#ifndef GUARD_CONSTANTS_BATTLE_H #define GUARD_CONSTANTS_BATTLE_H /* * A battler may be in one of four positions on the field. The first bit determines * what side the battler is on, either the player's side or the opponent's side. * The second bit determines what flank the battler is on, either the left or right. * Note that the opponent's flanks are drawn corresponding to their perspective, so * their right mon appears on the left, and their left mon appears on the right. * The battler ID is usually the same as the position, except in the case of link battles. * * + ------------------------- + * | Opponent's side | * | Right Left | * | 3 1 | * | | * | Player's side | * | Left Right | * | 0 2 | * ----------------------------+ * | | * | | * +---------------------------+ */ #define MAX_BATTLERS_COUNT 4 #define B_POSITION_PLAYER_LEFT 0 #define B_POSITION_OPPONENT_LEFT 1 #define B_POSITION_PLAYER_RIGHT 2 #define B_POSITION_OPPONENT_RIGHT 3 // These macros can be used with either battler ID or positions to get the partner or the opposite mon #define BATTLE_OPPOSITE(id) ((id) ^ 1) #define BATTLE_PARTNER(id) ((id) ^ 2) #define B_SIDE_PLAYER 0 #define B_SIDE_OPPONENT 1 #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_WILD 0x0004 #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_LINK_DOUBLE (BATTLE_TYPE_MULTI | BATTLE_TYPE_TRAINER | BATTLE_TYPE_LINK | BATTLE_TYPE_DOUBLE) #define SECRET_BASE_OPPONENT 0x400 #define LINK_BATTLE_OPPONENT 0x800 // 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 // Non-volatile status conditions // These persist remain outside of battle and after switching out #define STATUS1_NONE 0x0 #define STATUS1_SLEEP 0x7 #define STATUS1_SLEEP_TURN(num) ((num) << 0) #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_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_CONFUSION_TURN(num) ((num) << 0) #define STATUS2_FLINCHED 0x00000008 #define STATUS2_UPROAR 0x00000070 #define STATUS2_UPROAR_TURN(num) ((num) << 4) #define STATUS2_BIDE 0x00000300 // two bits 0x100, 0x200 #define STATUS2_LOCK_CONFUSE 0x00000C00 #define STATUS2_LOCK_CONFUSE_TURN(num) ((num) << 10) #define STATUS2_MULTIPLETURNS 0x00001000 #define STATUS2_WRAPPED 0x0000E000 #define STATUS2_WRAPPED_TURN(num) ((num) << 13) #define STATUS2_INFATUATION 0x000F0000 // 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 // 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_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) // Per-side statuses that affect an entire party #define SIDE_STATUS_REFLECT (1 << 0) #define SIDE_STATUS_LIGHTSCREEN (1 << 1) #define SIDE_STATUS_X4 (1 << 2) #define SIDE_STATUS_SPIKES (1 << 4) #define SIDE_STATUS_SAFEGUARD (1 << 5) #define SIDE_STATUS_FUTUREATTACK (1 << 6) #define SIDE_STATUS_MIST (1 << 8) #define SIDE_STATUS_SPIKES_DAMAGED (1 << 9) // Flags describing move's result #define MOVE_RESULT_MISSED (1 << 0) #define MOVE_RESULT_SUPER_EFFECTIVE (1 << 1) #define MOVE_RESULT_NOT_VERY_EFFECTIVE (1 << 2) #define MOVE_RESULT_DOESNT_AFFECT_FOE (1 << 3) #define MOVE_RESULT_ONE_HIT_KO (1 << 4) #define MOVE_RESULT_FAILED (1 << 5) #define MOVE_RESULT_FOE_ENDURED (1 << 6) #define MOVE_RESULT_FOE_HUNG_ON (1 << 7) #define MOVE_RESULT_NO_EFFECT (MOVE_RESULT_MISSED | MOVE_RESULT_DOESNT_AFFECT_FOE | MOVE_RESULT_FAILED) // Battle Weather flags #define WEATHER_RAIN_TEMPORARY (1 << 0) #define WEATHER_RAIN_DOWNPOUR (1 << 1) // unused #define WEATHER_RAIN_PERMANENT (1 << 2) #define WEATHER_RAIN_ANY (WEATHER_RAIN_TEMPORARY | WEATHER_RAIN_DOWNPOUR | WEATHER_RAIN_PERMANENT) #define WEATHER_SANDSTORM_TEMPORARY (1 << 3) #define WEATHER_SANDSTORM_PERMANENT (1 << 4) #define WEATHER_SANDSTORM_ANY (WEATHER_SANDSTORM_TEMPORARY | WEATHER_SANDSTORM_PERMANENT) #define WEATHER_SUN_TEMPORARY (1 << 5) #define WEATHER_SUN_PERMANENT (1 << 6) #define WEATHER_SUN_ANY (WEATHER_SUN_TEMPORARY | WEATHER_SUN_PERMANENT) #define WEATHER_HAIL (1 << 7) #define WEATHER_HAIL_ANY (WEATHER_HAIL) #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 PRIMARY_STATUS_MOVE_EFFECT MOVE_EFFECT_TOXIC // All above move effects apply primary status #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 // Battle terrain defines for gBattleTerrain. #define BATTLE_TERRAIN_GRASS 0 #define BATTLE_TERRAIN_LONG_GRASS 1 #define BATTLE_TERRAIN_SAND 2 #define BATTLE_TERRAIN_UNDERWATER 3 #define BATTLE_TERRAIN_WATER 4 #define BATTLE_TERRAIN_POND 5 #define BATTLE_TERRAIN_MOUNTAIN 6 #define BATTLE_TERRAIN_CAVE 7 #define BATTLE_TERRAIN_BUILDING 8 #define BATTLE_TERRAIN_PLAIN 9 #define TARGET_SELECTED_POKEMON 0 #define TARGET_SPECIAL (1 << 0) #define TARGET_UNK2 (1 << 1) #define TARGET_RANDOM (1 << 2) #define TARGET_BOTH_ENEMIES (1 << 3) #define TARGET_USER (1 << 4) #define TARGET_ALL_EXCEPT_USER (1 << 5) #define TARGET_ENEMY_SIDE (1 << 6) #define F_MAKES_CONTACT (1 << 0) #define F_AFFECTED_BY_PROTECT (1 << 1) #define F_AFFECTED_BY_MAGIC_COAT (1 << 2) #define F_AFFECTED_BY_SNATCH (1 << 3) #define F_MIRROR_MOVE_COMPATIBLE (1 << 4) #define F_AFFECTED_BY_KINGS_ROCK (1 << 5) #define AI_ACTION_DONE 0x0001 #define AI_ACTION_FLEE 0x0002 #define AI_ACTION_WATCH 0x0004 #define AI_ACTION_DO_NOT_ATTACK 0x0008 #define AI_ACTION_UNK5 0x0010 #define AI_ACTION_UNK6 0x0020 #define AI_ACTION_UNK7 0x0040 #define AI_ACTION_UNK8 0x0080 #define ABILITYEFFECT_ON_SWITCHIN 0x0 #define ABILITYEFFECT_ENDTURN 0x1 #define ABILITYEFFECT_MOVES_BLOCK 0x2 #define ABILITYEFFECT_ABSORBING 0x3 #define ABILITYEFFECT_CONTACT 0x4 #define ABILITYEFFECT_IMMUNITY 0x5 #define ABILITYEFFECT_FORECAST 0x6 #define ABILITYEFFECT_SYNCHRONIZE 0x7 #define ABILITYEFFECT_ATK_SYNCHRONIZE 0x8 #define ABILITYEFFECT_INTIMIDATE1 0x9 #define ABILITYEFFECT_INTIMIDATE2 0xA #define ABILITYEFFECT_TRACE 0xB #define ABILITYEFFECT_CHECK_OTHER_SIDE 0xC #define ABILITYEFFECT_CHECK_BANK_SIDE 0xD #define ABILITYEFFECT_FIELD_SPORT 0xE #define ABILITYEFFECT_CHECK_FIELD_EXCEPT_BANK 0xF #define ABILITYEFFECT_COUNT_OTHER_SIZE 0x10 #define ABILITYEFFECT_COUNT_BANK_SIDE 0x11 #define ABILITYEFFECT_COUNT_ON_FIELD 0x12 #define ABILITYEFFECT_CHECK_ON_FIELD 0x13 #define BS_TARGET 0 #define BS_GET_ATTACKER 1 #define BS_GET_EFFECT_BANK 2 #define BS_GET_gBank1 3 #define BS_GET_BANK_0 7 #define BS_ATTACKER_WITH_PARTNER 4 // for atk98_status_icon_update #define BS_GET_ATTACKER_SIDE 8 // for atk1E_jumpifability #define BS_GET_NOT_ATTACKER_SIDE 9 // for atk1E_jumpifability #define BS_GET_SCRIPTING_BANK 10 #define BS_GET_OPPONENT1 12 #define BS_GET_PLAYER2 13 #define BS_GET_OPPONENT2 14 // status animation table #define B_ANIM_STATUS_PSN 0x0 #define B_ANIM_STATUS_CONFUSION 0x1 #define B_ANIM_STATUS_BRN 0x2 #define B_ANIM_STATUS_INFATUATION 0x3 #define B_ANIM_STATUS_SLP 0x4 #define B_ANIM_STATUS_PRZ 0x5 #define B_ANIM_STATUS_FRZ 0x6 #define B_ANIM_STATUS_CURSED 0x7 #define B_ANIM_STATUS_NIGHTMARE 0x8 #define B_ANIM_STATUS_WRAPPED 0x9 // general animation table #define B_ANIM_CASTFORM_CHANGE 0x0 #define B_ANIM_STATS_CHANGE 0x1 #define B_ANIM_SUBSTITUTE_FADE 0x2 #define B_ANIM_SUBSTITUTE_APPEAR 0x3 #define B_ANIM_POKEBLOCK_THROW 0x4 #define B_ANIM_ITEM_KNOCKOFF 0x5 #define B_ANIM_TURN_TRAP 0x6 #define B_ANIM_ITEM_EFFECT 0x7 #define B_ANIM_SMOKEBALL_ESCAPE 0x8 #define B_ANIM_HANGED_ON 0x9 #define B_ANIM_RAIN_CONTINUES 0xA #define B_ANIM_SUN_CONTINUES 0xB #define B_ANIM_SANDSTORM_CONTINUES 0xC #define B_ANIM_HAIL_CONTINUES 0xD #define B_ANIM_LEECH_SEED_DRAIN 0xE #define B_ANIM_MON_HIT 0xF #define B_ANIM_ITEM_STEAL 0x10 #define B_ANIM_SNATCH_MOVE 0x11 #define B_ANIM_FUTURE_SIGHT_HIT 0x12 #define B_ANIM_DOOM_DESIRE_HIT 0x13 #define B_ANIM_FOCUS_PUNCH_SET_UP 0x14 #define B_ANIM_INGRAIN_HEAL 0x15 #define B_ANIM_WISH_HEAL 0x16 // special animation table #define B_ANIM_LVL_UP 0x0 #define B_ANIM_SWITCH_OUT_PLAYER_MON 0x1 #define B_ANIM_SWITCH_OUT_OPPONENT_MON 0x2 #define B_ANIM_BALL_THROW 0x3 #define B_ANIM_SAFARI_BALL_THROW 0x4 #define B_ANIM_SUBSTITUTE_TO_MON 0x5 #define B_ANIM_MON_TO_SUBSTITUTE 0x6 // AI switch items #define AI_ITEM_FULL_RESTORE 1 #define AI_ITEM_HEAL_HP 2 #define AI_ITEM_CURE_CONDITION 3 #define AI_ITEM_X_STAT 4 #define AI_ITEM_GUARD_SPECS 5 #define AI_ITEM_NOT_RECOGNIZABLE 6 #endif // GUARD_CONSTANTS_BATTLE_CONSTANTS_H