sovereignx/include/constants/pokemon.h
Nephrite 1708c80200
Removed ALWAYS_CRIT, renamed critBoost (#3779)
Replaced ALWAYS_CRIT with an alwaysCriticalHit flag to account for the fact that in earlier generations, there is no crit stage at which crits are guaranteed. Renamed critBoost to criticalHitStage (at Edu's prompting). Reorder .criticalHitStage defines in battle_moves.h to be aligned with struct order.
2023-12-20 16:16:02 +01:00

335 lines
14 KiB
C

#ifndef GUARD_CONSTANTS_POKEMON_H
#define GUARD_CONSTANTS_POKEMON_H
// Pokemon types
#define TYPE_NONE 255
#define TYPE_NORMAL 0
#define TYPE_FIGHTING 1
#define TYPE_FLYING 2
#define TYPE_POISON 3
#define TYPE_GROUND 4
#define TYPE_ROCK 5
#define TYPE_BUG 6
#define TYPE_GHOST 7
#define TYPE_STEEL 8
#define TYPE_MYSTERY 9
#define TYPE_FIRE 10
#define TYPE_WATER 11
#define TYPE_GRASS 12
#define TYPE_ELECTRIC 13
#define TYPE_PSYCHIC 14
#define TYPE_ICE 15
#define TYPE_DRAGON 16
#define TYPE_DARK 17
#define TYPE_FAIRY 18
#define NUMBER_OF_MON_TYPES 19
// Pokemon 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
// Pokemon 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
// Pokemon 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 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.
#if P_UPDATED_FRIENDSHIP >= GEN_8
#define STANDARD_FRIENDSHIP 50
#else
#define STANDARD_FRIENDSHIP 70
#endif
#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)
#if P_EV_CAP >= GEN_6
#define MAX_PER_STAT_EVS 252
#else
#define MAX_PER_STAT_EVS 255
#endif
#define MAX_TOTAL_EVS 510
#if I_VITAMIN_EV_CAP >= GEN_8
#define EV_ITEM_RAISE_LIMIT MAX_PER_STAT_EVS
#else
#define EV_ITEM_RAISE_LIMIT 100
#endif
// Move category defines.
#define BATTLE_CATEGORY_PHYSICAL 0
#define BATTLE_CATEGORY_SPECIAL 1
#define BATTLE_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 pokedex 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
// Evolution types
#define EVOLUTIONS_END 0xFFFF // Not an actual evolution, used to mark the end of an evolution array.
#define EVO_NONE 0xFFFE // Not an actual evolution, used to generate offspring that can't evolve into the specified species, like regional forms.
#define EVO_FRIENDSHIP 1 // Pokémon levels up with friendship ≥ 220
#define EVO_FRIENDSHIP_DAY 2 // Pokémon levels up during the day with friendship ≥ 220
#define EVO_FRIENDSHIP_NIGHT 3 // Pokémon levels up at night with friendship ≥ 220
#define EVO_LEVEL 4 // Pokémon reaches the specified level
#define EVO_TRADE 5 // Pokémon is traded
#define EVO_TRADE_ITEM 6 // Pokémon is traded while it's holding the specified item
#define EVO_ITEM 7 // specified item is used on Pokémon
#define EVO_LEVEL_ATK_GT_DEF 8 // Pokémon reaches the specified level with attack > defense
#define EVO_LEVEL_ATK_EQ_DEF 9 // Pokémon reaches the specified level with attack = defense
#define EVO_LEVEL_ATK_LT_DEF 10 // Pokémon reaches the specified level with attack < defense
#define EVO_LEVEL_SILCOON 11 // Pokémon reaches the specified level with a Silcoon personality value
#define EVO_LEVEL_CASCOON 12 // Pokémon reaches the specified level with a Cascoon personality value
#define EVO_LEVEL_NINJASK 13 // Pokémon reaches the specified level (special value for Ninjask)
#define EVO_LEVEL_SHEDINJA 14 // Pokémon reaches the specified level (special value for Shedinja)
#define EVO_BEAUTY 15 // Pokémon levels up with beauty ≥ specified value
#define EVO_LEVEL_FEMALE 16 // Pokémon reaches the specified level, is female
#define EVO_LEVEL_MALE 17 // Pokémon reaches the specified level, is male
#define EVO_LEVEL_NIGHT 18 // Pokémon reaches the specified level, is night
#define EVO_LEVEL_DAY 19 // Pokémon reaches the specified level, is day
#define EVO_LEVEL_DUSK 20 // Pokémon reaches the specified level, is dusk (5-6 P.M)
#define EVO_ITEM_HOLD_DAY 21 // Pokémon levels up, holds specified item at day
#define EVO_ITEM_HOLD_NIGHT 22 // Pokémon levels up, holds specified item at night
#define EVO_MOVE 23 // Pokémon levels up, knows specified move
#define EVO_FRIENDSHIP_MOVE_TYPE 24 // Pokémon levels up with friendship ≥ 220, knows move with specified type
#define EVO_MAPSEC 25 // Pokémon levels up on specified mapsec
#define EVO_ITEM_MALE 26 // specified item is used on a male Pokémon
#define EVO_ITEM_FEMALE 27 // specified item is used on a female Pokémon
#define EVO_LEVEL_RAIN 28 // Pokémon reaches the specified level during rain in the overworld
#define EVO_SPECIFIC_MON_IN_PARTY 29 // Pokémon levels up with a specified Pokémon in party
#define EVO_LEVEL_DARK_TYPE_MON_IN_PARTY 30 // Pokémon reaches the specified level with a Dark Type Pokémon in party
#define EVO_TRADE_SPECIFIC_MON 31 // Pokémon is traded for a specified Pokémon
#define EVO_SPECIFIC_MAP 32 // Pokémon levels up on specified map
#define EVO_LEVEL_NATURE_AMPED 33 // Pokémon reaches the specified level, it has a Hardy, Brave, Adamant, Naughty, Docile, Impish, Lax, Hasty, Jolly, Naive, Rash, Sassy, or Quirky nature.
#define EVO_LEVEL_NATURE_LOW_KEY 34 // Pokémon reaches the specified level, it has a Lonely, Bold, Relaxed, Timid, Serious, Modest, Mild, Quiet, Bashful, Calm, Gentle, or Careful nature.
#define EVO_CRITICAL_HITS 35 // Pokémon performs specified number of critical hits in one battle
#define EVO_SCRIPT_TRIGGER_DMG 36 // Pokémon has specified HP below max, then player interacts trigger
#define EVO_DARK_SCROLL 37 // interacts with Scroll of Darkness
#define EVO_WATER_SCROLL 38 // interacts with Scroll of Waters
#define EVO_ITEM_NIGHT 39 // specified item is used on Pokémon, is night
#define EVO_ITEM_DAY 40 // specified item is used on Pokémon, is day
#define EVO_ITEM_HOLD 41 // Pokémon levels up, holds specified item
#define EVO_LEVEL_FOG 42 // Pokémon reaches the specified level during fog in the overworld
#define EVO_MOVE_TWO_SEGMENT 43 // Pokémon levels up, knows specified move, has a personality value with a modulus of 0
#define EVO_MOVE_THREE_SEGMENT 44 // Pokémon levels up, knows specified move, has a personality value with a modulus of 1-99
#define EVO_LEVEL_FAMILY_OF_THREE 45 // Pokémon reaches the specified level with a personality value with a modulus of 0
#define EVO_LEVEL_FAMILY_OF_FOUR 46 // Pokémon reaches the specified level with a personality value with a modulus of 1-99
// Evolution 'modes,' for GetEvolutionTargetSpecies
#define EVO_MODE_NORMAL 0
#define EVO_MODE_TRADE 1
#define EVO_MODE_ITEM_USE 2
#define EVO_MODE_ITEM_CHECK 3 // If an Everstone is being held, still want to show that the stone *could* be used on that Pokémon to evolve
#define EVO_MODE_BATTLE_SPECIAL 4
#define EVO_MODE_OVERWORLD_SPECIAL 5
#define MON_PIC_WIDTH 64
#define MON_PIC_HEIGHT 64
#define MON_PIC_SIZE (MON_PIC_WIDTH * MON_PIC_HEIGHT / 2)
// Most pokemon 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
#define LEGENDARY_PERFECT_IV_COUNT 3
#endif // GUARD_CONSTANTS_POKEMON_H