More move effect constants.

This commit is contained in:
yenatch 2014-04-16 13:21:22 -04:00
parent ed55794d11
commit 7eeaad6ab0
2 changed files with 95 additions and 12 deletions

View file

@ -13,14 +13,18 @@ DREAM_EATER_EFFECT EQU $08
MIRROR_MOVE_EFFECT EQU $09 MIRROR_MOVE_EFFECT EQU $09
ATTACK_UP1_EFFECT EQU $0A ATTACK_UP1_EFFECT EQU $0A
DEFENSE_UP1_EFFECT EQU $0B DEFENSE_UP1_EFFECT EQU $0B
SPEED_UP1_EFFECT EQU $0C
SPECIAL_UP1_EFFECT EQU $0D SPECIAL_UP1_EFFECT EQU $0D
ACCURACY_UP1_EFFECT EQU $0E
EVASION_UP1_EFFECT EQU $0F EVASION_UP1_EFFECT EQU $0F
PAY_DAY_EFFECT EQU $10 PAY_DAY_EFFECT EQU $10
SWIFT_EFFECT EQU $11 SWIFT_EFFECT EQU $11
ATTACK_DOWN1_EFFECT EQU $12 ATTACK_DOWN1_EFFECT EQU $12
DEFENSE_DOWN1_EFFECT EQU $13 DEFENSE_DOWN1_EFFECT EQU $13
SPEED_DOWN1_EFFECT EQU $14 SPEED_DOWN1_EFFECT EQU $14
SPECIAL_DOWN1_EFFECT EQU $15
ACCURACY_DOWN1_EFFECT EQU $16 ACCURACY_DOWN1_EFFECT EQU $16
EVASION_DOWN1_EFFECT EQU $17
CONVERSION_EFFECT EQU $18 CONVERSION_EFFECT EQU $18
HAZE_EFFECT EQU $19 HAZE_EFFECT EQU $19
BIDE_EFFECT EQU $1A BIDE_EFFECT EQU $1A
@ -49,9 +53,16 @@ ATTACK_UP2_EFFECT EQU $32
DEFENSE_UP2_EFFECT EQU $33 DEFENSE_UP2_EFFECT EQU $33
SPEED_UP2_EFFECT EQU $34 SPEED_UP2_EFFECT EQU $34
SPECIAL_UP2_EFFECT EQU $35 SPECIAL_UP2_EFFECT EQU $35
ACCURACY_UP2_EFFECT EQU $36
EVASION_UP2_EFFECT EQU $37
HEAL_EFFECT EQU $38 ; Recover, Softboiled, Rest HEAL_EFFECT EQU $38 ; Recover, Softboiled, Rest
TRANSFORM_EFFECT EQU $39 TRANSFORM_EFFECT EQU $39
ATTACK_DOWN2_EFFECT EQU $3A
DEFENSE_DOWN2_EFFECT EQU $3B 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 LIGHT_SCREEN_EFFECT EQU $40
REFLECT_EFFECT EQU $41 REFLECT_EFFECT EQU $41
POISON_EFFECT EQU $42 POISON_EFFECT EQU $42

View file

@ -56224,22 +56224,94 @@ BattleCore:
; These are move effects (second value from the Moves table in bank $E). ; These are move effects (second value from the Moves table in bank $E).
EffectsArray1: ; 3c000 (f:4000) EffectsArray1: ; 3c000 (f:4000)
db $18,$19,$1C,$2E,$2F,$31,$38,$39,$40,$41,$42,$43,$4F,$52,$54,$55,$FF 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
EffectsArray2: ; 3c011 (f:4011) EffectsArray2: ; 3c011 (f:4011)
; moves that do damage but not through normal calculations ; moves that do damage but not through normal calculations
; e.g., Super Fang, Psywave ; e.g., Super Fang, Psywave
db $28,$29,$FF db SUPER_FANG_EFFECT
db SPECIAL_DAMAGE_EFFECT
db -1
EffectsArray3: ; 3c014 (f:4014) EffectsArray3: ; 3c014 (f:4014)
; non-damaging, stataffecting or statuscausing moves? ; non-damaging, stataffecting or statuscausing moves?
; e.g., Meditate, Bide, Hypnosis ; e.g., Meditate, Bide, Hypnosis
db $01,$0A,$0B,$0C,$0D,$0E,$0F,$12,$13,$14,$15,$16,$17,$1A,$20,$32,$33,$34,$35,$36,$37,$3A,$3B,$3C,$3D,$3E,$3F,$FF 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
EffectsArray4: ; 3c030 (f:4030) EffectsArray4: ; 3c030 (f:4030)
db $03,$07,$08,$10,$1D,$1E,$2C,$30,$4D,$51,$FF ; 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
EffectsArray5: ; 3c03b (f:403b) EffectsArray5: ; 3c03b (f:403b)
db $03,$07,$08,$10,$11,$1D,$1E,$27,$28,$29,$2B,$2C,$2D,$30 ; fallthru 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
EffectsArray5B: ; 3c049 (f:4049) EffectsArray5B: ; 3c049 (f:4049)
; moves that prevent the player from switching moves? ; moves that prevent the player from switching moves?
db $1B,$2A,$FF db THRASH_PETAL_DANCE_EFFECT
db TRAPPING_EFFECT
db -1
Func_3c04c: ; 3c04c (f:404c) Func_3c04c: ; 3c04c (f:404c)
call Func_3ec92 call Func_3ec92
@ -59361,9 +59433,9 @@ asm_3d74b
ld c,$1E ld c,$1E
call DelayFrames call DelayFrames
ld a,[W_PLAYERMOVEEFFECT] ld a,[W_PLAYERMOVEEFFECT]
cp a,$2B cp a,FLY_EFFECT
jr z,.next5 jr z,.next5
cp a,$27 ; XXX SLP | FRZ ? cp a,CHARGE_EFFECT
jr z,.next5 jr z,.next5
jr asm_3d766 jr asm_3d766
.next5 .next5
@ -59373,7 +59445,7 @@ asm_3d74b
call PlayMoveAnimation call PlayMoveAnimation
asm_3d766 asm_3d766
ld a,[W_PLAYERMOVEEFFECT] ld a,[W_PLAYERMOVEEFFECT]
cp a,9 cp a,MIRROR_MOVE_EFFECT
jr nz,.next6 ; 577A jr nz,.next6 ; 577A
call MirrorMoveCopyMove call MirrorMoveCopyMove
jp z,Func_3d80a jp z,Func_3d80a
@ -59381,7 +59453,7 @@ asm_3d766
ld [$CCED],a ld [$CCED],a
jp Func_3d69a jp Func_3d69a
.next6 .next6
cp a,$53 cp a,METRONOME_EFFECT
jr nz,.next7 ; 5784 jr nz,.next7 ; 5784
call MetronomePickMove call MetronomePickMove
jp Func_3d69a jp Func_3d69a
@ -59396,7 +59468,7 @@ asm_3d766
jr z,.next8 ; 57A6 jr z,.next8 ; 57A6
call Func_3dbe2 call Func_3dbe2
ld a,[W_PLAYERMOVEEFFECT] ld a,[W_PLAYERMOVEEFFECT]
cp a,7 cp a,EXPLODE_EFFECT
jr z,.next9 ; 57B9 jr z,.next9 ; 57B9
jp Func_3d80a jp Func_3d80a
.next8 .next8