diff options
Diffstat (limited to 'constants/move_effect_constants.asm')
-rw-r--r-- | constants/move_effect_constants.asm | 175 |
1 files changed, 89 insertions, 86 deletions
diff --git a/constants/move_effect_constants.asm b/constants/move_effect_constants.asm index ff7ddc12..b66772d1 100644 --- a/constants/move_effect_constants.asm +++ b/constants/move_effect_constants.asm @@ -2,92 +2,95 @@ ; {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 -NO_ADDITIONAL_EFFECT EQU $00 -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 -SPEED_UP1_EFFECT EQU $0C -SPECIAL_UP1_EFFECT EQU $0D -ACCURACY_UP1_EFFECT EQU $0E -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 -SPECIAL_DOWN1_EFFECT EQU $15 -ACCURACY_DOWN1_EFFECT EQU $16 -EVASION_DOWN1_EFFECT EQU $17 -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 -; unused effect EQU $1E -FLINCH_SIDE_EFFECT1 EQU $1F -SLEEP_EFFECT EQU $20 -POISON_SIDE_EFFECT2 EQU $21 -BURN_SIDE_EFFECT2 EQU $22 -; unused effect EQU $23 -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 -ACCURACY_UP2_EFFECT EQU $36 -EVASION_UP2_EFFECT EQU $37 -HEAL_EFFECT EQU $38 ; Recover, Softboiled, Rest -TRANSFORM_EFFECT EQU $39 -ATTACK_DOWN2_EFFECT EQU $3A -DEFENSE_DOWN2_EFFECT EQU $3B -SPEED_DOWN2_EFFECT EQU $3C -SPECIAL_DOWN2_EFFECT EQU $3D -ACCURACY_DOWN2_EFFECT EQU $3E -EVASION_DOWN2_EFFECT EQU $3F -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 -; unused effect EQU $48 -; unused effect EQU $49 -; unused effect EQU $4A -; unused effect EQU $4B -CONFUSION_SIDE_EFFECT EQU $4C -TWINEEDLE_EFFECT EQU $4D -; unused effect EQU $4E -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 +const_value = 0 + + const NO_ADDITIONAL_EFFECT ; $00 + const UNUSED_EFFECT_01 ; $01 + const POISON_SIDE_EFFECT1 ; $02 + const DRAIN_HP_EFFECT ; $03 + const BURN_SIDE_EFFECT1 ; $04 + const FREEZE_SIDE_EFFECT ; $05 + const PARALYZE_SIDE_EFFECT1 ; $06 + const EXPLODE_EFFECT ; $07 Explosion, Self Destruct + const DREAM_EATER_EFFECT ; $08 + const MIRROR_MOVE_EFFECT ; $09 + const ATTACK_UP1_EFFECT ; $0A + const DEFENSE_UP1_EFFECT ; $0B + const SPEED_UP1_EFFECT ; $0C + const SPECIAL_UP1_EFFECT ; $0D + const ACCURACY_UP1_EFFECT ; $0E + const EVASION_UP1_EFFECT ; $0F + const PAY_DAY_EFFECT ; $10 + const SWIFT_EFFECT ; $11 + const ATTACK_DOWN1_EFFECT ; $12 + const DEFENSE_DOWN1_EFFECT ; $13 + const SPEED_DOWN1_EFFECT ; $14 + const SPECIAL_DOWN1_EFFECT ; $15 + const ACCURACY_DOWN1_EFFECT ; $16 + const EVASION_DOWN1_EFFECT ; $17 + const CONVERSION_EFFECT ; $18 + const HAZE_EFFECT ; $19 + const BIDE_EFFECT ; $1A + const THRASH_PETAL_DANCE_EFFECT ; $1B + const SWITCH_AND_TELEPORT_EFFECT ; $1C + const TWO_TO_FIVE_ATTACKS_EFFECT ; $1D + const UNUSED_EFFECT_1E ; $1E + const FLINCH_SIDE_EFFECT1 ; $1F + const SLEEP_EFFECT ; $20 + const POISON_SIDE_EFFECT2 ; $21 + const BURN_SIDE_EFFECT2 ; $22 + const UNUSED_EFFECT_23 ; $23 + const PARALYZE_SIDE_EFFECT2 ; $24 + const FLINCH_SIDE_EFFECT2 ; $25 + const OHKO_EFFECT ; $26 moves like Horn Drill + const CHARGE_EFFECT ; $27 moves like Solar Beam + const SUPER_FANG_EFFECT ; $28 + const SPECIAL_DAMAGE_EFFECT ; $29 Seismic Toss, Night Shade, Sonic Boom, Dragon Rage, Psywave + const TRAPPING_EFFECT ; $2A moves like Wrap + const FLY_EFFECT ; $2B + const ATTACK_TWICE_EFFECT ; $2C + const JUMP_KICK_EFFECT ; $2D Jump Kick and Hi Jump Kick effect + const MIST_EFFECT ; $2E + const FOCUS_ENERGY_EFFECT ; $2F + const RECOIL_EFFECT ; $30 moves like Double Edge + const CONFUSION_EFFECT ; $31 Confuse Ray, Supersonic (not the move Confusion) + const ATTACK_UP2_EFFECT ; $32 + const DEFENSE_UP2_EFFECT ; $33 + const SPEED_UP2_EFFECT ; $34 + const SPECIAL_UP2_EFFECT ; $35 + const ACCURACY_UP2_EFFECT ; $36 + const EVASION_UP2_EFFECT ; $37 + const HEAL_EFFECT ; $38 Recover, Softboiled, Rest + const TRANSFORM_EFFECT ; $39 + const ATTACK_DOWN2_EFFECT ; $3A + const DEFENSE_DOWN2_EFFECT ; $3B + const SPEED_DOWN2_EFFECT ; $3C + const SPECIAL_DOWN2_EFFECT ; $3D + const ACCURACY_DOWN2_EFFECT ; $3E + const EVASION_DOWN2_EFFECT ; $3F + const LIGHT_SCREEN_EFFECT ; $40 + const REFLECT_EFFECT ; $41 + const POISON_EFFECT ; $42 + const PARALYZE_EFFECT ; $43 + const ATTACK_DOWN_SIDE_EFFECT ; $44 + const DEFENSE_DOWN_SIDE_EFFECT ; $45 + const SPEED_DOWN_SIDE_EFFECT ; $46 + const SPECIAL_DOWN_SIDE_EFFECT ; $47 + const UNUSED_EFFECT_48 ; $48 + const UNUSED_EFFECT_49 ; $49 + const UNUSED_EFFECT_4A ; $4A + const UNUSED_EFFECT_4B ; $4B + const CONFUSION_SIDE_EFFECT ; $4C + const TWINEEDLE_EFFECT ; $4D + const UNUSED_EFFECT_4E ; $4E + const SUBSTITUTE_EFFECT ; $4F + const HYPER_BEAM_EFFECT ; $50 + const RAGE_EFFECT ; $51 + const MIMIC_EFFECT ; $52 + const METRONOME_EFFECT ; $53 + const LEECH_SEED_EFFECT ; $54 + const SPLASH_EFFECT ; $55 + const DISABLE_EFFECT ; $56 ; fixed damage constants SONICBOOM_DAMAGE EQU 20 |