jep-hack/constants/move_constants.asm
Llinos Evans caa6d9ceb3 New moves
This adds the SW97 and Fairy moves to the game. I have yet to do the effects for Coin Hurl, Synchronize, and Water Sport, but they seem relatively simple.

This also adds all the Fairy moves, including Moonblast, Strange Steam, and Play Rough, which become JEP-eligible under the game's criteria.

Animations not included. Sour Crystal may have what we're looking for, though.
2024-08-26 08:50:21 +01:00

326 lines
8.3 KiB
NASM

; move ids
; indexes for:
; - Moves (see data/moves/moves.asm)
; - MoveNames (see data/moves/names.asm)
; - MoveDescriptions (see data/moves/descriptions.asm)
; - BattleAnimations (see data/moves/animations.asm)
const_def
const NO_MOVE ; 00
const POUND ; 01
const KARATE_CHOP ; 02
const DOUBLESLAP ; 03
const COMET_PUNCH ; 04
const MEGA_PUNCH ; 05
const PAY_DAY ; 06
const FIRE_PUNCH ; 07
const ICE_PUNCH ; 08
const THUNDERPUNCH ; 09
const SCRATCH ; 0a
const VICEGRIP ; 0b
const GUILLOTINE ; 0c
const RAZOR_WIND ; 0d
const SWORDS_DANCE ; 0e
const CUT ; 0f
const GUST ; 10
const WING_ATTACK ; 11
const WHIRLWIND ; 12
const FLY ; 13
const BIND ; 14
const SLAM ; 15
const VINE_WHIP ; 16
const STOMP ; 17
const DOUBLE_KICK ; 18
const MEGA_KICK ; 19
const JUMP_KICK ; 1a
const ROLLING_KICK ; 1b
const SAND_ATTACK ; 1c
const HEADBUTT ; 1d
const HORN_ATTACK ; 1e
const FURY_ATTACK ; 1f
const HORN_DRILL ; 20
const TACKLE ; 21
const BODY_SLAM ; 22
const WRAP ; 23
const TAKE_DOWN ; 24
const THRASH ; 25
const DOUBLE_EDGE ; 26
const TAIL_WHIP ; 27
const POISON_STING ; 28
const TWINEEDLE ; 29
const PIN_MISSILE ; 2a
const LEER ; 2b
const BITE ; 2c
const GROWL ; 2d
const ROAR ; 2e
const SING ; 2f
const SUPERSONIC ; 30
const SONICBOOM ; 31
const DISABLE ; 32
const ACID ; 33
const EMBER ; 34
const FLAMETHROWER ; 35
const MIST ; 36
const WATER_GUN ; 37
const HYDRO_PUMP ; 38
const SURF ; 39
const ICE_BEAM ; 3a
const BLIZZARD ; 3b
const PSYBEAM ; 3c
const BUBBLEBEAM ; 3d
const AURORA_BEAM ; 3e
const HYPER_BEAM ; 3f
const PECK ; 40
const DRILL_PECK ; 41
const SUBMISSION ; 42
const LOW_KICK ; 43
const COUNTER ; 44
const SEISMIC_TOSS ; 45
const STRENGTH ; 46
const ABSORB ; 47
const MEGA_DRAIN ; 48
const LEECH_SEED ; 49
const GROWTH ; 4a
const RAZOR_LEAF ; 4b
const SOLARBEAM ; 4c
const POISONPOWDER ; 4d
const STUN_SPORE ; 4e
const SLEEP_POWDER ; 4f
const PETAL_DANCE ; 50
const STRING_SHOT ; 51
const DRAGON_RAGE ; 52
const FIRE_SPIN ; 53
const THUNDERSHOCK ; 54
const THUNDERBOLT ; 55
const THUNDER_WAVE ; 56
const THUNDER ; 57
const ROCK_THROW ; 58
const EARTHQUAKE ; 59
const FISSURE ; 5a
const DIG ; 5b
const TOXIC ; 5c
const CONFUSION ; 5d
const PSYCHIC_M ; 5e
const HYPNOSIS ; 5f
const MEDITATE ; 60
const AGILITY ; 61
const QUICK_ATTACK ; 62
const RAGE ; 63
const TELEPORT ; 64
const NIGHT_SHADE ; 65
const MIMIC ; 66
const SCREECH ; 67
const DOUBLE_TEAM ; 68
const RECOVER ; 69
const HARDEN ; 6a
const MINIMIZE ; 6b
const SMOKESCREEN ; 6c
const CONFUSE_RAY ; 6d
const WITHDRAW ; 6e
const DEFENSE_CURL ; 6f
const BARRIER ; 70
const LIGHT_SCREEN ; 71
const HAZE ; 72
const REFLECT ; 73
const FOCUS_ENERGY ; 74
const BIDE ; 75
const METRONOME ; 76
const MIRROR_MOVE ; 77
const SELFDESTRUCT ; 78
const EGG_BOMB ; 79
const LICK ; 7a
const SMOG ; 7b
const SLUDGE ; 7c
const BONE_CLUB ; 7d
const FIRE_BLAST ; 7e
const WATERFALL ; 7f
const CLAMP ; 80
const SWIFT ; 81
const SKULL_BASH ; 82
const SPIKE_CANNON ; 83
const CONSTRICT ; 84
const AMNESIA ; 85
const KINESIS ; 86
const SOFTBOILED ; 87
const HI_JUMP_KICK ; 88
const GLARE ; 89
const DREAM_EATER ; 8a
const POISON_GAS ; 8b
const BARRAGE ; 8c
const LEECH_LIFE ; 8d
const LOVELY_KISS ; 8e
const SKY_ATTACK ; 8f
const TRANSFORM ; 90
const BUBBLE ; 91
const DIZZY_PUNCH ; 92
const SPORE ; 93
const FLASH ; 94
const PSYWAVE ; 95
const SPLASH ; 96
const ACID_ARMOR ; 97
const CRABHAMMER ; 98
const EXPLOSION ; 99
const FURY_SWIPES ; 9a
const BONEMERANG ; 9b
const REST ; 9c
const ROCK_SLIDE ; 9d
const HYPER_FANG ; 9e
const SHARPEN ; 9f
const CONVERSION ; a0
const TRI_ATTACK ; a1
const SUPER_FANG ; a2
const SLASH ; a3
const SUBSTITUTE ; a4
const STRUGGLE ; a5
const SKETCH ; a6
const TRIPLE_KICK ; a7
const THIEF ; a8
const SPIDER_WEB ; a9
const MIND_READER ; aa
const NIGHTMARE ; ab
const FLAME_WHEEL ; ac
const SNORE ; ad
const CURSE ; ae
const FLAIL ; af
const CONVERSION2 ; b0
const AEROBLAST ; b1
const COTTON_SPORE ; b2
const REVERSAL ; b3
const SPITE ; b4
const POWDER_SNOW ; b5
const PROTECT ; b6
const MACH_PUNCH ; b7
const SCARY_FACE ; b8
const FAINT_ATTACK ; b9
const SWEET_KISS ; ba
const BELLY_DRUM ; bb
const SLUDGE_BOMB ; bc
const MUD_SLAP ; bd
const OCTAZOOKA ; be
const SPIKES ; bf
const ZAP_CANNON ; c0
const FORESIGHT ; c1
const DESTINY_BOND ; c2
const PERISH_SONG ; c3
const ICY_WIND ; c4
const DETECT ; c5
const BONE_RUSH ; c6
const LOCK_ON ; c7
const OUTRAGE ; c8
const SANDSTORM ; c9
const GIGA_DRAIN ; ca
const ENDURE ; cb
const CHARM ; cc
const ROLLOUT ; cd
const FALSE_SWIPE ; ce
const SWAGGER ; cf
const MILK_DRINK ; d0
const SPARK ; d1
const FURY_CUTTER ; d2
const STEEL_WING ; d3
const MEAN_LOOK ; d4
const ATTRACT ; d5
const SLEEP_TALK ; d6
const HEAL_BELL ; d7
const RETURN ; d8
const PRESENT ; d9
const FRUSTRATION ; da
const SAFEGUARD ; db
const PAIN_SPLIT ; dc
const SACRED_FIRE ; dd
const MAGNITUDE ; de
const DYNAMICPUNCH ; df
const MEGAHORN ; e0
const DRAGONBREATH ; e1
const BATON_PASS ; e2
const ENCORE ; e3
const PURSUIT ; e4
const RAPID_SPIN ; e5
const SWEET_SCENT ; e6
const IRON_TAIL ; e7
const METAL_CLAW ; e8
const VITAL_THROW ; e9
const MORNING_SUN ; ea
const SYNTHESIS ; eb
const MOONLIGHT ; ec
const HIDDEN_POWER ; ed
const CROSS_CHOP ; ee
const TWISTER ; ef
const RAIN_DANCE ; f0
const SUNNY_DAY ; f1
const CRUNCH ; f2
const MIRROR_COAT ; f3
const PSYCH_UP ; f4
const EXTREMESPEED ; f5
const ANCIENTPOWER ; f6
const SHADOW_BALL ; f7
const FUTURE_SIGHT ; f8
const ROCK_SMASH ; f9
const WHIRLPOOL ; fa
const BEAT_UP ; fb
const ROCK_HEAD ; FC
const ROCK_SLASH ; FD
const CROSS_CUTTER ; FE
const MEGAPHONE ; FF
const MYSTIC_ICE ; G0
const BOUNCE
const BRIGHT_MOSS
const COIN_HURL
const UPROOT
const SYNCHRONIZE
const STRONG_ARM
const UPPERCUT
const WATER_SPORT
const WIND_RIDE
const DAZZLING_GLEAM
const DISARMING_VOICE
const DRAINING_KISS
const FAIRY_WIND
const MOONBLAST
const PLAY_ROUGH
const STRANGE_STEAM ; BONG WEEZING RIIIIIIISE UP
DEF NUM_ATTACKS EQU const_value - 1
if NUM_ATTACKS > $3fff
fail "Too many moves defined!"
endc
; Battle animations use the same constants as the moves
const ANIM_SWEET_SCENT_2 ; fc
; Animations with negative IDs will play even when animations are disabled
const_def -1, -1
const ANIM_HIT_CONFUSION ; -1 (ffff)
const ANIM_SHAKE ; -2 (fffe)
const ANIM_WOBBLE ; -3 (fffd)
const ANIM_PLAYER_DAMAGE ; -4 (fffc)
const ANIM_PLAYER_STAT_DOWN ; -5 (fffb)
const ANIM_ENEMY_STAT_DOWN ; -6 (fffa)
const ANIM_ENEMY_DAMAGE ; -7 (fff9)
const ANIM_MISS ; -8 (fff8)
; battle anims
const ANIM_IN_WHIRLPOOL ; -9 (fff7)
const ANIM_IN_NIGHTMARE ; -a (fff6)
const ANIM_IN_SANDSTORM ; -b (fff5)
const ANIM_IN_LOVE ; -c (fff4)
const ANIM_PAR ; -d (fff3)
const ANIM_FRZ ; -e (fff2)
const ANIM_SAP ; -f (fff1)
const ANIM_PSN ; -10 (fff0)
const ANIM_BRN ; -11 (ffef)
const ANIM_SLP ; -12 (ffee)
const ANIM_CONFUSED ; -13 (ffed)
const ANIM_RETURN_MON ; -14 (ffec)
const ANIM_SEND_OUT_MON ; -15 (ffeb)
const ANIM_THROW_POKE_BALL ; -16 (ffea)
DEF NUM_BATTLE_ANIMS EQU -const_value - 1
; wNumHits uses offsets from ANIM_MISS
const_def
const BATTLEANIM_NONE
const BATTLEANIM_ENEMY_DAMAGE
const BATTLEANIM_ENEMY_STAT_DOWN
const BATTLEANIM_PLAYER_STAT_DOWN
const BATTLEANIM_PLAYER_DAMAGE
const BATTLEANIM_WOBBLE
const BATTLEANIM_SHAKE
const BATTLEANIM_HIT_CONFUSION