Move more tables from engine/ to data/

This also splits the end of engine/battle/core.asm into engine/battle/effects.asm.
This commit is contained in:
Rangi 2020-06-23 17:50:50 -04:00
parent bdeb494add
commit 0a62d48df2
65 changed files with 2863 additions and 2825 deletions

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AlwaysHappenSideEffects:
; Attacks that aren't finished after they faint the opponent.
db DRAIN_HP_EFFECT
db EXPLODE_EFFECT
db DREAM_EATER_EFFECT
db PAY_DAY_EFFECT
db TWO_TO_FIVE_ATTACKS_EFFECT
db $1E
db ATTACK_TWICE_EFFECT
db RECOIL_EFFECT
db TWINEEDLE_EFFECT
db RAGE_EFFECT
db -1

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HighCriticalMoves:
db KARATE_CHOP
db RAZOR_LEAF
db CRABHAMMER
db SLASH
db $FF

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; These are move effects (second value from the Moves table in bank $E).
ResidualEffects1:
; most non-side effects
db CONVERSION_EFFECT
db HAZE_EFFECT
db SWITCH_AND_TELEPORT_EFFECT
db MIST_EFFECT
db FOCUS_ENERGY_EFFECT
db CONFUSION_EFFECT
db HEAL_EFFECT
db TRANSFORM_EFFECT
db LIGHT_SCREEN_EFFECT
db REFLECT_EFFECT
db POISON_EFFECT
db PARALYZE_EFFECT
db SUBSTITUTE_EFFECT
db MIMIC_EFFECT
db LEECH_SEED_EFFECT
db SPLASH_EFFECT
db -1

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ResidualEffects2:
; non-side effects not included in ResidualEffects1
; stat-affecting moves, sleep-inflicting moves, and Bide
; e.g., Meditate, Bide, Hypnosis
db $01
db ATTACK_UP1_EFFECT
db DEFENSE_UP1_EFFECT
db SPEED_UP1_EFFECT
db SPECIAL_UP1_EFFECT
db ACCURACY_UP1_EFFECT
db EVASION_UP1_EFFECT
db ATTACK_DOWN1_EFFECT
db DEFENSE_DOWN1_EFFECT
db SPEED_DOWN1_EFFECT
db SPECIAL_DOWN1_EFFECT
db ACCURACY_DOWN1_EFFECT
db EVASION_DOWN1_EFFECT
db BIDE_EFFECT
db SLEEP_EFFECT
db ATTACK_UP2_EFFECT
db DEFENSE_UP2_EFFECT
db SPEED_UP2_EFFECT
db SPECIAL_UP2_EFFECT
db ACCURACY_UP2_EFFECT
db EVASION_UP2_EFFECT
db ATTACK_DOWN2_EFFECT
db DEFENSE_DOWN2_EFFECT
db SPEED_DOWN2_EFFECT
db SPECIAL_DOWN2_EFFECT
db ACCURACY_DOWN2_EFFECT
db EVASION_DOWN2_EFFECT
db -1

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SetDamageEffects:
; moves that do damage but not through normal calculations
; e.g., Super Fang, Psywave
db SUPER_FANG_EFFECT
db SPECIAL_DAMAGE_EFFECT
db -1

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SpecialEffects:
; Effects from arrays 2, 4, and 5B, minus Twineedle and Rage.
; Includes all effects that do not need to be called at the end of
; ExecutePlayerMove (or ExecuteEnemyMove), because they have already been handled
db DRAIN_HP_EFFECT
db EXPLODE_EFFECT
db DREAM_EATER_EFFECT
db PAY_DAY_EFFECT
db SWIFT_EFFECT
db TWO_TO_FIVE_ATTACKS_EFFECT
db $1E
db CHARGE_EFFECT
db SUPER_FANG_EFFECT
db SPECIAL_DAMAGE_EFFECT
db FLY_EFFECT
db ATTACK_TWICE_EFFECT
db JUMP_KICK_EFFECT
db RECOIL_EFFECT
; fallthrough to Next EffectsArray
SpecialEffectsCont:
; damaging moves whose effect is executed prior to damage calculation
db THRASH_PETAL_DANCE_EFFECT
db TRAPPING_EFFECT
db -1

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StatModifierRatios:
; first byte is numerator, second byte is denominator
db 25, 100 ; 0.25
db 28, 100 ; 0.28
db 33, 100 ; 0.33
db 40, 100 ; 0.40
db 50, 100 ; 0.50
db 66, 100 ; 0.66
db 1, 1 ; 1.00
db 15, 10 ; 1.50
db 2, 1 ; 2.00
db 25, 10 ; 2.50
db 3, 1 ; 3.00
db 35, 10 ; 3.50
db 4, 1 ; 4.00

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UnusedHighCriticalMoves:
db KARATE_CHOP
db RAZOR_LEAF
db CRABHAMMER
db SLASH
db $FF