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- ; 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
- const_value = 0
- const NO_ADDITIONAL_EFFECT ; $00
- const UNUSED_EFFECT_01 ; $01
- const POISON_SIDE_EFFECT1 ; $02
- const DRAIN_HP_EFFECT ; $03
- const BURN_SIDE_EFFECT1 ; $04
- const FREEZE_SIDE_EFFECT ; $05
- const PARALYZE_SIDE_EFFECT1 ; $06
- const EXPLODE_EFFECT ; $07 Explosion, Self Destruct
- const DREAM_EATER_EFFECT ; $08
- const MIRROR_MOVE_EFFECT ; $09
- const ATTACK_UP1_EFFECT ; $0A
- const DEFENSE_UP1_EFFECT ; $0B
- const SPEED_UP1_EFFECT ; $0C
- const SPECIAL_UP1_EFFECT ; $0D
- const ACCURACY_UP1_EFFECT ; $0E
- const EVASION_UP1_EFFECT ; $0F
- const PAY_DAY_EFFECT ; $10
- const SWIFT_EFFECT ; $11
- const ATTACK_DOWN1_EFFECT ; $12
- const DEFENSE_DOWN1_EFFECT ; $13
- const SPEED_DOWN1_EFFECT ; $14
- const SPECIAL_DOWN1_EFFECT ; $15
- const ACCURACY_DOWN1_EFFECT ; $16
- const EVASION_DOWN1_EFFECT ; $17
- const CONVERSION_EFFECT ; $18
- const HAZE_EFFECT ; $19
- const BIDE_EFFECT ; $1A
- const THRASH_PETAL_DANCE_EFFECT ; $1B
- const SWITCH_AND_TELEPORT_EFFECT ; $1C
- const TWO_TO_FIVE_ATTACKS_EFFECT ; $1D
- const UNUSED_EFFECT_1E ; $1E
- const FLINCH_SIDE_EFFECT1 ; $1F
- const SLEEP_EFFECT ; $20
- const POISON_SIDE_EFFECT2 ; $21
- const BURN_SIDE_EFFECT2 ; $22
- const UNUSED_EFFECT_23 ; $23
- const PARALYZE_SIDE_EFFECT2 ; $24
- const FLINCH_SIDE_EFFECT2 ; $25
- const OHKO_EFFECT ; $26 moves like Horn Drill
- const CHARGE_EFFECT ; $27 moves like Solar Beam
- const SUPER_FANG_EFFECT ; $28
- const SPECIAL_DAMAGE_EFFECT ; $29 Seismic Toss, Night Shade, Sonic Boom, Dragon Rage, Psywave
- const TRAPPING_EFFECT ; $2A moves like Wrap
- const FLY_EFFECT ; $2B
- const ATTACK_TWICE_EFFECT ; $2C
- const JUMP_KICK_EFFECT ; $2D Jump Kick and Hi Jump Kick effect
- const MIST_EFFECT ; $2E
- const FOCUS_ENERGY_EFFECT ; $2F
- const RECOIL_EFFECT ; $30 moves like Double Edge
- const CONFUSION_EFFECT ; $31 Confuse Ray, Supersonic (not the move Confusion)
- const ATTACK_UP2_EFFECT ; $32
- const DEFENSE_UP2_EFFECT ; $33
- const SPEED_UP2_EFFECT ; $34
- const SPECIAL_UP2_EFFECT ; $35
- const ACCURACY_UP2_EFFECT ; $36
- const EVASION_UP2_EFFECT ; $37
- const HEAL_EFFECT ; $38 Recover, Softboiled, Rest
- const TRANSFORM_EFFECT ; $39
- const ATTACK_DOWN2_EFFECT ; $3A
- const DEFENSE_DOWN2_EFFECT ; $3B
- const SPEED_DOWN2_EFFECT ; $3C
- const SPECIAL_DOWN2_EFFECT ; $3D
- const ACCURACY_DOWN2_EFFECT ; $3E
- const EVASION_DOWN2_EFFECT ; $3F
- const LIGHT_SCREEN_EFFECT ; $40
- const REFLECT_EFFECT ; $41
- const POISON_EFFECT ; $42
- const PARALYZE_EFFECT ; $43
- const ATTACK_DOWN_SIDE_EFFECT ; $44
- const DEFENSE_DOWN_SIDE_EFFECT ; $45
- const SPEED_DOWN_SIDE_EFFECT ; $46
- const SPECIAL_DOWN_SIDE_EFFECT ; $47
- const UNUSED_EFFECT_48 ; $48
- const UNUSED_EFFECT_49 ; $49
- const UNUSED_EFFECT_4A ; $4A
- const UNUSED_EFFECT_4B ; $4B
- const CONFUSION_SIDE_EFFECT ; $4C
- const TWINEEDLE_EFFECT ; $4D
- const UNUSED_EFFECT_4E ; $4E
- const SUBSTITUTE_EFFECT ; $4F
- const HYPER_BEAM_EFFECT ; $50
- const RAGE_EFFECT ; $51
- const MIMIC_EFFECT ; $52
- const METRONOME_EFFECT ; $53
- const LEECH_SEED_EFFECT ; $54
- const SPLASH_EFFECT ; $55
- const DISABLE_EFFECT ; $56
- ; fixed damage constants
- SONICBOOM_DAMAGE EQU 20
- DRAGON_RAGE_DAMAGE EQU 40
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