merge YamaArashi/pokered

hg-commit-id: a3767c66df56
This commit is contained in:
Bryan Bishop 2012-01-24 12:11:56 -06:00
commit cf0d22fa2e
2 changed files with 527 additions and 17 deletions

View file

@ -24942,15 +24942,71 @@ HighCriticalMoves: ; 0x3e08e
db $FF db $FF
; 0x3e093 ; 0x3e093
INCBIN "baserom.gbc",$3e093,$3e0df - $3e093 ; function to determine if Counter hits and if so, how much damage it does
HandleCounterMove: ; 6093
ld a,[H_WHOSETURN] ; whose turn
and a
; player's turn
ld hl,W_ENEMYSELECTEDMOVE
ld de,W_ENEMYMOVEPOWER
ld a,[W_PLAYERSELECTEDMOVE]
jr z,.next\@
; enemy's turn
ld hl,W_PLAYERSELECTEDMOVE
ld de,W_PLAYERMOVEPOWER
ld a,[W_ENEMYSELECTEDMOVE]
.next\@
cp a,COUNTER
ret nz ; return if not using Counter
ld a,$01
ld [W_MOVEMISSED],a ; initialize the move missed variable to true (it is set to false below if the move hits)
ld a,[hl]
cp a,COUNTER
ret z ; if the target also used Counter, miss
ld a,[de]
and a
ret z ; if the move the target used has 0 power, miss
; check if the move the target used was Normal or Fighting type
inc de
ld a,[de]
and a ; normal type
jr z,.counterableType\@
cp a,FIGHTING
jr z,.counterableType\@
; if the move wasn't Normal or Fighting type, miss
xor a
ret
.counterableType\@
ld hl,W_DAMAGE
ld a,[hli]
or [hl]
ret z ; Counter misses if the target did no damage to the Counter user
; double the damage that the target did to the Counter user
ld a,[hl]
add a
ldd [hl],a
ld a,[hl]
adc a
ld [hl],a
jr nc,.noCarry\@
; damage is capped at 0xFFFF
ld a,$ff
ld [hli],a
ld [hl],a
.noCarry\@
xor a
ld [W_MOVEMISSED],a
call MoveHitTest ; do the normal move hit test in addition to Counter's special rules
xor a
ret
ApplyDamageToEnemyPokemon: ; 60DF ApplyDamageToEnemyPokemon: ; 60DF
ld a,[W_PLAYERMOVEEFFECT] ld a,[W_PLAYERMOVEEFFECT]
cp a,$26 ; OHKO cp a,OHKO_EFFECT
jr z,.applyDamage\@ jr z,.applyDamage\@
cp a,$28 ; super fang's effect cp a,SUPER_FANG_EFFECT
jr z,.superFangEffect\@ jr z,.superFangEffect\@
cp a,$29 ; special damage (fixed or random damage) cp a,SPECIAL_DAMAGE_EFFECT
jr z,.specialDamage\@ jr z,.specialDamage\@
ld a,[W_PLAYERMOVEPOWER] ld a,[W_PLAYERMOVEPOWER]
and a and a
@ -24983,10 +25039,10 @@ ApplyDamageToEnemyPokemon: ; 60DF
jr z,.storeDamage\@ jr z,.storeDamage\@
cp a,NIGHT_SHADE cp a,NIGHT_SHADE
jr z,.storeDamage\@ jr z,.storeDamage\@
ld b,$14 ; Sonic Boom damage ld b,SONICBOOM_DAMAGE
cp a,SONICBOOM cp a,SONICBOOM
jr z,.storeDamage\@ jr z,.storeDamage\@
ld b,$28 ; Dragon Rage damage ld b,DRAGON_RAGE_DAMAGE
cp a,DRAGON_RAGE cp a,DRAGON_RAGE
jr z,.storeDamage\@ jr z,.storeDamage\@
; Psywave ; Psywave
@ -24995,7 +25051,7 @@ ApplyDamageToEnemyPokemon: ; 60DF
srl a srl a
add b add b
ld b,a ; b = level * 1.5 ld b,a ; b = level * 1.5
; loop until a random number between 1 and b is found ; loop until a random number in the range [1, b) is found
.loop\@ .loop\@
call $6e9b ; random number call $6e9b ; random number
and a and a
@ -25018,7 +25074,7 @@ ApplyDamageToEnemyPokemon: ; 60DF
jr z,.done\@ ; we're done if damage is 0 jr z,.done\@ ; we're done if damage is 0
ld a,[W_ENEMYBATTSTATUS2] ld a,[W_ENEMYBATTSTATUS2]
bit 4,a ; does the enemy have a substitute? bit 4,a ; does the enemy have a substitute?
jp nz,$625e jp nz,AttackSubstitute
; subtract the damage from the pokemon's current HP ; subtract the damage from the pokemon's current HP
; also, save the current HP at $CEEB ; also, save the current HP at $CEEB
ld a,[hld] ld a,[hld]
@ -25035,7 +25091,7 @@ ApplyDamageToEnemyPokemon: ; 60DF
ld [W_ENEMYMONCURHP],a ld [W_ENEMYMONCURHP],a
jr nc,.animateHpBar\@ jr nc,.animateHpBar\@
; if more damage was done than the current HP, zero the HP and set the damage ; if more damage was done than the current HP, zero the HP and set the damage
; equal to how much HP the pokemon had before fainting ; equal to how much HP the pokemon had before the attack
ld a,[$ceec] ld a,[$ceec]
ld [hli],a ld [hli],a
ld a,[$ceeb] ld a,[$ceeb]
@ -25063,15 +25119,179 @@ ApplyDamageToEnemyPokemon: ; 60DF
.done\@ .done\@
jp $4d5a ; redraw pokemon names and HP bars jp $4d5a ; redraw pokemon names and HP bars
INCBIN "baserom.gbc",$3e1a0,$3e2ac - $3e1a0 ApplyDamageToPlayerPokemon: ; 61A0
ld a,[W_ENEMYMOVEEFFECT]
cp a,OHKO_EFFECT
jr z,.applyDamage\@
cp a,SUPER_FANG_EFFECT
jr z,.superFangEffect\@
cp a,SPECIAL_DAMAGE_EFFECT
jr z,.specialDamage\@
ld a,[W_ENEMYMOVEPOWER]
and a
jp z,.done\@
jr .applyDamage\@
.superFangEffect\@
; set the damage to half the target's HP
ld hl,W_PLAYERMONCURHP
ld de,W_DAMAGE
ld a,[hli]
srl a
ld [de],a
inc de
ld b,a
ld a,[hl]
rr a
ld [de],a
or b
jr nz,.applyDamage\@
; make sure Super Fang's damage is always at least 1
ld a,$01
ld [de],a
jr .applyDamage\@
.specialDamage\@
ld hl,W_ENEMYMONLEVEL
ld a,[hl]
ld b,a
ld a,[W_ENEMYMOVENUM]
cp a,SEISMIC_TOSS
jr z,.storeDamage\@
cp a,NIGHT_SHADE
jr z,.storeDamage\@
ld b,SONICBOOM_DAMAGE
cp a,SONICBOOM
jr z,.storeDamage\@
ld b,DRAGON_RAGE_DAMAGE
cp a,DRAGON_RAGE
jr z,.storeDamage\@
; Psywave
ld a,[hl]
ld b,a
srl a
add b
ld b,a ; b = attacker's level * 1.5
; loop until a random number in the range [0, b) is found
; this differs from the range when the player attacks, which is [1, b)
; it's possible for the enemy to do 0 damage with Psywave, but the player always does at least 1 damage
.loop\@
call $6e9b ; random number
cp b
jr nc,.loop\@
ld b,a
.storeDamage\@
ld hl,W_DAMAGE
xor a
ld [hli],a
ld a,b
ld [hl],a
.applyDamage\@
ld hl,W_DAMAGE
ld a,[hli]
ld b,a
ld a,[hl]
or b
jr z,.done\@ ; we're done if damage is 0
ld a,[W_PLAYERBATTSTATUS2]
bit 4,a ; does the player have a substitute?
jp nz,AttackSubstitute
; subtract the damage from the pokemon's current HP
; also, save the current HP at $CEEB and the new HP at $CEED
ld a,[hld]
ld b,a
ld a,[W_PLAYERMONCURHP + 1]
ld [$ceeb],a
sub b
ld [W_PLAYERMONCURHP + 1],a
ld [$ceed],a
ld b,[hl]
ld a,[W_PLAYERMONCURHP]
ld [$ceec],a
sbc b
ld [W_PLAYERMONCURHP],a
ld [$ceee],a
jr nc,.animateHpBar\@
; if more damage was done than the current HP, zero the HP and set the damage
; equal to how much HP the pokemon had before the attack
ld a,[$ceec]
ld [hli],a
ld a,[$ceeb]
ld [hl],a
xor a
ld hl,W_PLAYERMONCURHP
ld [hli],a
ld [hl],a
ld hl,$ceed
ld [hli],a
ld [hl],a
.animateHpBar\@
ld hl,W_PLAYERMONMAXHP
ld a,[hli]
ld [$ceea],a
ld a,[hl]
ld [$cee9],a
ld hl,$c45e
ld a,$01
ld [$cf94],a
ld a,$48
call Predef ; animate the HP bar shortening
.done\@
jp $4d5a ; redraw pokemon names and HP bars
UnnamedText_3e2ac: ; 0x3e2ac AttackSubstitute: ; 625E
TX_FAR _UnnamedText_3e2ac ld hl,SubstituteTookDamageText
call PrintText
; values for player turn
ld de,W_ENEMYSUBSITUTEHP
ld bc,W_ENEMYBATTSTATUS2
ld a,[H_WHOSETURN]
and a
jr z,.applyDamageToSubstitute\@
; values for enemy turn
ld de,W_PLAYERSUBSITUTEHP
ld bc,W_PLAYERBATTSTATUS2
.applyDamageToSubstitute\@
ld hl,W_DAMAGE
ld a,[hli]
and a
jr nz,.substituteBroke\@ ; damage > 0xFF always breaks substitutes
; subtract damage from HP of substitute
ld a,[de]
sub [hl]
ld [de],a
ret nc
.substituteBroke\@
ld h,b
ld l,c
res 4,[hl] ; unset the substitute bit
ld hl,SubstituteBrokeText
call PrintText
; flip whose turn it is for the next function call
ld a,[H_WHOSETURN]
xor a,$01
ld [H_WHOSETURN],a
ld hl,$5747
ld b,$1e ; animate the substitute breaking
call Bankswitch ; substitute
; flip the turn back to the way it was
ld a,[H_WHOSETURN]
xor a,$01
ld [H_WHOSETURN],a
ld hl,W_PLAYERMOVEEFFECT ; value for player's turn
and a
jr z,.nullifyEffect\@
ld hl,W_ENEMYMOVEEFFECT ; value for enemy's turn
.nullifyEffect\@
xor a
ld [hl],a ; zero the effect of the attacker's move
jp $4d5a ; redraw pokemon names and HP bars
SubstituteTookDamageText: ; 0x3e2ac
TX_FAR _SubstituteTookDamageText
db $50 db $50
; 0x3e2ac + 5 bytes ; 0x3e2ac + 5 bytes
UnnamedText_3e2b1: ; 0x3e2b1 SubstituteBrokeText: ; 0x3e2b1
TX_FAR _UnnamedText_3e2b1 TX_FAR _SubstituteBrokeText
db $50 db $50
; 0x3e2b1 + 5 bytes ; 0x3e2b1 + 5 bytes
@ -25181,7 +25401,197 @@ TypeEffects: ; 6474
db DRAGON,DRAGON,20 db DRAGON,DRAGON,20
db $FF db $FF
INCBIN "baserom.gbc",$3e56b,$3e887 - $3e56b ; some tests that need to pass for a move to hit
MoveHitTest: ; 656B
; player's turn
ld hl,W_ENEMYBATTSTATUS1
ld de,W_PLAYERMOVEEFFECT
ld bc,W_ENEMYMONSTATUS
ld a,[H_WHOSETURN]
and a
jr z,.dreamEaterCheck\@
; enemy's turn
ld hl,W_PLAYERBATTSTATUS1
ld de,W_ENEMYMOVEEFFECT
ld bc,W_PLAYERMONSTATUS
.dreamEaterCheck\@
ld a,[de]
cp a,DREAM_EATER_EFFECT
jr nz,.swiftCheck\@
ld a,[bc]
and a,$07 ; is the target pokemon sleeping?
jp z,.moveMissed\@
.swiftCheck\@
ld a,[de]
cp a,SWIFT_EFFECT
ret z ; Swift never misses (interestingly, Azure Heights lists this is a myth, but it appears to be true)
call $7b79 ; substitute check (note that this overwrites a)
jr z,.checkForDigOrFlyStatus\@
; this code is buggy. it's supposed to prevent HP draining moves from working on substitutes.
; since $7b79 overwrites a with either $00 or $01, it never works.
cp a,DRAIN_HP_EFFECT ; $03
jp z,.moveMissed\@
cp a,DREAM_EATER_EFFECT ; $08
jp z,.moveMissed\@
.checkForDigOrFlyStatus\@
bit 6,[hl]
jp nz,.moveMissed\@
ld a,[H_WHOSETURN]
and a
jr nz,.enemyTurn\@
.playerTurn\@
; this checks if the move effect is disallowed by mist
ld a,[W_PLAYERMOVEEFFECT]
cp a,$12
jr c,.skipEnemyMistCheck\@
cp a,$1a
jr c,.enemyMistCheck\@
cp a,$3a
jr c,.skipEnemyMistCheck\@
cp a,$42
jr c,.enemyMistCheck\@
jr .skipEnemyMistCheck\@
.enemyMistCheck\@
; if move effect is from $12 to $19 inclusive or $3a to $41 inclusive
; i.e. the following moves
; GROWL, TAIL WHIP, LEER, STRING SHOT, SAND-ATTACK, SMOKESCREEN, KINESIS,
; FLASH, CONVERSION, HAZE*, SCREECH, LIGHT SCREEN*, REFLECT*
; the moves that are marked with an asterisk are not affected since this
; function is not called when those moves are used
; XXX are there are any others like those three?
ld a,[W_ENEMYBATTSTATUS2]
bit 1,a
jp nz,.moveMissed\@
.skipEnemyMistCheck\@
ld a,[W_PLAYERBATTSTATUS2]
bit 0,a ; is the player using X Accuracy?
ret nz ; if so, always hit regardless of accuracy/evasion
jr .calcHitChance\@
.enemyTurn\@
ld a,[W_ENEMYMOVEEFFECT]
cp a,$12
jr c,.skipPlayerMistCheck\@
cp a,$1a
jr c,.playerMistCheck\@
cp a,$3a
jr c,.skipPlayerMistCheck\@
cp a,$42
jr c,.playerMistCheck\@
jr .skipPlayerMistCheck\@
.playerMistCheck\@
; similar to enemy mist check
ld a,[W_PLAYERBATTSTATUS2]
bit 1,a
jp nz,.moveMissed\@
.skipPlayerMistCheck\@
ld a,[W_ENEMYBATTSTATUS2]
bit 0,a ; is the enemy using X Accuracy?
ret nz ; if so, always hit regardless of accuracy/evasion
.calcHitChance\@
call CalcHitChance ; scale the move accuracy according to attacker's accuracy and target's evasion
ld a,[W_PLAYERMOVEACCURACY]
ld b,a
ld a,[H_WHOSETURN]
and a
jr z,.doAccuracyCheck\@
ld a,[W_ENEMYMOVEACCURACY]
ld b,a
.doAccuracyCheck\@
; if the random number generated is greater than or equal to the scaled accuracy, the move misses
; note that this means that even the highest accuracy is still just a 255/256 chance, not 100%
call $6e9b ; random number
cp b
jr nc,.moveMissed\@
ret
.moveMissed\@
xor a
ld hl,W_DAMAGE ; zero the damage
ld [hli],a
ld [hl],a
inc a
ld [W_MOVEMISSED],a
ld a,[H_WHOSETURN]
and a
jr z,.playerTurn2\@
.enemyTurn2\@
ld hl,W_ENEMYBATTSTATUS1
res 5,[hl] ; end multi-turn attack e.g. wrap
ret
.playerTurn2\@
ld hl,W_PLAYERBATTSTATUS1
res 5,[hl] ; end multi-turn attack e.g. wrap
ret
; values for player turn
CalcHitChance: ; 6624
ld hl,W_PLAYERMOVEACCURACY
ld a,[H_WHOSETURN]
and a
ld a,[W_PLAYERMONACCURACYMOD]
ld b,a
ld a,[W_ENEMYMONEVASIONMOD]
ld c,a
jr z,.next\@
; values for enemy turn
ld hl,W_ENEMYMOVEACCURACY
ld a,[W_ENEMYMONACCURACYMOD]
ld b,a
ld a,[W_PLAYERMONEVASIONMOD]
ld c,a
.next\@
ld a,$0e
sub c
ld c,a ; c = 14 - EVASIONMOD (this "reflects" the value over 7, so that an increase in the target's evasion decreases the hit chance instead of increasing the hit chance)
; zero the high bytes of the multiplicand
xor a
ld [$ff96],a
ld [$ff97],a
ld a,[hl]
ld [$ff98],a ; set multiplicand to move accuracy
push hl
ld d,$02 ; loop has two iterations
; loop to do the calculations, the first iteration multiplies by the accuracy ratio and the second iteration multiplies by the evasion ratio
.loop\@
push bc
ld hl,$76cb ; stat modifier ratios
dec b
sla b
ld c,b
ld b,$00
add hl,bc ; hl = address of stat modifier ratio
pop bc
ld a,[hli]
ld [$ff99],a ; set multiplier to the numerator of the ratio
call $38ac ; multiply
ld a,[hl]
ld [$ff99],a ; set divisor to the the denominator of the ratio (the dividend is the product of the previous multiplication)
ld b,$04 ; number of significant bytes in the dividend
call $38b9 ; divide
ld a,[$ff98]
ld b,a
ld a,[$ff97]
or b
jp nz,.nextCalculation\@
; make sure the result is always at least one
ld [$ff97],a
ld a,$01
ld [$ff98],a
.nextCalculation\@
ld b,c
dec d
jr nz,.loop\@
ld a,[$ff97]
and a ; is the calculated hit chance over 0xFF?
ld a,[$ff98]
jr z,.storeAccuracy\@
; if calculated hit chance over 0xFF
ld a,$ff ; set the hit chance to 0xFF
.storeAccuracy\@
pop hl
ld [hl],a ; store the hit chance in the move accuracy variable
ret
INCBIN "baserom.gbc",$3e687,$3e887 - $3e687
UnnamedText_3e887: ; 0x3e887 UnnamedText_3e887: ; 0x3e887
TX_FAR _UnnamedText_3e887 TX_FAR _UnnamedText_3e887
@ -56703,13 +57113,13 @@ _UnnamedText_3ddca: ; 0x89b32
db "ignored orders!", $58 db "ignored orders!", $58
; 0x89b32 + 21 bytes ; 0x89b32 + 21 bytes
_UnnamedText_3e2ac: ; 0x89b47 _SubstituteTookDamageText: ; 0x89b47
db $0, "The SUBSTITUTE", $4f db $0, "The SUBSTITUTE", $4f
db "took damage for", $55 db "took damage for", $55
db $59, "!", $58 db $59, "!", $58
; 0x89b47 + 35 bytes ; 0x89b47 + 35 bytes
_UnnamedText_3e2b1: ; 0x89b6a _SubstituteBrokeText: ; 0x89b6a
db $0, $59, "'s", $4f db $0, $59, "'s", $4f
db "SUBSTITUTE broke!", $58 db "SUBSTITUTE broke!", $58
; 0x89b6a + 22 bytes ; 0x89b6a + 22 bytes

View file

@ -89,11 +89,36 @@ TX_RAM: MACRO
; wram locations ; wram locations
; current HP of player and enemy substitutes
W_PLAYERSUBSITUTEHP EQU $CCD7
W_ENEMYSUBSITUTEHP EQU $CCD8
W_PLAYERSELECTEDMOVE EQU $CCDC W_PLAYERSELECTEDMOVE EQU $CCDC
W_ENEMYSELECTEDMOVE EQU $CCDD W_ENEMYSELECTEDMOVE EQU $CCDD
W_AICOUNT EQU $CCDF ; number of times remaining that AI action can occur W_AICOUNT EQU $CCDF ; number of times remaining that AI action can occur
; stat modifiers for the player's current pokemon
; value can range from 1 - 13 ($1 to $D)
; 7 is normal
W_PLAYERMONATTACKMOD EQU $CD1A
W_PLAYERMONDEFENSEMOD EQU $CD1B
W_PLAYERMONSPEEDMOD EQU $CD1C
W_PLAYERMONSPECIALMOD EQU $CD1D
W_PLAYERMONACCURACYMOD EQU $CD1E
W_PLAYERMONEVASIONMOD EQU $CD1F
; stat modifiers for the enemy's current pokemon
; value can range from 1 - 13 ($1 to $D)
; 7 is normal
W_ENEMYMONATTACKMOD EQU $CD2E
W_ENEMYMONDEFENSEMOD EQU $CD2F
W_ENEMYMONSPEEDMOD EQU $CD30
W_ENEMYMONSPECIALMOD EQU $CD31
W_ENEMYMONACCURACYMOD EQU $CD32
W_ENEMYMONEVASIONMOD EQU $CD33
W_WHICHTRADE EQU $CD3D ; which entry from TradeMons to select W_WHICHTRADE EQU $CD3D ; which entry from TradeMons to select
W_WHICHPOKEMON EQU $CF92 ; which pokemon you selected W_WHICHPOKEMON EQU $CF92 ; which pokemon you selected
@ -1172,6 +1197,81 @@ TM_48 EQU $F8
TM_49 EQU $F9 TM_49 EQU $F9
TM_50 EQU $FA TM_50 EQU $FA
; 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
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
SPECIAL_UP1_EFFECT EQU $0D
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
ACCURACY_DOWN1_EFFECT EQU $16
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
FLINCH_SIDE_EFFECT1 EQU $1F
SLEEP_EFFECT EQU $20
POISON_SIDE_EFFECT2 EQU $21
BURN_SIDE_EFFECT2 EQU $22
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
HEAL_EFFECT EQU $38 ; Recover, Softboiled, Rest
TRANSFORM_EFFECT EQU $39
DEFENSE_DOWN2_EFFECT EQU $3B
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
CONFUSION_SIDE_EFFECT EQU $4C
TWINEEDLE_EFFECT EQU $4D
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
; move name constants ; move name constants
POUND EQU $01 POUND EQU $01