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https://github.com/thornAvery/kep-hack.git
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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:
parent
bdeb494add
commit
0a62d48df2
65 changed files with 2863 additions and 2825 deletions
13
data/battle/always_happen_effects.asm
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13
data/battle/always_happen_effects.asm
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AlwaysHappenSideEffects:
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; Attacks that aren't finished after they faint the opponent.
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db DRAIN_HP_EFFECT
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db EXPLODE_EFFECT
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db DREAM_EATER_EFFECT
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db PAY_DAY_EFFECT
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db TWO_TO_FIVE_ATTACKS_EFFECT
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db $1E
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db ATTACK_TWICE_EFFECT
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db RECOIL_EFFECT
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db TWINEEDLE_EFFECT
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db RAGE_EFFECT
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db -1
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6
data/battle/critical_hit_moves.asm
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6
data/battle/critical_hit_moves.asm
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HighCriticalMoves:
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db KARATE_CHOP
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db RAZOR_LEAF
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db CRABHAMMER
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db SLASH
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db $FF
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20
data/battle/residual_effects_1.asm
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20
data/battle/residual_effects_1.asm
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; These are move effects (second value from the Moves table in bank $E).
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ResidualEffects1:
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; most non-side effects
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db CONVERSION_EFFECT
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db HAZE_EFFECT
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db SWITCH_AND_TELEPORT_EFFECT
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db MIST_EFFECT
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db FOCUS_ENERGY_EFFECT
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db CONFUSION_EFFECT
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db HEAL_EFFECT
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db TRANSFORM_EFFECT
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db LIGHT_SCREEN_EFFECT
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db REFLECT_EFFECT
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db POISON_EFFECT
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db PARALYZE_EFFECT
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db SUBSTITUTE_EFFECT
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db MIMIC_EFFECT
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db LEECH_SEED_EFFECT
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db SPLASH_EFFECT
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db -1
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32
data/battle/residual_effects_2.asm
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32
data/battle/residual_effects_2.asm
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ResidualEffects2:
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; non-side effects not included in ResidualEffects1
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; stat-affecting moves, sleep-inflicting moves, and Bide
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; e.g., Meditate, Bide, Hypnosis
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db $01
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db ATTACK_UP1_EFFECT
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db DEFENSE_UP1_EFFECT
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db SPEED_UP1_EFFECT
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db SPECIAL_UP1_EFFECT
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db ACCURACY_UP1_EFFECT
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db EVASION_UP1_EFFECT
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db ATTACK_DOWN1_EFFECT
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db DEFENSE_DOWN1_EFFECT
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db SPEED_DOWN1_EFFECT
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db SPECIAL_DOWN1_EFFECT
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db ACCURACY_DOWN1_EFFECT
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db EVASION_DOWN1_EFFECT
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db BIDE_EFFECT
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db SLEEP_EFFECT
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db ATTACK_UP2_EFFECT
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db DEFENSE_UP2_EFFECT
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db SPEED_UP2_EFFECT
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db SPECIAL_UP2_EFFECT
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db ACCURACY_UP2_EFFECT
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db EVASION_UP2_EFFECT
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db ATTACK_DOWN2_EFFECT
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db DEFENSE_DOWN2_EFFECT
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db SPEED_DOWN2_EFFECT
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db SPECIAL_DOWN2_EFFECT
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db ACCURACY_DOWN2_EFFECT
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db EVASION_DOWN2_EFFECT
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db -1
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6
data/battle/set_damage_effects.asm
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6
data/battle/set_damage_effects.asm
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SetDamageEffects:
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; moves that do damage but not through normal calculations
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; e.g., Super Fang, Psywave
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db SUPER_FANG_EFFECT
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db SPECIAL_DAMAGE_EFFECT
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db -1
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24
data/battle/special_effects.asm
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24
data/battle/special_effects.asm
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SpecialEffects:
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; Effects from arrays 2, 4, and 5B, minus Twineedle and Rage.
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; Includes all effects that do not need to be called at the end of
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; ExecutePlayerMove (or ExecuteEnemyMove), because they have already been handled
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db DRAIN_HP_EFFECT
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db EXPLODE_EFFECT
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db DREAM_EATER_EFFECT
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db PAY_DAY_EFFECT
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db SWIFT_EFFECT
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db TWO_TO_FIVE_ATTACKS_EFFECT
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db $1E
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db CHARGE_EFFECT
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db SUPER_FANG_EFFECT
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db SPECIAL_DAMAGE_EFFECT
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db FLY_EFFECT
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db ATTACK_TWICE_EFFECT
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db JUMP_KICK_EFFECT
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db RECOIL_EFFECT
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; fallthrough to Next EffectsArray
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SpecialEffectsCont:
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; damaging moves whose effect is executed prior to damage calculation
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db THRASH_PETAL_DANCE_EFFECT
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db TRAPPING_EFFECT
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db -1
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15
data/battle/stat_modifiers.asm
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15
data/battle/stat_modifiers.asm
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StatModifierRatios:
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; first byte is numerator, second byte is denominator
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db 25, 100 ; 0.25
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db 28, 100 ; 0.28
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db 33, 100 ; 0.33
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db 40, 100 ; 0.40
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db 50, 100 ; 0.50
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db 66, 100 ; 0.66
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db 1, 1 ; 1.00
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db 15, 10 ; 1.50
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db 2, 1 ; 2.00
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db 25, 10 ; 2.50
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db 3, 1 ; 3.00
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db 35, 10 ; 3.50
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db 4, 1 ; 4.00
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6
data/battle/unused_critical_hit_moves.asm
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6
data/battle/unused_critical_hit_moves.asm
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UnusedHighCriticalMoves:
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db KARATE_CHOP
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db RAZOR_LEAF
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db CRABHAMMER
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db SLASH
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db $FF
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