << (28 + battler)) // Per-side statuses that affect an entire party #define SIDE_STATUS_REFLECT (1 << 0) @@ -215,71 +225,70 @@ #define WEATHER_ANY (WEATHER_RAIN_ANY | WEATHER_SANDSTORM_ANY | WEATHER_SUN_ANY | WEATHER_HAIL_ANY) // Move Effects -#define MOVE_EFFECT_SLEEP 0x1 -#define MOVE_EFFECT_POISON 0x2 -#define MOVE_EFFECT_BURN 0x3 -#define MOVE_EFFECT_FREEZE 0x4 -#define MOVE_EFFECT_PARALYSIS 0x5 -#define MOVE_EFFECT_TOXIC 0x6 -#define MOVE_EFFECT_CONFUSION 0x7 -#define MOVE_EFFECT_FLINCH 0x8 -#define MOVE_EFFECT_TRI_ATTACK 0x9 -#define MOVE_EFFECT_UPROAR 0xA -#define MOVE_EFFECT_PAYDAY 0xB -#define MOVE_EFFECT_CHARGING 0xC -#define MOVE_EFFECT_WRAP 0xD -#define MOVE_EFFECT_RECOIL_25 0xE -#define MOVE_EFFECT_ATK_PLUS_1 0xF -#define MOVE_EFFECT_DEF_PLUS_1 0x10 -#define MOVE_EFFECT_SPD_PLUS_1 0x11 -#define MOVE_EFFECT_SP_ATK_PLUS_1 0x12 -#define MOVE_EFFECT_SP_DEF_PLUS_1 0x13 -#define MOVE_EFFECT_ACC_PLUS_1 0x14 -#define MOVE_EFFECT_EVS_PLUS_1 0x15 -#define MOVE_EFFECT_ATK_MINUS_1 0x16 -#define MOVE_EFFECT_DEF_MINUS_1 0x17 -#define MOVE_EFFECT_SPD_MINUS_1 0x18 -#define MOVE_EFFECT_SP_ATK_MINUS_1 0x19 -#define MOVE_EFFECT_SP_DEF_MINUS_1 0x1A -#define MOVE_EFFECT_ACC_MINUS_1 0x1B -#define MOVE_EFFECT_EVS_MINUS_1 0x1C -#define MOVE_EFFECT_RECHARGE 0x1D -#define MOVE_EFFECT_RAGE 0x1E -#define MOVE_EFFECT_STEAL_ITEM 0x1F -#define MOVE_EFFECT_PREVENT_ESCAPE 0x20 -#define MOVE_EFFECT_NIGHTMARE 0x21 -#define MOVE_EFFECT_ALL_STATS_UP 0x22 -#define MOVE_EFFECT_RAPIDSPIN 0x23 -#define MOVE_EFFECT_REMOVE_PARALYSIS 0x24 -#define MOVE_EFFECT_ATK_DEF_DOWN 0x25 -#define MOVE_EFFECT_RECOIL_33 0x26 -#define MOVE_EFFECT_ATK_PLUS_2 0x27 -#define MOVE_EFFECT_DEF_PLUS_2 0x28 -#define MOVE_EFFECT_SPD_PLUS_2 0x29 -#define MOVE_EFFECT_SP_ATK_PLUS_2 0x2A -#define MOVE_EFFECT_SP_DEF_PLUS_2 0x2B -#define MOVE_EFFECT_ACC_PLUS_2 0x2C -#define MOVE_EFFECT_EVS_PLUS_2 0x2D -#define MOVE_EFFECT_ATK_MINUS_2 0x2E -#define MOVE_EFFECT_DEF_MINUS_2 0x2F -#define MOVE_EFFECT_SPD_MINUS_2 0x30 -#define MOVE_EFFECT_SP_ATK_MINUS_2 0x31 -#define MOVE_EFFECT_SP_DEF_MINUS_2 0x32 -#define MOVE_EFFECT_ACC_MINUS_2 0x33 -#define MOVE_EFFECT_EVS_MINUS_2 0x34 -#define MOVE_EFFECT_THRASH 0x35 -#define MOVE_EFFECT_KNOCK_OFF 0x36 -#define MOVE_EFFECT_NOTHING_37 0x37 -#define MOVE_EFFECT_NOTHING_38 0x38 -#define MOVE_EFFECT_NOTHING_39 0x39 -#define MOVE_EFFECT_NOTHING_3A 0x3A -#define MOVE_EFFECT_SP_ATK_TWO_DOWN 0x3B -#define MOVE_EFFECT_NOTHING_3C 0x3C -#define MOVE_EFFECT_NOTHING_3D 0x3D -#define MOVE_EFFECT_NOTHING_3E 0x3E -#define MOVE_EFFECT_NOTHING_3F 0x3F -#define MOVE_EFFECT_AFFECTS_USER 0x40 -#define MOVE_EFFECT_CERTAIN 0x80 +#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 PRIMARY_STATUS_MOVE_EFFECT MOVE_EFFECT_TOXIC // All above move effects apply primary status +#define MOVE_EFFECT_CONFUSION 7 +#define MOVE_EFFECT_FLINCH 8 +#define MOVE_EFFECT_TRI_ATTACK 9 +#define MOVE_EFFECT_UPROAR 10 +#define MOVE_EFFECT_PAYDAY 11 +#define MOVE_EFFECT_CHARGING 12 +#define MOVE_EFFECT_WRAP 13 +#define MOVE_EFFECT_RECOIL_25 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_RECHARGE 29 +#define MOVE_EFFECT_RAGE 30 +#define MOVE_EFFECT_STEAL_ITEM 31 +#define MOVE_EFFECT_PREVENT_ESCAPE 32 +#define MOVE_EFFECT_NIGHTMARE 33 +#define MOVE_EFFECT_ALL_STATS_UP 34 +#define MOVE_EFFECT_RAPIDSPIN 35 +#define MOVE_EFFECT_REMOVE_PARALYSIS 36 +#define MOVE_EFFECT_ATK_DEF_DOWN 37 +#define MOVE_EFFECT_RECOIL_33 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_THRASH 53 +#define MOVE_EFFECT_KNOCK_OFF 54 +#define MOVE_EFFECT_NOTHING_37 55 +#define MOVE_EFFECT_NOTHING_38 56 +#define MOVE_EFFECT_NOTHING_39 57 +#define MOVE_EFFECT_NOTHING_3A 58 +#define MOVE_EFFECT_SP_ATK_TWO_DOWN 59 +#define NUM_MOVE_EFFECTS 60 + +#define MOVE_EFFECT_AFFECTS_USER (1 << 6) // 64 +#define MOVE_EFFECT_CERTAIN (1 << 7) // 128 // Battle terrain defines for gBattleTerrain. #define BATTLE_TERRAIN_GRASS 0 diff --git a/include/constants/battle_palace.h b/include/constants/battle_palace.h index db9855101..851655089 100644 --- a/include/constants/battle_palace.h +++ b/include/constants/battle_palace.h @@ -16,4 +16,14 @@ #define PALACE_DATA_WIN_STREAK 1 #define PALACE_DATA_WIN_STREAK_ACTIVE 2 +// Pokemon in Battle Palace have a move "group" type preference depending on nature +#define PALACE_MOVE_GROUP_ATTACK 0 +#define PALACE_MOVE_GROUP_DEFENSE 1 +#define PALACE_MOVE_GROUP_SUPPORT 2 + +// In palace doubles battles pokemon have a target preference depending on nature +#define PALACE_TARGET_STRONGER 0 +#define PALACE_TARGET_WEAKER 1 +#define PALACE_TARGET_RANDOM 2 + #endif //GUARD_CONSTANTS_BATTLE_PALACE_H diff --git a/include/constants/battle_script_commands.h b/include/constants/battle_script_commands.h index dfcf79128..9372377c4 100644 --- a/include/constants/battle_script_commands.h +++ b/include/constants/battle_script_commands.h @@ -66,8 +66,10 @@ #define VARIOUS_SET_MAGIC_COAT_TARGET 1 #define VARIOUS_IS_RUNNING_IMPOSSIBLE 2 #define VARIOUS_GET_MOVE_TARGET 3 +#define VARIOUS_GET_BATTLER_FAINTED 4 #define VARIOUS_RESET_INTIMIDATE_TRACE_BITS 5 #define VARIOUS_UPDATE_CHOICE_MOVE_ON_LVL_UP 6 +#define VARIOUS_PALACE_FLAVOR_TEXT 8 #define VARIOUS_ARENA_JUDGMENT_WINDOW 9 #define VARIOUS_ARENA_OPPONENT_MON_LOST 10 #define VARIOUS_ARENA_PLAYER_MON_LOST 11 diff --git a/include/constants/pokemon.h b/include/constants/pokemon.h index b5c60f64d..0d8fc6a57 100644 --- a/include/constants/pokemon.h +++ b/include/constants/pokemon.h @@ -69,6 +69,7 @@ #define NATURE_SASSY 22 #define NATURE_CAREFUL 23 #define NATURE_QUIRKY 24 +#define NUM_NATURES 25 // Pokemon Stats #define STAT_HP 0 @@ -80,7 +81,7 @@ #define STAT_ACC 6 // Only in battles. #define STAT_EVASION 7 // Only in battles. -#define NUM_EV_STATS NUM_STATS - 1 // excludes HP +#define NUM_NATURE_STATS NUM_STATS - 1 // excludes HP #define NUM_BATTLE_STATS NUM_STATS + 2 // includes Accuracy and Evasion // Shiny odds diff --git a/include/pokeblock.h b/include/pokeblock.h index 6dd07b689..0d413a810 100644 --- a/include/pokeblock.h +++ b/include/pokeblock.h @@ -1,6 +1,9 @@ #ifndef GUARD_POKEBLOCK_H #define GUARD_POKEBLOCK_H +#include "constants/berry.h" +#include "constants/pokemon.h" + #define GFX_TAG_POKEBLOCK 14818 #define GFX_TAG_POKEBLOCK_CASE 14800 @@ -43,7 +46,7 @@ void ChooseMonToGivePokeblock(struct Pokeblock *pokeblock, void (*callback)(void void CB2_PreparePokeblockFeedScene(void); // pokeblock -extern const s8 gPokeblockFlavorCompatibilityTable[]; +extern const s8 gPokeblockFlavorCompatibilityTable[NUM_NATURES * FLAVOR_COUNT]; extern const u8 *const gPokeblockNames[]; extern const struct CompressedSpriteSheet gPokeblockCase_SpriteSheet; extern const struct CompressedSpritePalette gPokeblockCase_SpritePal; |