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-rw-r--r--constants.asm100
1 files changed, 100 insertions, 0 deletions
diff --git a/constants.asm b/constants.asm
index 8cb95bcd..e743c934 100644
--- a/constants.asm
+++ b/constants.asm
@@ -89,11 +89,36 @@ TX_RAM: MACRO
; wram locations
+; current HP of player and enemy substitutes
+W_PLAYERSUBSITUTEHP EQU $CCD7
+W_ENEMYSUBSITUTEHP EQU $CCD8
+
W_PLAYERSELECTEDMOVE EQU $CCDC
W_ENEMYSELECTEDMOVE EQU $CCDD
W_AICOUNT EQU $CCDF ; number of times remaining that AI action can occur
+; stat modifiers for the player's current pokemon
+; value can range from 1 - 13 ($1 to $D)
+; 7 is normal
+
+W_PLAYERMONATTACKMOD EQU $CD1A
+W_PLAYERMONDEFENSEMOD EQU $CD1B
+W_PLAYERMONSPEEDMOD EQU $CD1C
+W_PLAYERMONSPECIALMOD EQU $CD1D
+W_PLAYERMONACCURACYMOD EQU $CD1E
+W_PLAYERMONEVASIONMOD EQU $CD1F
+
+; stat modifiers for the enemy's current pokemon
+; value can range from 1 - 13 ($1 to $D)
+; 7 is normal
+W_ENEMYMONATTACKMOD EQU $CD2E
+W_ENEMYMONDEFENSEMOD EQU $CD2F
+W_ENEMYMONSPEEDMOD EQU $CD30
+W_ENEMYMONSPECIALMOD EQU $CD31
+W_ENEMYMONACCURACYMOD EQU $CD32
+W_ENEMYMONEVASIONMOD EQU $CD33
+
W_WHICHTRADE EQU $CD3D ; which entry from TradeMons to select
W_WHICHPOKEMON EQU $CF92 ; which pokemon you selected
@@ -1172,6 +1197,81 @@ TM_48 EQU $F8
TM_49 EQU $F9
TM_50 EQU $FA
+; tentative move effect constants
+; {stat}_(UP|DOWN)(1|2) means that the move raises the user's (or lowers the target's) corresponding stat modifier by 1 (or 2) stages
+; {status condition}_side_effect means that the move has a side chance of causing that condition
+; {status condition}_effect means that the move causes the status condition every time it hits the target
+POISON_SIDE_EFFECT1 EQU $02
+DRAIN_HP_EFFECT EQU $03
+BURN_SIDE_EFFECT1 EQU $04
+FREEZE_SIDE_EFFECT EQU $05
+PARALYZE_SIDE_EFFECT1 EQU $06
+EXPLODE_EFFECT EQU $07 ; Explosion, Self Destruct
+DREAM_EATER_EFFECT EQU $08
+MIRROR_MOVE_EFFECT EQU $09
+ATTACK_UP1_EFFECT EQU $0A
+DEFENSE_UP1_EFFECT EQU $0B
+SPECIAL_UP1_EFFECT EQU $0D
+EVASION_UP1_EFFECT EQU $0F
+PAY_DAY_EFFECT EQU $10
+SWIFT_EFFECT EQU $11
+ATTACK_DOWN1_EFFECT EQU $12
+DEFENSE_DOWN1_EFFECT EQU $13
+SPEED_DOWN1_EFFECT EQU $14
+ACCURACY_DOWN1_EFFECT EQU $16
+CONVERSION_EFFECT EQU $18
+HAZE_EFFECT EQU $19
+BIDE_EFFECT EQU $1A
+THRASH_PETAL_DANCE_EFFECT EQU $1B
+SWITCH_AND_TELEPORT_EFFECT EQU $1C
+TWO_TO_FIVE_ATTACKS_EFFECT EQU $1D
+FLINCH_SIDE_EFFECT1 EQU $1F
+SLEEP_EFFECT EQU $20
+POISON_SIDE_EFFECT2 EQU $21
+BURN_SIDE_EFFECT2 EQU $22
+PARALYZE_SIDE_EFFECT2 EQU $24
+FLINCH_SIDE_EFFECT2 EQU $25
+OHKO_EFFECT EQU $26 ; moves like Horn Drill
+CHARGE_EFFECT EQU $27 ; moves like Solar Beam
+SUPER_FANG_EFFECT EQU $28
+SPECIAL_DAMAGE_EFFECT EQU $29 ; Seismic Toss, Night Shade, Sonic Boom, Dragon Rage, Psywave
+TRAPPING_EFFECT EQU $2A ; moves like Wrap
+FLY_EFFECT EQU $2B
+ATTACK_TWICE_EFFECT EQU $2C
+JUMP_KICK_EFFECT EQU $2D ; Jump Kick and Hi Jump Kick effect
+MIST_EFFECT EQU $2E
+FOCUS_ENERGY_EFFECT EQU $2F
+RECOIL_EFFECT EQU $30 ; moves like Double Edge
+CONFUSION_EFFECT EQU $31 ; Confuse Ray, Supersonic (not the move Confusion)
+ATTACK_UP2_EFFECT EQU $32
+DEFENSE_UP2_EFFECT EQU $33
+SPEED_UP2_EFFECT EQU $34
+SPECIAL_UP2_EFFECT EQU $35
+HEAL_EFFECT EQU $38 ; Recover, Softboiled, Rest
+TRANSFORM_EFFECT EQU $39
+DEFENSE_DOWN2_EFFECT EQU $3B
+LIGHT_SCREEN_EFFECT EQU $40
+REFLECT_EFFECT EQU $41
+POISON_EFFECT EQU $42
+PARALYZE_EFFECT EQU $43
+ATTACK_DOWN_SIDE_EFFECT EQU $44
+DEFENSE_DOWN_SIDE_EFFECT EQU $45
+SPEED_DOWN_SIDE_EFFECT EQU $46
+SPECIAL_DOWN_SIDE_EFFECT EQU $47
+CONFUSION_SIDE_EFFECT EQU $4C
+TWINEEDLE_EFFECT EQU $4D
+SUBSTITUTE_EFFECT EQU $4F
+HYPER_BEAM_EFFECT EQU $50
+RAGE_EFFECT EQU $51
+MIMIC_EFFECT EQU $52
+METRONOME_EFFECT EQU $53
+LEECH_SEED_EFFECT EQU $54
+SPLASH_EFFECT EQU $55
+DISABLE_EFFECT EQU $56
+
+; fixed damage constants
+SONICBOOM_DAMAGE EQU 20
+DRAGON_RAGE_DAMAGE EQU 40
; move name constants
POUND EQU $01