pokered/constants/move_effect_constants.asm

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; {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
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; MoveEffectPointerTable indexes (see data/moves/effects_pointers.asm)
const_def
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const NO_ADDITIONAL_EFFECT ; $00
const EFFECT_01 ; $01 unused
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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 EFFECT_1E ; $1E unused
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const FLINCH_SIDE_EFFECT1 ; $1F
const SLEEP_EFFECT ; $20
const POISON_SIDE_EFFECT2 ; $21
const BURN_SIDE_EFFECT2 ; $22
const_skip ; $23
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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_skip ; $48
const_skip ; $49
const_skip ; $4A
const_skip ; $4B
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const CONFUSION_SIDE_EFFECT ; $4C
const TWINEEDLE_EFFECT ; $4D
const_skip ; $4E
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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
NUM_MOVE_EFFECTS EQU const_value - 1