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126 lines
3.3 KiB
C
126 lines
3.3 KiB
C
#ifndef GUARD_CONSTANTS_STATUS_H
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#define GUARD_CONSTANTS_STATUS_H
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// Sleep statuses
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#define STATUS_NONE 0
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#define STATUS_SLEEP 1
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#define STATUS_SLEEPLESS 2
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#define STATUS_NIGHTMARE 3
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#define STATUS_YAWNING 4
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#define STATUS_NAPPING 5
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// Non-volatile statuses
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#define STATUS_BURN 1
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#define STATUS_POISONED 2
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#define STATUS_BADLY_POISONED 3
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#define STATUS_PARALYSIS 4
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// Immobilize statuses
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#define STATUS_FROZEN 1
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#define STATUS_SHADOW_HOLD 2
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#define STATUS_WRAP 3
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#define STATUS_WRAPPED 4
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#define STATUS_INGRAIN 5
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#define STATUS_PETRIFIED 6
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#define STATUS_CONSTRICTION 7
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// Volatile statuses
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#define STATUS_CRINGE 1
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#define STATUS_CONFUSED 2
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#define STATUS_PAUSED 3
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#define STATUS_COWERING 4
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#define STATUS_TAUNTED 5
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#define STATUS_ENCORE 6
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#define STATUS_INFATUATED 7
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// Charging statuses
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#define STATUS_BIDE 1
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#define STATUS_SOLARBEAM 2
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#define STATUS_SKY_ATTACK 3
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#define STATUS_RAZOR_WIND 4
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#define STATUS_FOCUS_PUNCH 5
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#define STATUS_SKULL_BASH 6
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#define STATUS_FLYING 7
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#define STATUS_BOUNCING 8
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#define STATUS_DIVING 9
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#define STATUS_DIGGING 10
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#define STATUS_CHARGING 11
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#define STATUS_ENRAGED 12
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// Protection statuses
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#define STATUS_REFLECT 1
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#define STATUS_SAFEGUARD 2
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#define STATUS_LIGHT_SCREEN 3
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#define STATUS_COUNTER 4
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#define STATUS_MAGIC_COAT 5
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#define STATUS_WISH 6
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#define STATUS_PROTECT 7
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#define STATUS_MIRROR_COAT 8
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#define STATUS_ENDURING 9
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#define STATUS_MINI_COUNTER 10
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#define STATUS_MIRROR_MOVE 11
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#define STATUS_CONVERSION2 12
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#define STATUS_VITAL_THROW 13
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#define STATUS_MIST 14
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// Waiting statuses
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#define STATUS_CURSED 1
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#define STATUS_DECOY 2
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#define STATUS_SNATCH 3
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// Linked statuses
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#define STATUS_LEECH_SEED 1
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#define STATUS_DESTINY_BOND 2
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// Move statuses
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#define STATUS_SURE_SHOT 1
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#define STATUS_WHIFFER 2
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#define STATUS_SET_DAMAGE 3
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#define STATUS_FOCUS_ENERGY 4
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// Item statuses
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#define STATUS_LONG_TOSS 1
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#define STATUS_PIERCE 2
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// Transform statuses
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#define STATUS_INVISIBLE 1
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#define STATUS_TRANSFORMED 2
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#define STATUS_MOBILE 3
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// Eyesight statuses
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#define STATUS_BLINKER 1
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#define STATUS_CROSS_EYED 2
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#define STATUS_EYEDROPS 3
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#define STATUS_SPRITE_SLEEPLESS (1 << 0)
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#define STATUS_SPRITE_BURNED (1 << 1)
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#define STATUS_SPRITE_POISONED (1 << 2)
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#define STATUS_SPRITE_BADLY_POISONED (1 << 3)
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#define STATUS_SPRITE_CONFUSED (1 << 4)
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#define STATUS_SPRITE_COWERING (1 << 5)
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#define STATUS_SPRITE_TAUNTED (1 << 6)
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#define STATUS_SPRITE_ENCORE (1 << 7)
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#define STATUS_SPRITE_SHIELD_BLUE (1 << 8) // REFLECT, COUNTER, MINI_COUNTER, MIST
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#define STATUS_SPRITE_SHIELD_RED (1 << 9) // SAFEGUARD, MIRROR_COAT
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#define STATUS_SPRITE_SHIELD_YELLOW (1 << 10) // LIGHT_SCREEN, MAGIC_COAT
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#define STATUS_SPRITE_SHIELD_GREEN (1 << 11) // PROTECT, MIRRO_MOVE, VITAL_THROW
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#define STATUS_SPRITE_ENDURE (1 << 12)
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#define STATUS_SPRITE_LOWHP (1 << 13)
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#define STATUS_SPRITE_CURSED (1 << 14)
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#define STATUS_SPRITE_SNATCH (1 << 15)
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#define STATUS_SPRITE_SURE_SHOT (1 << 16)
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#define STATUS_SPRITE_WHIFFER (1 << 17)
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#define STATUS_SPRITE_SET_DAMAGE (1 << 18)
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#define STATUS_SPRITE_FOCUS_ENERGY (1 << 19)
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#define STATUS_SPRITE_BLINKER (1 << 20)
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#define STATUS_SPRITE_CROSS_EYED (1 << 21)
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#define STATUS_SPRITE_EYEDROPS (1 << 22)
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#define STATUS_SPRITE_MUZZLED (1 << 23)
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#define STATUS_SPRITE_GRUDGE (1 << 24)
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#define STATUS_SPRITE_EXPOSED (1 << 25)
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#define STATUS_SPRITE_SLEEP (1 << 26)
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#define STATUS_SPRITE_STAT_DOWN (1 << 27)
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#define STATUS_SPRITE_FROZEN (1 << 28)
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#endif
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