sovereignx/include/constants/battle_move_effects.h

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2017-12-05 17:55:48 +00:00
#ifndef GUARD_CONSTANTS_BATTLE_MOVE_EFFECTS_H
#define GUARD_CONSTANTS_BATTLE_MOVE_EFFECTS_H
enum {
EFFECT_PLACEHOLDER,
EFFECT_HIT,
EFFECT_SLEEP,
EFFECT_ABSORB,
EFFECT_EXPLOSION,
EFFECT_DREAM_EATER,
EFFECT_MIRROR_MOVE,
EFFECT_ATTACK_UP,
EFFECT_DEFENSE_UP,
EFFECT_SPEED_UP,
EFFECT_SPECIAL_ATTACK_UP,
EFFECT_SPECIAL_DEFENSE_UP,
EFFECT_ACCURACY_UP,
EFFECT_EVASION_UP,
EFFECT_SPECIAL_ATTACK_UP_3,
EFFECT_ATTACK_DOWN,
EFFECT_DEFENSE_DOWN,
EFFECT_SPEED_DOWN,
EFFECT_SPECIAL_ATTACK_DOWN,
EFFECT_SPECIAL_DEFENSE_DOWN,
EFFECT_ACCURACY_DOWN,
EFFECT_EVASION_DOWN,
EFFECT_HAZE,
EFFECT_BIDE,
EFFECT_ROAR,
EFFECT_MULTI_HIT,
EFFECT_CONVERSION,
EFFECT_RESTORE_HP,
EFFECT_TOXIC,
EFFECT_LIGHT_SCREEN,
EFFECT_REST,
EFFECT_OHKO,
EFFECT_FUSION_COMBO,
EFFECT_SUPER_FANG,
EFFECT_FIXED_DAMAGE_ARG,
EFFECT_HEAL_BLOCK,
EFFECT_RECOIL_IF_MISS,
EFFECT_MIST,
EFFECT_FOCUS_ENERGY,
EFFECT_CONFUSE,
EFFECT_ATTACK_UP_2,
EFFECT_DEFENSE_UP_2,
EFFECT_SPEED_UP_2,
EFFECT_SPECIAL_ATTACK_UP_2,
EFFECT_SPECIAL_DEFENSE_UP_2,
EFFECT_ACCURACY_UP_2,
EFFECT_EVASION_UP_2,
EFFECT_TRANSFORM,
EFFECT_ATTACK_DOWN_2,
EFFECT_DEFENSE_DOWN_2,
EFFECT_SPEED_DOWN_2,
EFFECT_SPECIAL_ATTACK_DOWN_2,
EFFECT_SPECIAL_DEFENSE_DOWN_2,
EFFECT_ACCURACY_DOWN_2,
EFFECT_EVASION_DOWN_2,
EFFECT_REFLECT,
EFFECT_POISON,
EFFECT_PARALYZE,
EFFECT_TWO_TURNS_ATTACK,
EFFECT_SUBSTITUTE,
EFFECT_RAGE,
EFFECT_MIMIC,
EFFECT_METRONOME,
EFFECT_LEECH_SEED,
EFFECT_DO_NOTHING,
EFFECT_DISABLE,
EFFECT_LEVEL_DAMAGE,
EFFECT_PSYWAVE,
EFFECT_COUNTER,
EFFECT_ENCORE,
EFFECT_PAIN_SPLIT,
EFFECT_SNORE,
EFFECT_CONVERSION_2,
EFFECT_LOCK_ON,
EFFECT_SKETCH,
EFFECT_SLEEP_TALK,
EFFECT_DESTINY_BOND,
EFFECT_FLAIL,
EFFECT_SPITE,
EFFECT_FALSE_SWIPE,
EFFECT_HEAL_BELL,
EFFECT_TRIPLE_KICK,
EFFECT_MEAN_LOOK,
EFFECT_NIGHTMARE,
EFFECT_MINIMIZE,
EFFECT_CURSE,
EFFECT_HEALING_WISH,
EFFECT_PROTECT,
EFFECT_SPIKES,
EFFECT_FORESIGHT,
EFFECT_PERISH_SONG,
EFFECT_SANDSTORM,
EFFECT_ENDURE,
EFFECT_ROLLOUT,
EFFECT_SWAGGER,
EFFECT_FURY_CUTTER,
EFFECT_ATTRACT,
EFFECT_RETURN,
EFFECT_PRESENT,
EFFECT_FRUSTRATION,
EFFECT_SAFEGUARD,
EFFECT_MAGNITUDE,
EFFECT_BATON_PASS,
EFFECT_PURSUIT,
EFFECT_CAPTIVATE,
EFFECT_MORNING_SUN,
EFFECT_SYNTHESIS,
EFFECT_MOONLIGHT,
EFFECT_HIDDEN_POWER,
EFFECT_RAIN_DANCE,
EFFECT_SUNNY_DAY,
EFFECT_FELL_STINGER,
EFFECT_BELLY_DRUM,
EFFECT_PSYCH_UP,
EFFECT_MIRROR_COAT,
EFFECT_EARTHQUAKE,
EFFECT_FUTURE_SIGHT,
EFFECT_SOLAR_BEAM,
EFFECT_THUNDER,
EFFECT_TELEPORT,
EFFECT_BEAT_UP,
EFFECT_SEMI_INVULNERABLE,
EFFECT_DEFENSE_CURL,
EFFECT_SOFTBOILED, // differences vs Recover - can be used outside of battle to restore HP
EFFECT_FIRST_TURN_ONLY,
EFFECT_UPROAR,
EFFECT_STOCKPILE,
EFFECT_SPIT_UP,
EFFECT_SWALLOW,
EFFECT_WORRY_SEED,
EFFECT_HAIL,
EFFECT_TORMENT,
EFFECT_FLATTER,
EFFECT_WILL_O_WISP,
EFFECT_MEMENTO,
EFFECT_FACADE,
EFFECT_FOCUS_PUNCH,
EFFECT_DOUBLE_POWER_ON_ARG_STATUS,
EFFECT_FOLLOW_ME,
EFFECT_NATURE_POWER,
EFFECT_CHARGE,
EFFECT_TAUNT,
EFFECT_HELPING_HAND,
EFFECT_TRICK,
EFFECT_ROLE_PLAY,
EFFECT_WISH,
EFFECT_ASSIST,
EFFECT_INGRAIN,
EFFECT_MAGIC_COAT,
EFFECT_RECYCLE,
EFFECT_REVENGE,
EFFECT_BRICK_BREAK,
EFFECT_YAWN,
EFFECT_KNOCK_OFF,
EFFECT_ENDEAVOR,
EFFECT_POWER_BASED_ON_USER_HP,
EFFECT_SKILL_SWAP,
EFFECT_IMPRISON,
EFFECT_REFRESH,
EFFECT_GRUDGE,
EFFECT_SNATCH,
EFFECT_LOW_KICK,
EFFECT_HIT_ESCAPE,
EFFECT_MUD_SPORT,
EFFECT_WEATHER_BALL,
EFFECT_TICKLE,
EFFECT_COSMIC_POWER,
EFFECT_BULK_UP,
EFFECT_WATER_SPORT,
EFFECT_CALM_MIND,
EFFECT_DRAGON_DANCE,
EFFECT_CAMOUFLAGE,
EFFECT_PLEDGE,
EFFECT_FLING,
EFFECT_NATURAL_GIFT,
EFFECT_POWER_BASED_ON_TARGET_HP,
EFFECT_ASSURANCE,
EFFECT_TRUMP_CARD,
EFFECT_ACROBATICS,
EFFECT_HEAT_CRASH,
EFFECT_PUNISHMENT,
EFFECT_STORED_POWER,
EFFECT_ELECTRO_BALL,
EFFECT_GYRO_BALL,
EFFECT_ECHOED_VOICE,
EFFECT_PAYBACK,
EFFECT_ROUND,
EFFECT_BRINE,
EFFECT_RETALIATE,
EFFECT_FOUL_PLAY,
EFFECT_PSYSHOCK,
EFFECT_ROOST,
EFFECT_GRAVITY,
EFFECT_MIRACLE_EYE,
EFFECT_TAILWIND,
EFFECT_EMBARGO,
EFFECT_AQUA_RING,
EFFECT_TRICK_ROOM,
EFFECT_WONDER_ROOM,
EFFECT_MAGIC_ROOM,
EFFECT_MAGNET_RISE,
EFFECT_TOXIC_SPIKES,
EFFECT_GASTRO_ACID,
EFFECT_STEALTH_ROCK,
EFFECT_TELEKINESIS,
EFFECT_POWER_SWAP,
EFFECT_GUARD_SWAP,
EFFECT_HEART_SWAP,
EFFECT_POWER_SPLIT,
EFFECT_GUARD_SPLIT,
EFFECT_STICKY_WEB,
EFFECT_METAL_BURST,
EFFECT_LUCKY_CHANT,
EFFECT_SUCKER_PUNCH,
EFFECT_SIMPLE_BEAM,
EFFECT_ENTRAINMENT,
EFFECT_HEAL_PULSE,
EFFECT_QUASH,
EFFECT_ION_DELUGE,
EFFECT_SUPER_EFFECTIVE_ON_ARG,
EFFECT_TOPSY_TURVY,
EFFECT_MISTY_TERRAIN,
EFFECT_GRASSY_TERRAIN,
EFFECT_ELECTRIC_TERRAIN,
EFFECT_PSYCHIC_TERRAIN,
EFFECT_ATTACK_ACCURACY_UP,
EFFECT_ATTACK_SPATK_UP,
EFFECT_TWO_TYPED_MOVE,
EFFECT_ME_FIRST,
EFFECT_QUIVER_DANCE,
EFFECT_COIL,
EFFECT_ELECTRIFY,
EFFECT_REFLECT_TYPE,
EFFECT_SOAK,
EFFECT_GROWTH,
EFFECT_LAST_RESORT,
EFFECT_SHELL_SMASH,
EFFECT_SHIFT_GEAR,
EFFECT_DEFENSE_UP_3,
EFFECT_NOBLE_ROAR,
EFFECT_VENOM_DRENCH,
EFFECT_TOXIC_THREAD,
EFFECT_HIT_SWITCH_TARGET,
EFFECT_FINAL_GAMBIT,
EFFECT_CHANGE_TYPE_ON_ITEM,
EFFECT_AUTOTOMIZE,
EFFECT_COPYCAT,
EFFECT_DEFOG,
EFFECT_HIT_ENEMY_HEAL_ALLY,
EFFECT_SYNCHRONOISE,
EFFECT_PSYCHO_SHIFT,
EFFECT_POWER_TRICK,
EFFECT_AFTER_YOU,
EFFECT_BESTOW,
EFFECT_ROTOTILLER,
EFFECT_FLOWER_SHIELD,
EFFECT_SPEED_SWAP,
EFFECT_REVELATION_DANCE,
EFFECT_AURORA_VEIL,
EFFECT_THIRD_TYPE,
EFFECT_ACUPRESSURE,
EFFECT_AROMATIC_MIST,
EFFECT_POWDER,
EFFECT_BELCH,
EFFECT_PARTING_SHOT,
EFFECT_MAT_BLOCK,
EFFECT_STOMPING_TANTRUM,
EFFECT_INSTRUCT,
EFFECT_LASER_FOCUS,
EFFECT_MAGNETIC_FLUX,
EFFECT_GEAR_UP,
EFFECT_STRENGTH_SAP,
EFFECT_PURIFY,
EFFECT_FAIL_IF_NOT_ARG_TYPE,
EFFECT_SHORE_UP,
EFFECT_GEOMANCY,
EFFECT_FAIRY_LOCK,
EFFECT_ALLY_SWITCH,
EFFECT_RELIC_SONG,
EFFECT_BODY_PRESS,
EFFECT_EERIE_SPELL,
EFFECT_JUNGLE_HEALING,
EFFECT_COACHING,
EFFECT_LASH_OUT,
EFFECT_GRASSY_GLIDE,
EFFECT_DYNAMAX_DOUBLE_DMG,
EFFECT_DECORATE,
EFFECT_SNIPE_SHOT,
EFFECT_RECOIL_HP_25,
EFFECT_STUFF_CHEEKS,
EFFECT_GRAV_APPLE,
EFFECT_GLITZY_GLOW,
EFFECT_BADDY_BAD,
EFFECT_SAPPY_SEED,
EFFECT_FREEZY_FROST,
EFFECT_SPARKLY_SWIRL,
EFFECT_PLASMA_FISTS,
EFFECT_HYPERSPACE_FURY,
EFFECT_AURA_WHEEL,
EFFECT_PHOTON_GEYSER,
EFFECT_TERRAIN_PULSE,
EFFECT_NO_RETREAT,
EFFECT_TAR_SHOT,
EFFECT_POLTERGEIST,
EFFECT_OCTOLOCK,
EFFECT_CLANGOROUS_SOUL,
EFFECT_BOLT_BEAK,
EFFECT_SKY_DROP,
EFFECT_EXPANDING_FORCE,
EFFECT_RISING_VOLTAGE,
EFFECT_BEAK_BLAST,
EFFECT_COURT_CHANGE,
EFFECT_MAX_HP_50_RECOIL,
EFFECT_MIND_BLOWN, // Same as EFFECT_MAX_HP_50_RECOIL but is cancelled by Damp
EFFECT_EXTREME_EVOBOOST,
EFFECT_HIT_SET_REMOVE_TERRAIN,
EFFECT_DARK_VOID,
EFFECT_VICTORY_DANCE,
EFFECT_TEATIME,
EFFECT_ATTACK_UP_USER_ALLY,
EFFECT_SHELL_TRAP,
EFFECT_PSYBLADE,
EFFECT_HYDRO_STEAM,
EFFECT_REVIVAL_BLESSING,
EFFECT_SNOWSCAPE,
EFFECT_TAKE_HEART,
EFFECT_COLLISION_COURSE,
EFFECT_CORROSIVE_GAS,
EFFECT_POPULATION_BOMB,
EFFECT_SALT_CURE,
EFFECT_CHILLY_RECEPTION,
EFFECT_MAX_MOVE,
EFFECT_GLAIVE_RUSH,
EFFECT_RAGING_BULL,
EFFECT_RAGE_FIST,
EFFECT_DOODLE,
EFFECT_FILLET_AWAY,
EFFECT_IVY_CUDGEL,
EFFECT_FICKLE_BEAM,
EFFECT_BLIZZARD,
EFFECT_RAIN_ALWAYS_HIT, // Unlike EFFECT_THUNDER, it doesn't get its accuracy reduced under sun.
EFFECT_SHED_TAIL,
EFFECT_UPPER_HAND,
EFFECT_DRAGON_CHEER,
EFFECT_LAST_RESPECTS,
EFFECT_TIDY_UP,
EFFECT_SPICY_EXTRACT,
EFFECT_TERA_BLAST,
EFFECT_TERA_STARSTORM,
EFFECT_DRAGON_DARTS,
Gimmick Refactor (#4449) * consolidated gimmick checks, triggers, communication, and activation; updated test runner * fixed improper use of .usableGimmick * cleaning up battle_dynamax.c, changing function args to u32s * fixed '#ifdef TESTING' causing errors * updated z-moves to use gimmick interface, pared down redundancies; no AI/tests * added support for z-moves in tests, consolidated gimmick fields * removed ShouldUseMaxMove and .usingMaxMove * renamed TryChangeZIndicator, updated z move display * added several z-move tests and fixed various z-move interactions; fixed z-move category calc * fixed useless battler arg in GetTypeBasedZMove * added basic test check for bad Z-Move or Mega usage * reworked test runner gimmick functionality; added support for Ultra Burst + Z-Move to test Light That Burns the Sky * fixed gimmick test logic; fixed damage category override * fixed mega rayquaza test fail * consolidated gimmick indicator logic; added graphics to gGimmicksInfo * removed TeraData struct * reimplemented AI logic for Z-Moves; no changes * updated Z-Move and Ultra Burst trigger gfx * added testrunner check for multiple gimmick use * fixed duplicate z-move call in test * reorganized data/graphics/gimmicks.h * added signature Z-Move ability tests; implemented Guardian of Alola * fixed bad test update * fixed Thousand Arrows not affecting Tera Flying; clean-up * fixed -ate tests * fixed tera tests * fixed tera tests really * fixed last batch of tests * fixed -ate mega test again * code review * code review pt.2 * tweaked CanTera again * dynamax flag only required for player
2024-06-22 21:25:40 +01:00
EFFECT_GUARDIAN_OF_ALOLA,
EFFECT_SHELL_SIDE_ARM,
EFFECT_ORDER_UP,
NUM_BATTLE_MOVE_EFFECTS,
};
2021-01-14 11:29:59 +00:00
2017-12-05 17:55:48 +00:00
#endif // GUARD_CONSTANTS_BATTLE_MOVE_EFFECTS_H