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pret
GitHub Repository: pret/pokered
Path: blob/master/constants/move_effect_constants.asm
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; {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
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; {status condition}_SIDE_EFFECT means that the move has a side chance of causing that condition
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; {status condition}_EFFECT means that the move causes the status condition every time it hits the target
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; MoveEffectPointerTable indexes (see data/moves/effects_pointers.asm)
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const_def
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const NO_ADDITIONAL_EFFECT ; $00
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const EFFECT_01 ; $01 unused
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const POISON_SIDE_EFFECT1 ; $02
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const DRAIN_HP_EFFECT ; $03
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const BURN_SIDE_EFFECT1 ; $04
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const FREEZE_SIDE_EFFECT1 ; $05
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const PARALYZE_SIDE_EFFECT1 ; $06
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const EXPLODE_EFFECT ; $07 Explosion, Self Destruct
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const DREAM_EATER_EFFECT ; $08
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const MIRROR_MOVE_EFFECT ; $09
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const ATTACK_UP1_EFFECT ; $0A
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const DEFENSE_UP1_EFFECT ; $0B
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const SPEED_UP1_EFFECT ; $0C
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const SPECIAL_UP1_EFFECT ; $0D
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const ACCURACY_UP1_EFFECT ; $0E
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const EVASION_UP1_EFFECT ; $0F
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const PAY_DAY_EFFECT ; $10
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const SWIFT_EFFECT ; $11
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const ATTACK_DOWN1_EFFECT ; $12
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const DEFENSE_DOWN1_EFFECT ; $13
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const SPEED_DOWN1_EFFECT ; $14
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const SPECIAL_DOWN1_EFFECT ; $15
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const ACCURACY_DOWN1_EFFECT ; $16
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const EVASION_DOWN1_EFFECT ; $17
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const CONVERSION_EFFECT ; $18
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const HAZE_EFFECT ; $19
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const BIDE_EFFECT ; $1A
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const THRASH_PETAL_DANCE_EFFECT ; $1B
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const SWITCH_AND_TELEPORT_EFFECT ; $1C
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const TWO_TO_FIVE_ATTACKS_EFFECT ; $1D
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const EFFECT_1E ; $1E unused
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const FLINCH_SIDE_EFFECT1 ; $1F
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const SLEEP_EFFECT ; $20
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const POISON_SIDE_EFFECT2 ; $21
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const BURN_SIDE_EFFECT2 ; $22
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const FREEZE_SIDE_EFFECT2 ; $23 unused (Blizzard in JP Red/Green)
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const PARALYZE_SIDE_EFFECT2 ; $24
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const FLINCH_SIDE_EFFECT2 ; $25
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const OHKO_EFFECT ; $26 moves like Horn Drill
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const CHARGE_EFFECT ; $27 moves like Solar Beam
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const SUPER_FANG_EFFECT ; $28
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const SPECIAL_DAMAGE_EFFECT ; $29 Seismic Toss, Night Shade, Sonic Boom, Dragon Rage, Psywave
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const TRAPPING_EFFECT ; $2A moves like Wrap
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const FLY_EFFECT ; $2B
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const ATTACK_TWICE_EFFECT ; $2C
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const JUMP_KICK_EFFECT ; $2D Jump Kick and Hi Jump Kick effect
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const MIST_EFFECT ; $2E
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const FOCUS_ENERGY_EFFECT ; $2F
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const RECOIL_EFFECT ; $30 moves like Double Edge
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const CONFUSION_EFFECT ; $31 Confuse Ray, Supersonic (not the move Confusion)
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const ATTACK_UP2_EFFECT ; $32
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const DEFENSE_UP2_EFFECT ; $33
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const SPEED_UP2_EFFECT ; $34
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const SPECIAL_UP2_EFFECT ; $35
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const ACCURACY_UP2_EFFECT ; $36
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const EVASION_UP2_EFFECT ; $37
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const HEAL_EFFECT ; $38 Recover, Softboiled, Rest
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const TRANSFORM_EFFECT ; $39
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const ATTACK_DOWN2_EFFECT ; $3A
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const DEFENSE_DOWN2_EFFECT ; $3B
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const SPEED_DOWN2_EFFECT ; $3C
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const SPECIAL_DOWN2_EFFECT ; $3D
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const ACCURACY_DOWN2_EFFECT ; $3E
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const EVASION_DOWN2_EFFECT ; $3F
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const LIGHT_SCREEN_EFFECT ; $40
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const REFLECT_EFFECT ; $41
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const POISON_EFFECT ; $42
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const PARALYZE_EFFECT ; $43
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const ATTACK_DOWN_SIDE_EFFECT ; $44
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const DEFENSE_DOWN_SIDE_EFFECT ; $45
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const SPEED_DOWN_SIDE_EFFECT ; $46
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const SPECIAL_DOWN_SIDE_EFFECT ; $47
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const_skip ; $48
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const_skip ; $49
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const_skip ; $4A
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const_skip ; $4B
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const CONFUSION_SIDE_EFFECT ; $4C
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const TWINEEDLE_EFFECT ; $4D
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const_skip ; $4E
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const SUBSTITUTE_EFFECT ; $4F
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const HYPER_BEAM_EFFECT ; $50
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const RAGE_EFFECT ; $51
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const MIMIC_EFFECT ; $52
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const METRONOME_EFFECT ; $53
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const LEECH_SEED_EFFECT ; $54
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const SPLASH_EFFECT ; $55
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const DISABLE_EFFECT ; $56
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DEF NUM_MOVE_EFFECTS EQU const_value - 1
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