pokered/constants/move_effect_constants.asm

94 lines
3.7 KiB
NASM

; 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
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
; fixed damage constants
SONICBOOM_DAMAGE EQU 20
DRAGON_RAGE_DAMAGE EQU 40