381 lines
15 KiB
C

#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 // Neutral
#define NATURE_LONELY 1 // +Atk -Def
#define NATURE_BRAVE 2 // +Atk -Speed
#define NATURE_ADAMANT 3 // +Atk -SpAtk
#define NATURE_NAUGHTY 4 // +Atk -SpDef
#define NATURE_BOLD 5 // +Def -Atk
#define NATURE_DOCILE 6 // Neutral
#define NATURE_RELAXED 7 // +Def -Speed
#define NATURE_IMPISH 8 // +Def -SpAtk
#define NATURE_LAX 9 // +Def -SpDef
#define NATURE_TIMID 10 // +Speed -Atk
#define NATURE_HASTY 11 // +Speed -Def
#define NATURE_SERIOUS 12 // Neutral
#define NATURE_JOLLY 13 // +Speed -SpAtk
#define NATURE_NAIVE 14 // +Speed - SpDef
#define NATURE_MODEST 15 // +SpAtk -Atk
#define NATURE_MILD 16 // +SpAtk -Def
#define NATURE_QUIET 17 // +SpAtk -Speed
#define NATURE_BASHFUL 18 // Neutral
#define NATURE_RASH 19 // +SpAtk -SpDef
#define NATURE_CALM 20 // +SpDef -Atk
#define NATURE_GENTLE 21 // +SpDef -Def
#define NATURE_SASSY 22 // +SpDef -Speed
#define NATURE_CAREFUL 23 // +SpDef -SpAtk
#define NATURE_QUIRKY 24 // Neutral
#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 MAX_RELEARNER_MOVES max(MAX_LEVEL_UP_MOVES, 25)
#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.
enum DamageCategory
{
DAMAGE_CATEGORY_PHYSICAL,
DAMAGE_CATEGORY_SPECIAL,
DAMAGE_CATEGORY_STATUS
};
// Growth rates
enum GrowthRate
{
GROWTH_MEDIUM_FAST,
GROWTH_ERRATIC,
GROWTH_FLUCTUATING,
GROWTH_MEDIUM_SLOW,
GROWTH_FAST,
GROWTH_SLOW,
};
// Body colors for Pokédex search
enum BodyColor
{
BODY_COLOR_RED,
BODY_COLOR_BLUE,
BODY_COLOR_YELLOW,
BODY_COLOR_GREEN,
BODY_COLOR_BLACK,
BODY_COLOR_BROWN,
BODY_COLOR_PURPLE,
BODY_COLOR_GRAY,
BODY_COLOR_WHITE,
BODY_COLOR_PINK,
};
#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 EvolutionConditions {
// Gen 2
IF_GENDER, // The Pokémon is of specific gender.
IF_TIME, // It is currently the specific time of day.
IF_NOT_TIME, // It is NOT currently the specific time of day.
IF_MIN_FRIENDSHIP, // The Pokémon has the defined amount of Friendship.
IF_ATK_GT_DEF, // The Pokémon's Attack is greater than its Defense stat.
IF_ATK_EQ_DEF, // The Pokémon's Attack is equal to its Defense stat.
IF_ATK_LT_DEF, // The Pokémon's Attack is lower than its Defense stat.
IF_HOLD_ITEM, // The Pokémon is holding a specific item.
// Gen 3
IF_PID_UPPER_MODULO_10_GT, // The Pokémon's upper personality value's modulo by 10 is greater than the defined value.
IF_PID_UPPER_MODULO_10_EQ, // The Pokémon's upper personality value's modulo by 10 is equal to the defined value.
IF_PID_UPPER_MODULO_10_LT, // The Pokémon's upper personality value's modulo by 10 is lower or equal than the defined value.
IF_MIN_BEAUTY, // The Pokémon has the defined amount of Beauty.
IF_MIN_COOLNESS, // The Pokémon has the defined amount of Coolness.
IF_MIN_SMARTNESS, // The Pokémon has the defined amount of Smartness. (aka Cleverness in Gen6+)
IF_MIN_TOUGHNESS, // The Pokémon has the defined amount of Toughness.
IF_MIN_CUTENESS, // The Pokémon has the defined amount of Cuteness.
// Gen 4
IF_SPECIES_IN_PARTY, // The party contains a Pokémon of the specified species.
IF_IN_MAP, // The player is currently in the specific map.
IF_IN_MAPSEC, // The player is currently in the specific map sector.
IF_KNOWS_MOVE, // The Pokémon knows specific move.
// Gen 5
IF_TRADE_PARTNER_SPECIES, // The Pokémon is traded for a specific species.
// Gen 6
IF_TYPE_IN_PARTY, // The party contains a Pokémon of the specified type.
IF_WEATHER, // It is currently the specific weather in the current map.
IF_KNOWS_MOVE_TYPE, // The Pokémon knows a move with a specific type.
// Gen 8
IF_NATURE, // The Pokémon has a specific nature.
IF_AMPED_NATURE, // The Pokémon has one of the following natures: Hardy, Brave, Adamant, Naughty, Docile, Impish, Lax, Hasty, Jolly, Naive, Rash, Sassy, or Quirky.
IF_LOW_KEY_NATURE, // The Pokémon has one of the following natures: Lonely, Bold, Relaxed, Timid, Serious, Modest, Mild, Quiet, Bashful, Calm, Gentle, or Careful.
IF_RECOIL_DAMAGE_GE, // The Pokémon suffered at least certain amount of non-fainting recoil damage.
IF_CURRENT_DAMAGE_GE, // The Pokémon has the specified difference of HP from its Max HP.
IF_CRITICAL_HITS_GE, // The Pokémon performed the specified number of critical hits in one battle at least.
IF_USED_MOVE_X_TIMES, // The Pokémon has used a move for at least X amount of times.
// Gen 9
IF_DEFEAT_X_WITH_ITEMS, // The Pokémon defeated X amount of Pokémon of the specified species that are holding the specified item.
IF_PID_MODULO_100_GT, // The Pokémon's personality value's modulo by 100 is greater than the defined value.
IF_PID_MODULO_100_EQ, // The Pokémon's personality value's modulo by 100 is equal than the defined value.
IF_PID_MODULO_100_LT, // The Pokémon's personality value's modulo by 100 is lower than the defined value.
IF_MIN_OVERWORLD_STEPS, // The Player has taken a specific amount of steps in the overworld with the Pokémon following them or in the first slot of the party.
IF_BAG_ITEM_COUNT, // The Player has the specific amount of an item in the bag. It then removes those items.
CONDITIONS_END
};
enum EvolutionMethods {
EVO_NONE, // Not an actual evolution, used to generate offspring that can't evolve into the specified species, like regional forms.
EVO_LEVEL, // Pokémon reaches the specified level
EVO_TRADE, // Pokémon is traded
EVO_ITEM, // specified item is used on Pokémon
EVO_SPLIT_FROM_EVO, // A clone is generated and evolved when another evolution happens
EVO_SCRIPT_TRIGGER, // Player interacts with an overworld trigger
EVO_LEVEL_BATTLE_ONLY, // Pokémon reaches the specified level, in battle only
EVO_BATTLE_END, // Battle ends, doesn't need to level up
EVO_SPIN // The player spins in the overworld
};
enum EvolutionMode {
EVO_MODE_NORMAL,
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_SCRIPT_TRIGGER,
EVO_MODE_BATTLE_ONLY, // This mode is only used in battles to support Tandemaus' unique requirement
};
// used to determine whether an evolution is happening or not, so we know if items should be removed
enum EvoState {
CHECK_EVO,
DO_EVO,
};
enum PokemonJumpType {
PKMN_JUMP_TYPE_NONE, // Not allowed in Pokémon Jump
PKMN_JUMP_TYPE_NORMAL,
PKMN_JUMP_TYPE_FAST,
PKMN_JUMP_TYPE_SLOW,
};
enum EvoSpinDirections {
SPIN_CW_SHORT, // Player spins clockwise
SPIN_CW_LONG, // Player spins clockwise
SPIN_CCW_SHORT, // Player spins counter-clockwise
SPIN_CCW_LONG, // Player spins counter-clockwise
SPIN_EITHER, // Player spins either clockwise or counter-clockwise
};
#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_EXCEPT_BATTLER_SIDE 1
#define BATTLE_ALIVE_SIDE 2
#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