#ifndef GUARD_CONSTANTS_POKEMON_H #define GUARD_CONSTANTS_POKEMON_H // Pokémon types #define TYPE_NONE 0 #define TYPE_NORMAL 1 #define TYPE_FIGHTING 2 #define TYPE_FLYING 3 #define TYPE_POISON 4 #define TYPE_GROUND 5 #define TYPE_ROCK 6 #define TYPE_BUG 7 #define TYPE_GHOST 8 #define TYPE_STEEL 9 #define TYPE_MYSTERY 10 #define TYPE_FIRE 11 #define TYPE_WATER 12 #define TYPE_GRASS 13 #define TYPE_ELECTRIC 14 #define TYPE_PSYCHIC 15 #define TYPE_ICE 16 #define TYPE_DRAGON 17 #define TYPE_DARK 18 #define TYPE_FAIRY 19 #define TYPE_STELLAR 20 #define NUMBER_OF_MON_TYPES 21 // Pokémon egg groups #define EGG_GROUP_NONE 0 #define EGG_GROUP_MONSTER 1 #define EGG_GROUP_WATER_1 2 #define EGG_GROUP_BUG 3 #define EGG_GROUP_FLYING 4 #define EGG_GROUP_FIELD 5 #define EGG_GROUP_FAIRY 6 #define EGG_GROUP_GRASS 7 #define EGG_GROUP_HUMAN_LIKE 8 #define EGG_GROUP_WATER_3 9 #define EGG_GROUP_MINERAL 10 #define EGG_GROUP_AMORPHOUS 11 #define EGG_GROUP_WATER_2 12 #define EGG_GROUP_DITTO 13 #define EGG_GROUP_DRAGON 14 #define EGG_GROUP_NO_EGGS_DISCOVERED 15 #define EGG_GROUPS_PER_MON 2 // Pokémon natures #define NATURE_HARDY 0 #define NATURE_LONELY 1 #define NATURE_BRAVE 2 #define NATURE_ADAMANT 3 #define NATURE_NAUGHTY 4 #define NATURE_BOLD 5 #define NATURE_DOCILE 6 #define NATURE_RELAXED 7 #define NATURE_IMPISH 8 #define NATURE_LAX 9 #define NATURE_TIMID 10 #define NATURE_HASTY 11 #define NATURE_SERIOUS 12 #define NATURE_JOLLY 13 #define NATURE_NAIVE 14 #define NATURE_MODEST 15 #define NATURE_MILD 16 #define NATURE_QUIET 17 #define NATURE_BASHFUL 18 #define NATURE_RASH 19 #define NATURE_CALM 20 #define NATURE_GENTLE 21 #define NATURE_SASSY 22 #define NATURE_CAREFUL 23 #define NATURE_QUIRKY 24 #define NUM_NATURES 25 // Pokémon Stats #define STAT_HP 0 #define STAT_ATK 1 #define STAT_DEF 2 #define STAT_SPEED 3 #define STAT_SPATK 4 #define STAT_SPDEF 5 #define NUM_STATS 6 #define STAT_ACC 6 // Only in battles. #define STAT_EVASION 7 // Only in battles. #define NUM_NATURE_STATS (NUM_STATS - 1) // excludes HP #define NUM_BATTLE_STATS (NUM_STATS + 2) // includes Accuracy and Evasion #define MIN_STAT_STAGE 0 #define DEFAULT_STAT_STAGE 6 #define MAX_STAT_STAGE 12 // Shiny odds #define SHINY_ODDS 8 // Actual probability is SHINY_ODDS/65536 // Ribbon IDs used by TV and Pokénav #define CHAMPION_RIBBON 0 #define COOL_RIBBON_NORMAL 1 #define COOL_RIBBON_SUPER 2 #define COOL_RIBBON_HYPER 3 #define COOL_RIBBON_MASTER 4 #define BEAUTY_RIBBON_NORMAL 5 #define BEAUTY_RIBBON_SUPER 6 #define BEAUTY_RIBBON_HYPER 7 #define BEAUTY_RIBBON_MASTER 8 #define CUTE_RIBBON_NORMAL 9 #define CUTE_RIBBON_SUPER 10 #define CUTE_RIBBON_HYPER 11 #define CUTE_RIBBON_MASTER 12 #define SMART_RIBBON_NORMAL 13 #define SMART_RIBBON_SUPER 14 #define SMART_RIBBON_HYPER 15 #define SMART_RIBBON_MASTER 16 #define TOUGH_RIBBON_NORMAL 17 #define TOUGH_RIBBON_SUPER 18 #define TOUGH_RIBBON_HYPER 19 #define TOUGH_RIBBON_MASTER 20 #define WINNING_RIBBON 21 #define VICTORY_RIBBON 22 #define ARTIST_RIBBON 23 #define EFFORT_RIBBON 24 #define MARINE_RIBBON 25 #define LAND_RIBBON 26 #define SKY_RIBBON 27 #define COUNTRY_RIBBON 28 #define NATIONAL_RIBBON 29 #define EARTH_RIBBON 30 #define WORLD_RIBBON 31 #define FIRST_GIFT_RIBBON MARINE_RIBBON #define LAST_GIFT_RIBBON WORLD_RIBBON #define NUM_GIFT_RIBBONS (1 + LAST_GIFT_RIBBON - FIRST_GIFT_RIBBON) // The above gift ribbons (Marine - World) are // special distribution ribbons that correspond to // 1 bit each in the Pokémon struct. Gen 4 hard-codes // each of these to the given name. In Gen 3 they're // used to get an index into giftRibbons in the save block, // which can have a value 0-64 (0 is 'no ribbon') that // corresponds to one of the special ribbons listed // in gGiftRibbonDescriptionPointers. Most of these were // never distributed #define MAX_GIFT_RIBBON 64 #define MIN_LEVEL 1 #define MAX_LEVEL 100 #define MAX_DYNAMAX_LEVEL 10 #define OT_ID_PLAYER_ID 0 #define OT_ID_PRESET 1 #define OT_ID_RANDOM_NO_SHINY 2 #define MON_GIVEN_TO_PARTY 0 #define MON_GIVEN_TO_PC 1 #define MON_CANT_GIVE 2 #define PLAYER_HAS_TWO_USABLE_MONS 0 #define PLAYER_HAS_ONE_MON 1 #define PLAYER_HAS_ONE_USABLE_MON 2 #define MON_ALREADY_KNOWS_MOVE 0xFFFE #define MON_HAS_MAX_MOVES 0xFFFF #define LEVEL_UP_MOVE_ID 0x01FF #define LEVEL_UP_MOVE_LV 0xFE00 #define LEVEL_UP_MOVE_END 0xFFFF #define MAX_LEVEL_UP_MOVES 20 #define MON_MALE 0x00 #define MON_FEMALE 0xFE #define MON_GENDERLESS 0xFF // Constants for AdjustFriendship #define FRIENDSHIP_EVENT_GROW_LEVEL 0 #define FRIENDSHIP_EVENT_VITAMIN 1 // unused, handled by PokemonUseItemEffects #define FRIENDSHIP_EVENT_BATTLE_ITEM 2 // unused, handled by PokemonUseItemEffects #define FRIENDSHIP_EVENT_LEAGUE_BATTLE 3 #define FRIENDSHIP_EVENT_LEARN_TMHM 4 #define FRIENDSHIP_EVENT_WALKING 5 #define FRIENDSHIP_EVENT_FAINT_SMALL 6 #define FRIENDSHIP_EVENT_FAINT_FIELD_PSN 7 #define FRIENDSHIP_EVENT_FAINT_LARGE 8 // If opponent was >= 30 levels higher. See AdjustFriendshipOnBattleFaint // Constants for GetLeadMonFriendshipScore #define FRIENDSHIP_NONE 0 #define FRIENDSHIP_1_TO_49 1 #define FRIENDSHIP_50_TO_99 2 #define FRIENDSHIP_100_TO_149 3 #define FRIENDSHIP_150_TO_199 4 #define FRIENDSHIP_200_TO_254 5 #define FRIENDSHIP_MAX 6 // Constants for GetBattlerAffectionHearts (based on friendship value) #define AFFECTION_NO_HEARTS 0 // 0-79 friendship #define AFFECTION_ONE_HEART 1 // 80-129 friendship #define AFFECTION_TWO_HEARTS 2 // 130-179 friendship #define AFFECTION_THREE_HEARTS 3 // 180-219 friendship #define AFFECTION_FOUR_HEARTS 4 // 220-254 friendship #define AFFECTION_FIVE_HEARTS 5 // Max friendship // Friendship value that the majority of species use. #define STANDARD_FRIENDSHIP ((P_UPDATED_FRIENDSHIP >= GEN_8) ? 50 : 70) #define MAX_FRIENDSHIP 255 #define MAX_SHEEN 255 #define MAX_CONDITION 255 #define MAX_PER_STAT_IVS 31 #define MAX_IV_MASK 31 #define USE_RANDOM_IVS (MAX_PER_STAT_IVS + 1) #define MAX_PER_STAT_EVS ((P_EV_CAP >= GEN_6) ? 252 : 255) #define MAX_TOTAL_EVS 510 #define EV_ITEM_RAISE_LIMIT ((I_VITAMIN_EV_CAP >= GEN_8) ? MAX_PER_STAT_EVS : 100) // Move category defines. #define DAMAGE_CATEGORY_PHYSICAL 0 #define DAMAGE_CATEGORY_SPECIAL 1 #define DAMAGE_CATEGORY_STATUS 2 // Growth rates #define GROWTH_MEDIUM_FAST 0 #define GROWTH_ERRATIC 1 #define GROWTH_FLUCTUATING 2 #define GROWTH_MEDIUM_SLOW 3 #define GROWTH_FAST 4 #define GROWTH_SLOW 5 // Body colors for Pokédex search #define BODY_COLOR_RED 0 #define BODY_COLOR_BLUE 1 #define BODY_COLOR_YELLOW 2 #define BODY_COLOR_GREEN 3 #define BODY_COLOR_BLACK 4 #define BODY_COLOR_BROWN 5 #define BODY_COLOR_PURPLE 6 #define BODY_COLOR_GRAY 7 #define BODY_COLOR_WHITE 8 #define BODY_COLOR_PINK 9 #define F_SUMMARY_SCREEN_FLIP_SPRITE 0x80 #define EVOLUTIONS_END 0xFFFF // Not an actual evolution, used to mark the end of an evolution array. enum EvolutionMethods { EVO_NONE, // Not an actual evolution, used to generate offspring that can't evolve into the specified species, like regional forms. EVO_FRIENDSHIP, // Pokémon levels up with friendship ≥ 220 EVO_FRIENDSHIP_DAY, // Pokémon levels up during the day with friendship ≥ 220 EVO_FRIENDSHIP_NIGHT, // Pokémon levels up at night with friendship ≥ 220 EVO_LEVEL, // Pokémon reaches the specified level EVO_TRADE, // Pokémon is traded EVO_TRADE_ITEM, // Pokémon is traded while it's holding the specified item EVO_ITEM, // specified item is used on Pokémon EVO_LEVEL_ATK_GT_DEF, // Pokémon reaches the specified level with attack > defense EVO_LEVEL_ATK_EQ_DEF, // Pokémon reaches the specified level with attack = defense EVO_LEVEL_ATK_LT_DEF, // Pokémon reaches the specified level with attack < defense EVO_LEVEL_SILCOON, // Pokémon reaches the specified level with a Silcoon personality value EVO_LEVEL_CASCOON, // Pokémon reaches the specified level with a Cascoon personality value EVO_LEVEL_NINJASK, // Pokémon reaches the specified level (special value for Ninjask) EVO_LEVEL_SHEDINJA, // Pokémon reaches the specified level (special value for Shedinja) EVO_BEAUTY, // Pokémon levels up with beauty ≥ specified value EVO_LEVEL_FEMALE, // Pokémon reaches the specified level, is female EVO_LEVEL_MALE, // Pokémon reaches the specified level, is male EVO_LEVEL_NIGHT, // Pokémon reaches the specified level, is night EVO_LEVEL_DAY, // Pokémon reaches the specified level, is day EVO_LEVEL_DUSK, // Pokémon reaches the specified level, is dusk (5-6 P.M) EVO_ITEM_HOLD_DAY, // Pokémon levels up, holds specified item at day EVO_ITEM_HOLD_NIGHT, // Pokémon levels up, holds specified item at night EVO_MOVE, // Pokémon levels up, knows specified move EVO_FRIENDSHIP_MOVE_TYPE, // Pokémon levels up with friendship ≥ 220, knows move with specified type EVO_MAPSEC, // Pokémon levels up on specified mapsec EVO_ITEM_MALE, // specified item is used on a male Pokémon EVO_ITEM_FEMALE, // specified item is used on a female Pokémon EVO_LEVEL_RAIN, // Pokémon reaches the specified level during rain in the overworld EVO_SPECIFIC_MON_IN_PARTY, // Pokémon levels up with a specified Pokémon in party EVO_LEVEL_DARK_TYPE_MON_IN_PARTY, // Pokémon reaches the specified level with a Dark Type Pokémon in party EVO_TRADE_SPECIFIC_MON, // Pokémon is traded for a specified Pokémon EVO_SPECIFIC_MAP, // Pokémon levels up on specified map EVO_LEVEL_NATURE_AMPED, // Pokémon reaches the specified level, it has a Hardy, Brave, Adamant, Naughty, Docile, Impish, Lax, Hasty, Jolly, Naive, Rash, Sassy, or Quirky nature. EVO_LEVEL_NATURE_LOW_KEY, // Pokémon reaches the specified level, it has a Lonely, Bold, Relaxed, Timid, Serious, Modest, Mild, Quiet, Bashful, Calm, Gentle, or Careful nature. EVO_CRITICAL_HITS, // Pokémon performs specified number of critical hits in one battle EVO_SCRIPT_TRIGGER_DMG, // Pokémon has specified HP below max, then player interacts trigger EVO_DARK_SCROLL, // interacts with Scroll of Darkness EVO_WATER_SCROLL, // interacts with Scroll of Waters EVO_ITEM_NIGHT, // specified item is used on Pokémon, is night EVO_ITEM_DAY, // specified item is used on Pokémon, is day EVO_ITEM_HOLD, // Pokémon levels up, holds specified item EVO_LEVEL_FOG, // Pokémon reaches the specified level during fog in the overworld EVO_MOVE_TWO_SEGMENT, // Pokémon levels up, knows specified move, has a personality value with a modulus of 0 EVO_MOVE_THREE_SEGMENT, // Pokémon levels up, knows specified move, has a personality value with a modulus of 1-99 EVO_LEVEL_FAMILY_OF_THREE, // Pokémon reaches the specified level in battle with a personality value with a modulus of 0 EVO_LEVEL_FAMILY_OF_FOUR, // Pokémon reaches the specified level in battle with a personality value with a modulus of 1-99 EVO_USE_MOVE_TWENTY_TIMES, // Pokémon levels up after having used a move for at least 20 times EVO_RECOIL_DAMAGE_MALE, // Pokémon levels up after having suffered specified amount of non-fainting recoil damage as a male EVO_RECOIL_DAMAGE_FEMALE, // Pokémon levels up after having suffered specified amount of non-fainting recoil damage as a female EVO_ITEM_COUNT_999, // Pokémon levels up after trainer has collected 999 of a specific item EVO_DEFEAT_THREE_WITH_ITEM, // Pokémon levels up after having defeat 3 Pokémon of the same species holding the specified item EVO_OVERWORLD_STEPS, // Pokémon levels up after having taken a specific amount of steps in the overworld }; enum EvolutionMode { EVO_MODE_NORMAL, EVO_MODE_CANT_STOP, EVO_MODE_TRADE, EVO_MODE_ITEM_USE, EVO_MODE_ITEM_CHECK, // If an Everstone is being held, still want to show that the stone *could* be used on that Pokémon to evolve EVO_MODE_BATTLE_SPECIAL, EVO_MODE_OVERWORLD_SPECIAL, EVO_MODE_BATTLE_ONLY, // This mode is only used in battles to support Tandemaus' unique requirement }; #define MON_PIC_WIDTH 64 #define MON_PIC_HEIGHT 64 #define MON_PIC_SIZE (MON_PIC_WIDTH * MON_PIC_HEIGHT / 2) // Most Pokémon have 2 frames (a default and an alternate for their animation). // There are 4 exceptions: // - Deoxys has 2 frames, 1 for each form // - Spinda has 1 frame, presumably to avoid the work of animating its spots // - Unown has 1 frame, presumably to avoid the work of animating all 28 of its forms #define MAX_MON_PIC_FRAMES 2 #define BATTLE_ALIVE_EXCEPT_BATTLER 0 #define BATTLE_ALIVE_SIDE 1 #define SKIP_FRONT_ANIM (1 << 7) #define NUM_ABILITY_SLOTS (NUM_NORMAL_ABILITY_SLOTS + NUM_HIDDEN_ABILITY_SLOTS) #define NUM_NORMAL_ABILITY_SLOTS 2 #define NUM_HIDDEN_ABILITY_SLOTS 1 // Used as a signal for givemon to generate a default ability by personality. #define NUM_ABILITY_PERSONALITY 0xFF #if P_LEGENDARY_PERFECT_IVS >= GEN_6 #define LEGENDARY_PERFECT_IV_COUNT 3 #else #define LEGENDARY_PERFECT_IV_COUNT 0 #endif #endif // GUARD_CONSTANTS_POKEMON_H